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Network session FIN packets being sent


jeconti

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Hey all,

 

Veteran here with ~400 hours. I've ran and hosted a server for literally years, but upgraded to alpha 20 and now nobody can connect. Here is the info;

 

Game is public and published successfully. Everyone can see it, port forwarding is setup correctly and open port checker verifies this. But whenever someone goes to connect, it times out on the client side and says 'could not retrieve server ID'. 

 

The logs on the server side are as follows;

 

2022-05-10T15:11:14 49454.142 INF NET: LiteNetLib: Connect from: 192.168.1.1:50040
2022-05-10T15:11:14 49454.142 INF Started thread NCS_Reader_0_0
2022-05-10T15:11:14 49454.143 INF Started thread NCS_Writer_0_0
2022-05-10T15:11:14 49454.143 INF Started thread NCS_Reader_0_1
2022-05-10T15:11:14 49454.143 INF Started thread NCS_Writer_0_1
2022-05-10T15:11:14 49454.143 INF [NET] PlayerConnected EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName=''
2022-05-10T15:11:19 49459.338 INF NET: LiteNetLib: Client disconnect from: 192.168.1.1:50040 (Timeout)
2022-05-10T15:11:19 49459.338 INF [NET] PlayerDisconnected EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName=''
2022-05-10T15:11:19 49459.338 WRN DynamicMusic: -1 was not in Bloodmoon state cache on disconnect
2022-05-10T15:11:19 49459.338 WRN Client disconnected from dy mesh: Id: -1 Total: 0
2022-05-10T15:11:19 49459.338 WRN Client disconnect complete for -1 Total: 0
2022-05-10T15:11:19 49459.338 INF Player disconnected: EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName=''
2022-05-10T15:11:19 49459.338 INF Exited thread NCS_Reader_0_0
2022-05-10T15:11:19 49459.338 INF Exited thread NCS_Writer_0_0
2022-05-10T15:11:19 49459.338 INF Exited thread NCS_Reader_0_1
2022-05-10T15:11:19 49459.338 INF Exited thread NCS_Writer_0_1
2022-05-10T15:11:19 49459.563 INF NET: LiteNetLib: Connect from: 192.168.1.1:50040
2022-05-10T15:11:19 49459.564 INF Started thread NCS_Reader_0_0
2022-05-10T15:11:19 49459.564 INF Started thread NCS_Writer_0_0
2022-05-10T15:11:19 49459.564 INF Started thread NCS_Reader_0_1
2022-05-10T15:11:19 49459.565 INF Started thread NCS_Writer_0_1
2022-05-10T15:11:19 49459.565 INF [NET] PlayerConnected EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName=''
2022-05-10T15:11:24 49464.736 INF NET: LiteNetLib: Client disconnect from: 192.168.1.1:50040 (Timeout)
2022-05-10T15:11:24 49464.736 INF [NET] PlayerDisconnected EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName=''
2022-05-10T15:11:24 49464.736 WRN DynamicMusic: -1 was not in Bloodmoon state cache on disconnect
2022-05-10T15:11:24 49464.736 WRN Client disconnected from dy mesh: Id: -1 Total: 0
2022-05-10T15:11:24 49464.736 WRN Client disconnect complete for -1 Total: 0
2022-05-10T15:11:24 49464.736 INF Player disconnected: EntityID=-1, PltfmId='Local_<none>', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName=''
2022-05-10T15:11:24 49464.736 INF Exited thread NCS_Writer_0_0
2022-05-10T15:11:24 49464.736 INF Exited thread NCS_Writer_0_1
2022-05-10T15:11:24 49464.736 INF Exited thread NCS_Reader_0_0
2022-05-10T15:11:24 49464.736 INF Exited thread NCS_Reader_0_1
 

Now this did not make a lot of sense to me. I am a network engineer by trade, these firewall rules and port forwarded are tested and working from previous builds, so something was funky here. I ran wireshark and found the following;spacer.png

 

Here we see what should be a perfectly normal TCP stream. syn, syn ack, ack--some push packets awaiting data, and then the server just decides to send a FIN and end the session. Nothing I can glean from the server logs should explain why. The ports in the dedicated server XML file are the same as they always have been, matching the firewall and port forwarding policies. TCP 26900, and UDP 26900-26903. This has worked in the past with previous version, but is not working with alpha 20. I don't know what else to look at at this point. The local server logs show a 5 second difference between connect and disconnect/timeout, but the packet captures show the entire transaction occurred within 2 seconds, from seconds 77 to 79 of the capture. Something odd there. 

 

Ideas? Suggestions? If there is any additional data let me know what you may need.

 

Thanks!

 

 

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I did an additional packet capture simultaneously from client and server side by side to show there is no packet loss/filtering happening;

 

spacer.png

 

The firewall policies are working, NAT is working, I feel like I can rule out network issues but with that ruled out I don't know what to do next. These are the same server settings I have used forever. 

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I had a hunch after reviewing some other forum posts, and it looks like this is similar to the bug report for server not showing up in LAN issue. I edited a serverconfig.xml setting;

 

<property name="ServerDisabledNetworkProtocols"    value="SteamNetworking"/>

change it to:

<property name="ServerDisabledNetworkProtocols"    value=""/>

 

and this resolved the issue. The game is still not visible in the LAN area but that isn't important to me anyway. Not sure what kind of problem is going on here, but for anyone else with the same issue, that was the fix. 

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8 hours ago, jeconti said:

Everyone can see it, port forwarding is setup correctly and open port checker verifies this. But whenever someone goes to connect, it times out on the client side and says 'could not retrieve server ID'.

You never mentioned which ports you have forwarded and open. Should be TCP 26900 and UDP 26900 through 26903. Once you

get your ports sorted, go back and disable Steamnetworking.

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