Forged Alliance Forever Forged Alliance Forever Forums 2018-03-25T20:18:39+02:00 /feed.php?f=3&t=15596 2018-03-25T20:18:39+02:00 2018-03-25T20:18:39+02:00 /viewtopic.php?t=15596&p=162071#p162071 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>

Statistics: Posted by Capt_Bucky_OHare — 25 Mar 2018, 20:18


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2018-03-25T02:35:14+02:00 2018-03-25T02:35:14+02:00 /viewtopic.php?t=15596&p=162048#p162048 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
Hopefully it is out of beta very soon (a few days). The dev's added a feature that makes this whole thread obsolete. We even tried to stress it out as much as possible, paused the game and went afk for hours, came back and it was still connected and we resumed play with no issues.

Statistics: Posted by coffeejoshua — 25 Mar 2018, 02:35


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2018-03-24T22:08:43+02:00 2018-03-24T22:08:43+02:00 /viewtopic.php?t=15596&p=162037#p162037 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
You're right, you would be int he same situation. You would need 5 VPN and 1 person could use the regular connection... obviously this isn't practical or ideal.

They just made a beta for the ICE adapter here:
https://ci.appveyor.com/api/buildjobs/5 ... -win32.msi

Hopefully you can get that working! I'm going to test it today.

Statistics: Posted by coffeejoshua — 24 Mar 2018, 22:08


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2018-03-24T11:17:13+02:00 2018-03-24T11:17:13+02:00 /viewtopic.php?t=15596&p=161994#p161994 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
I only ask because it seems like getting people on the same VPN is simulating the conditions that caused the issues in the first place... Though I'm probably misunderstand hopelessly.

I'm hosting a gaming session with some friends on Tuesday so really want it to work seamlessly :shock: We'll have six of us on the one network plus one joining from online, so it looks like the VPN solution is the way to go...

Statistics: Posted by Capt_Bucky_OHare — 24 Mar 2018, 11:17


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2018-03-23T05:24:43+02:00 2018-03-23T05:24:43+02:00 /viewtopic.php?t=15596&p=161947#p161947 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
I finally root caused this issue and my solution was to buy a new router that supports Hairpinning:
https://en.wikipedia.org/wiki/Hairpinning

I'll make another post about this to inform others.

Statistics: Posted by coffeejoshua — 23 Mar 2018, 05:24


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2018-03-22T01:14:12+02:00 2018-03-22T01:14:12+02:00 /viewtopic.php?t=15596&p=161918#p161918 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
ARTofCORE wrote:
@ coffeejoshua
i am able to create site to site vpn's or roadwarrior to site vpn's for example. so it think im not complietly stupit.


You're not stupid! There is still an unfixed bug in the client that makes this impossible, even when configured correctly. As a workaround, can you play the game with one player using a VPN?

The workaround to this bug for us was to create an _incorrect_ NAT rule that will route UDP traffic nowhere. When the client fails to connect directly, it will use a web proxy instead.

Computer A: 192.168.168.100 Game port set to 5125 (upnp unchecked or disabled on the router)
Computer B: 192.168.168.101 Game port set to 5125 (upnp unchecked or disabled on the router)

NAT rule on router, UDP port 5125 source 0.0.0.0 destination 192.168.1.1 (the router). It doesn't know what to do with that packet so it will drop it.

Computer A and Computer B will FAIL to communicate with each other using that port, even though they're on the same subnet. Check the "forever" log for "relay_address" or right now the ip is "148.251.238.131". They will successfully connect to each other using the proxy.

This allows for:
    Play in the same game, on the same network, behind the same router
    Also can connect to others to play with more players from the internet

This is an imperfect workaround with these issues:
    Introduces latency of around 180 ms or more (I live in AMS region and the server is in Germany)
    We send data over internet for no reason when we're on the same ethernet
    If a (very brief) network interruption occurs, you can not reconnect and the game progress will be lost, one of the players will drop

Statistics: Posted by coffeejoshua — 22 Mar 2018, 01:14


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2018-03-21T22:18:20+02:00 2018-03-21T22:18:20+02:00 /viewtopic.php?t=15596&p=161915#p161915 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
i know im not a network engineer. but im still admin a company network. i am able to create site to site vpn's or roadwarrior to site vpn's for example. so it think im not complietly stupit.

i have set port mapping for faf. but its still not work! look in thit post: viewtopic.php?f=3&t=15705
i know my englisch is very bad, and am not sure if i do understand your post correctly. but with folloing the guide in faf wiki does definitli not work!!
https://wiki.faforever.com/index.php?ti ... _solutions

or i am complietly brainsick

Statistics: Posted by ARTofCORE — 21 Mar 2018, 22:18


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2018-02-21T05:49:49+02:00 2018-02-21T05:49:49+02:00 /viewtopic.php?t=15596&p=161099#p161099 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
Simply misconfigure your router/firewall to incorrectly send the traffic nowhere or filter the traffic (by setting the right port to a computer that doesn't exist for example). To do this, we set both computers to use the same port, have use UPNP enabled (although it's disabled on the router), and then configured the router to drop all traffic on that port (if you can't do this, configure it to send it to a nonexistent device).

This way they are unable to communicate on the LAN, and when that fails they will use the online proxy server instead.

Statistics: Posted by coffeejoshua — 21 Feb 2018, 05:49


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2017-12-18T09:43:05+02:00 2017-12-18T09:43:05+02:00 /viewtopic.php?t=15596&p=158105#p158105 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]> unfortunately there are some technical issues present (the adapter likes to crash sometimes) and we need some c++ coders/time to help fixing some last bugs before we can roll it out

Statistics: Posted by PhilipJFry — 18 Dec 2017, 09:43


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2017-12-18T04:17:42+02:00 2017-12-18T04:17:42+02:00 /viewtopic.php?t=15596&p=158098#p158098 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
I have, and continue to use, both Hamachi and Tuungle with great results. Hamachi in particular is especially stable, seamless and easy to use.

Statistics: Posted by Sprouto — 18 Dec 2017, 04:17


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2017-12-18T00:27:43+02:00 2017-12-18T00:27:43+02:00 /viewtopic.php?t=15596&p=158091#p158091 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]> .

I found some things that are interesting, but I don't know enough about how the networking is designed with this to be very useful. I checked the code on git and can follow along with other things, but the netcode is really complicated for me! There is a connectivity relay feature that I haven't figured out yet, too. I'll keep looking at it and scratching my head for a while. On another note I wish it was possible for me to add some logging without having to build it, I will try and get a dev environment setup later.

If you open the pcaps in wireshark you will see that UDP is very easy to understand :), and only about 100 packets to deal with.

    * The first packet is sent from the Host to the Join computer, which is backwards from most client server models (why doesn't the client send the first packet to the server?).
    * Warning: I could be wrong about any of this stuff!
    * This means they must have got information about each other on another port from FAF servers, maybe TCP, that is not in the pcaps.
    * The actual data they send is not readable!
    * Both host and join try to connect on WAN IP initially (seems reasonable to me, this assumes you're on the internet).
    * In subsequent comms the router rewrites WAN IP to LAN IP.
    * They continue to talk now confused with both LAN and WAN in 2 streams, and even though it's possible to reach each other using either method the application is confused.

Does anyone have an environment using this scenario that works? I'm trying to isolate if the problem is my ASUS router (with NAT and Firewall lumped into one feature), or with the python.

Statistics: Posted by coffeejoshua — 18 Dec 2017, 00:27


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2017-12-17T23:39:26+02:00 2017-12-17T23:39:26+02:00 /viewtopic.php?t=15596&p=158087#p158087 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]> i was just wondering why you have your router on 192.168.168.x and your machines are in 192.168.1.x which is in a different subnet which makes the network overly complicated imho

Statistics: Posted by PhilipJFry — 17 Dec 2017, 23:39


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2017-12-17T23:32:01+02:00 2017-12-17T23:32:01+02:00 /viewtopic.php?t=15596&p=158086#p158086 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
Code:
def handle_game_launch(self, message):
        if not self.game_session or not self.connectivity.is_ready:
            logger.error("Not ready for game launch")


That is the error in the logs, but why is there not self.game_session or self.connectivity.is_ready? Which of the two is the problem? It would be nice on debug to print everything you can so that we might see the exact problem.

I suspect my ASUS router is rewriting the packets all stupidly (I've been meaning to get something better), but I don't know if this is just me because there are lot of posts about this issue (with no real solution other than the VPN workaround). Do you know of a network where scenario does work as expected?

Did you get a chance to look at those pcaps? It seems they are running 2 streams at the same time, one with WAN IP and one with LAN IP. It also looks like they're stuck transmitting the same data over and over, but without being able to decrypt it I don't really know what is happening.

Statistics: Posted by coffeejoshua — 17 Dec 2017, 23:32


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2017-12-17T23:20:29+02:00 2017-12-17T23:20:29+02:00 /viewtopic.php?t=15596&p=158085#p158085 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]> also not sure about your setup locally (do you have a /16 subnet mask or a more complicated network?)

Statistics: Posted by PhilipJFry — 17 Dec 2017, 23:20


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2017-12-17T23:08:28+02:00 2017-12-17T23:08:28+02:00 /viewtopic.php?t=15596&p=158083#p158083 <![CDATA[Re: LAN Connection Issues; Internet Works; Logging Issue]]>
I saw in other posts on the forums that someone else with this problem used a VPN to connect on one computer. I will try this. Ideally though we could get this bug fixed as i'm sure a lot of people out there would like a LAN + Online play feature.

Statistics: Posted by coffeejoshua — 17 Dec 2017, 23:08


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