Forged Alliance Forever Forged Alliance Forever Forums 2015-07-29T01:04:59+02:00 /feed.php?f=42&t=4543 2015-07-29T01:04:59+02:00 2015-07-29T01:04:59+02:00 /viewtopic.php?t=4543&p=105995#p105995 <![CDATA[Re: Possible to make FAF Proxy optional?]]> I think you also are mistaking the simspeed slowdown for the connection issue that this thread is about.

Statistics: Posted by Gorton — 29 Jul 2015, 01:04


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2015-07-29T00:29:21+02:00 2015-07-29T00:29:21+02:00 /viewtopic.php?t=4543&p=105984#p105984 <![CDATA[Re: Possible to make FAF Proxy optional?]]>
Two players I know in the same house connecting through FAF get the same issue with proxy connections. Close and open FAF a few times and you get a chance that 1-10 will connect correctly.

The negotiation is a little too sensitive, would be great if there was several connection reattempts in place before the proxy kicks in at the very least.

Statistics: Posted by Nightwolf — 29 Jul 2015, 00:29


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2014-08-15T15:38:44+02:00 2014-08-15T15:38:44+02:00 /viewtopic.php?t=4543&p=78882#p78882 <![CDATA[Re: Possible to make FAF Proxy optional?]]>
Maybe there is a bug, but your log doesn't prove it

I would need :
- game.log
- faforever.log
- from BOTH players.

Also, not in here, in the tech forum.

Statistics: Posted by Ze_PilOt — 15 Aug 2014, 15:38


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2014-08-13T13:35:03+02:00 2014-08-13T13:35:03+02:00 /viewtopic.php?t=4543&p=78782#p78782 <![CDATA[Re: Possible to make FAF Proxy optional?]]> We've had countless games with know (good connection players), then suddenly there is an issue where we must go through the proxy. Reconnections will not help this, however joining a different game generally will. A workaround we've found, which is less the ideal, is to get everyone to x up, reconnect one of the proxied people and launch before the proxy has a chance to kick in.

I have an example, of a game.log, attached, which I think is an example of such case. However I don't think this is the proof you are going to accept.

Would it be better with Wireshark logs, or telnet sessions using FA ports to and from each player? However then we need to reproduce in a game when it's not connecting correctly. (Or at least staying connected properly).

RELEVANT SECTIONS
info: ConnectToPeer (name=Aus_Pol, uid=18473, address=101.165.242.83:6112)
info: LOBBY: Adding peer "Aus_Pol" [101.165.242.83:6112, uid=18473]

info: LOBBY: connection to "Aus_Pol" [101.165.242.83:6112, uid=18473] made, status=Pending.
info: LOBBY: Got join (name="Aus_Pol", uid=18473) from 101.165.242.83:6112
info: LOBBY: "Aus_Pol" [101.165.242.83:6112, uid=18473] has established connections to: 1128, 71722, 87501, 88085

info: DisconnectFromPeer (uid=18473)
info: >DEBUG> PeerDisconnected : peerName=Aus_Pol peerID=18473
info: ConnectToPeer (name=Aus_Pol, uid=18473, address=127.0.0.1:12001, USE PROXY)
info: NET: using deflate compression for sends to Heat5.dee.local:12001.
info: LOBBY: Adding peer "Aus_Pol" [Heat5.dee.local:12001, uid=18473]
info: NET: using deflate compression for receives from Heat5.dee.local:12001
info: LOBBY: connection to "Aus_Pol" [Heat5.dee.local:12001, uid=18473] made, status=Pending.
info: LOBBY: Got join (name="Aus_Pol", uid=18473) from Heat5.dee.local:12001
info: LOBBY: "Aus_Pol" [Heat5.dee.local:12001, uid=18473] has established connections to: 1128, 71722, 87501, 88085

Statistics: Posted by D10ny5u5 — 13 Aug 2014, 13:35


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2014-08-11T10:45:47+02:00 2014-08-11T10:45:47+02:00 /viewtopic.php?t=4543&p=78675#p78675 <![CDATA[Re: Possible to make FAF Proxy optional?]]> Statistics: Posted by Ze_PilOt — 11 Aug 2014, 10:45


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2014-08-11T01:34:35+02:00 2014-08-11T01:34:35+02:00 /viewtopic.php?t=4543&p=78664#p78664 <![CDATA[Re: Possible to make FAF Proxy optional?]]>
RoLa wrote:
Is there any chance to get a notification when proxy is kicking in and which persons are connected through proxy with each other. After leaving lobby or game it's too late. Also the faforever.log is not very readable so you cant really see where the connection issues are. Perhaps just another proxy.log file would just be enough.


Normally you can see in the lobby if "Connecting to XXXX..." comes up twice

Statistics: Posted by Nombringer — 11 Aug 2014, 01:34


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2014-08-11T01:08:48+02:00 2014-08-11T01:08:48+02:00 /viewtopic.php?t=4543&p=78663#p78663 <![CDATA[Re: Possible to make FAF Proxy optional?]]> Statistics: Posted by RoLa — 11 Aug 2014, 01:08


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2014-08-09T16:14:19+02:00 2014-08-09T16:14:19+02:00 /viewtopic.php?t=4543&p=78606#p78606 <![CDATA[Re: Possible to make FAF Proxy optional?]]>
I have 0 proof of a bug.

Statistics: Posted by Ze_PilOt — 09 Aug 2014, 16:14


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2014-08-09T15:02:53+02:00 2014-08-09T15:02:53+02:00 /viewtopic.php?t=4543&p=78602#p78602 <![CDATA[Re: Possible to make FAF Proxy optional?]]> If I alter the proxy code to ignore proxy for AU to AU connections would there be any chance of it being accepted?

Statistics: Posted by D10ny5u5 — 09 Aug 2014, 15:02


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2014-06-02T00:53:20+02:00 2014-06-02T00:53:20+02:00 /viewtopic.php?t=4543&p=74378#p74378 <![CDATA[Re: Possible to make FAF Proxy optional?]]> connection is hated.

Statistics: Posted by E8400-CV — 02 Jun 2014, 00:53


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2014-05-28T13:55:41+02:00 2014-05-28T13:55:41+02:00 /viewtopic.php?t=4543&p=74077#p74077 <![CDATA[Re: Possible to make FAF Proxy optional?]]>

Statistics: Posted by D10ny5u5 — 28 May 2014, 13:55


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2014-05-27T09:13:12+02:00 2014-05-27T09:13:12+02:00 /viewtopic.php?t=4543&p=73971#p73971 <![CDATA[Re: Possible to make FAF Proxy optional?]]>
The server has multiple ways to know if a possible will be possible or not, and don't worry, the decision is based on a lap of time bigger than 500 ms.

Statistics: Posted by Ze_PilOt — 27 May 2014, 09:13


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2014-05-23T17:26:43+02:00 2014-05-23T17:26:43+02:00 /viewtopic.php?t=4543&p=73641#p73641 <![CDATA[Re: Possible to make FAF Proxy optional?]]>
Ze_PilOt wrote:
Don't make assumptions. That's not how it's done.
Pings are unrelated, and FA send nothing to the server.

The server is smart enough to know that if 15 seconds after sending a connection request, no connection is done, there is a problem.

You don't remember a lot of connection problems because :

- failed attempts were more subtle (no proxy message).
- less players (and way less new players).
- no ipv6 that is incompatible with FA.


But it doesn't take 15 seconds... I've had plenty of games where I've gone from clicking the game to join it in the lobby, to readied up with all players connected in <5s, with several of those players connected via the proxy (I know they were connected via the proxy because after the game finishes I have the 'Trouble connecting' message pop up. So if I went from clicking to join a game to game launch in around 10s, clearly it's not waiting 15s for the proxy to attempt a connection... I think you should up the time to 30s purely by means of an experiment, to prove all we naysayers wrong. If connection reliability improves... Well, god knows, but something isn't right.

Also a small point - How does the FAF server KNOW that connection has been unsuccessful if no data is sent from either client to tell it?

Statistics: Posted by IceDreamer — 23 May 2014, 17:26


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2014-05-23T16:40:01+02:00 2014-05-23T16:40:01+02:00 /viewtopic.php?t=4543&p=73636#p73636 <![CDATA[Re: Possible to make FAF Proxy optional?]]> Pings are unrelated, and FA send nothing to the server.

The server is smart enough to know that if 15 seconds after sending a connection request, no connection is done, there is a problem.

You don't remember a lot of connection problems because :

- failed attempts were more subtle (no proxy message).
- less players (and way less new players).
- no ipv6 that is incompatible with FA.

Statistics: Posted by Ze_PilOt — 23 May 2014, 16:40


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2014-05-22T23:33:03+02:00 2014-05-22T23:33:03+02:00 /viewtopic.php?t=4543&p=73593#p73593 <![CDATA[Re: Possible to make FAF Proxy optional?]]>
This is where the problem comes in. To my mind, somewhere the game engine has to send a command to the FAF server saying that the P2P connection is not working as expected, so that the FAF server knows to attempt a proxy connection. But what if the ping between the client and the FAF server is so large (As it would be from Australia to Europe) that in the time it takes for that signal to arrive, the connection has succeeded?

How long does the system give between having the two clients meet, and deciding that they need the proxy? 10ms? 100? 5000? I am in Aberdeen with a flawless connection, and I have been connected using the proxy to people in Germany, and I'm willing to bet any money that if the connection were given a 30 second window before the proxy system kicks in, we'd get a successful connection. This problem will be even worse for people down under, I mean, the Australians could all connect totally fine in GPGnet days, and I certainly don't remember as many connection problems back then as we have now.

What would happen if the time given for the P2P non-proxy connection to complete were increased?

Statistics: Posted by IceDreamer — 22 May 2014, 23:33


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