Getiing your game to be listed on the master server.
by AllynMcelrath · in Torque Game Engine · 04/18/2006 (12:13 pm) · 25 replies
Im curently looking at all the info i can find about using the master server.
I cant seem to get my name to be uniquely listed on the master server. Im checking this by using the server monator located at gnometech.com.
While i have found and changed the following
In /server/defaults.cs
in /server/prefs.cs
as well as in /client/init.cs
in /client/prefs.cs i found ...
what am i missing? what did i get wrong?
If some one could list all the .cs files that need to change and what to change in each to uniquley list your game i would be very gratefull!
I cant seem to get my name to be uniquely listed on the master server. Im checking this by using the server monator located at gnometech.com.
While i have found and changed the following
SERVER
In /server/defaults.cs
// List of master servers to query, each one is tried in order
// until one responds
$Pref::Server::RegionMask = 2;
$pref::Master[0] = "2:master.garagegames.com:28002";
// Information about the server
$Pref::Server::Name = "mygame";
$Pref::Server::Info = "This is a Private test server.";
in /server/game.cs
[code]
function onServerCreated()
{
// Server::GameType is sent to the master server.
// This variable should uniquely identify your game and/or mod.
$Server::GameType = "mygame";
// Server::MissionType sent to the master server. Clients can
// filter servers based on mission type.
$Server::MissionType = "Any";
// GameStartTime is the sim time the game started. Used to calculated
// game elapsed time.
$Game::StartTime = 0;in /server/prefs.cs
$Pref::Server::AdminPassword = ""; $Pref::Server::BanTime = 1800; $Pref::Server::ConnectionError = "You do not have the correct version of the FPS starter kit or the related art needed to play on this server, please contact the server operator for more information."; $Pref::Server::FloodProtectionEnabled = 1; $Pref::Server::Info = "This is a Private test server."; $Pref::Server::KickBanTime = 300; $Pref::Server::MaxChatLen = 120; $Pref::Server::MaxPlayers = 64; $Pref::Server::Name = "mygame"; $Pref::Server::Password = ""; $Pref::Server::Port = 28000; $Pref::Server::RegionMask = 2; $Pref::Server::RPGDialog::ActionPath = "starter.fps/data/dialogs/dla/"; $Pref::Server::TimeLimit = 20;
CLIENT
as well as in /client/init.cs
// Game information used to query the master server $CLient::GameType = "mygame"; $Client::GameTypeQuery = "mygame"; $Client::MissionTypeQuery = "Any";
in /client/prefs.cs i found ...
$pref::Master0 = "2:master.garagegames.com:28002"; $Pref::Server::Info = "This is a Private test server."; $Pref::Server::Name = "mygame"; $Pref::Server::Port = 28000; $Pref::Server::RegionMask = 2;
what am i missing? what did i get wrong?
If some one could list all the .cs files that need to change and what to change in each to uniquley list your game i would be very gratefull!
#2
04/18/2006 (12:44 pm)
In fact, we can't even get the stock TGE demo to list on the master server.
#3
You need to forward whatever ports you are using, say 28000 - 28002, to your local machine, using TCP/UDP or UDP protocols.
After doing that, I could host a game, and get it shown.
If that's not the problem, check in the console for your host's IP Address, and see if it is timing out. If it is, probably something to do with the above. ^
Hope that helped, if it didn't, I apoligise.
04/18/2006 (1:15 pm)
I could be totally wrong here, but I had that problem recently, and it was todo with my firewall on my router (or modem, depends what you have).You need to forward whatever ports you are using, say 28000 - 28002, to your local machine, using TCP/UDP or UDP protocols.
After doing that, I could host a game, and get it shown.
If that's not the problem, check in the console for your host's IP Address, and see if it is timing out. If it is, probably something to do with the above. ^
Hope that helped, if it didn't, I apoligise.
#4
I'm asking for this information, in fact, a guide from GG would be very handy here.
The official word on HOW to get your game listed is much needed.
What files to change, what to change in them, and any other considerations required.
Something has changed however. I was once able to get the stock DEMO to work and be listed, but no longer, and I haven't changed anything about my network.
I have no firewall, or router, just a cable modem.
Official info that is complete is what is needed.
04/18/2006 (1:34 pm)
No, no apologizing.I'm asking for this information, in fact, a guide from GG would be very handy here.
The official word on HOW to get your game listed is much needed.
What files to change, what to change in them, and any other considerations required.
Something has changed however. I was once able to get the stock DEMO to work and be listed, but no longer, and I haven't changed anything about my network.
I have no firewall, or router, just a cable modem.
Official info that is complete is what is needed.
#5
Wait... The game I hosted may have been TGE 1.3. :/ Hmm, I'll check that out.
04/18/2006 (2:10 pm)
Apart from my firewall, I don't have any problems listing my server, or letting players join. Wait... The game I hosted may have been TGE 1.3. :/ Hmm, I'll check that out.
#6
not sure whats going on.
EDIT: is "any" a valid mission type?
04/18/2006 (5:29 pm)
Well, im listed, but the clients cant see the server. Im checkig threw making sure its looking for the right thing.not sure whats going on.
EDIT: is "any" a valid mission type?
#7
04/18/2006 (7:03 pm)
If you look thru the server code between the fps and racer demos, there are differences. One works, the other doesn't, but I don't recall which one. I need to go digging again.
#8
04/18/2006 (7:07 pm)
I would be very interested in what you come up with. If a bug of some sort has crept in, everyone could benefit form solving this.
#9
I did do extensive testing last night, we did get listed and we did get clients to log in.
Thing was, only on a straight to internet connection. 2 of the clients were on the same network, only one could log in. (network behind a router, no router changes). So it's odd that one comp could log into the server (hosted as I said above) but the second on the same network could not. we also tried it the other way, hosting it on one of the computers on that network (router), none could see the game even thoe it was listed on the master server (checked with use of gnometech).
Odd thing was, there were 4 computers in this test, two on the east coast and two on the west cost.
East coast:
Wireless router
1 desktop machine
1 laptop.
West coast:
1 Very old (talking 700mh here) Desktop, not behind a router, just DSL modem.
1 Powerful laptop, behind a router on a wifi.
Facts.
East cost desktop, can host and be listed on master server, but clients can't see it, nor can it connect to west cost desktop.
East coast laptop, can host but no one can see it, can connect to West cost desktop.
West cost desktop, Cant see east cost desktop, nor east cost laptop if they are hosting, Can host and receive clients is listed on master.
West cost laptop, Can host, won't be listed, Cant connect to west cost desktop (same room different network), can't see either east cost servers.
So, im at a loss. Router settings seem to come into play, but I didn't change any setting for the first run of testing. Clients (1 of 2 can) can connect on non changed router to West coast desktop (un router)
No amount of forwarding seems to fix the issues with hosting on a routed network. (I can be doing something wrong, but it's slim)
Conclusion...... *hair pulling fixes frustration* =)
I'm at a complete loss.
04/19/2006 (7:18 am)
Well, my project is based on the FPS SDK. No C++ was changed.I did do extensive testing last night, we did get listed and we did get clients to log in.
Thing was, only on a straight to internet connection. 2 of the clients were on the same network, only one could log in. (network behind a router, no router changes). So it's odd that one comp could log into the server (hosted as I said above) but the second on the same network could not. we also tried it the other way, hosting it on one of the computers on that network (router), none could see the game even thoe it was listed on the master server (checked with use of gnometech).
Odd thing was, there were 4 computers in this test, two on the east coast and two on the west cost.
East coast:
Wireless router
1 desktop machine
1 laptop.
West coast:
1 Very old (talking 700mh here) Desktop, not behind a router, just DSL modem.
1 Powerful laptop, behind a router on a wifi.
Facts.
East cost desktop, can host and be listed on master server, but clients can't see it, nor can it connect to west cost desktop.
East coast laptop, can host but no one can see it, can connect to West cost desktop.
West cost desktop, Cant see east cost desktop, nor east cost laptop if they are hosting, Can host and receive clients is listed on master.
West cost laptop, Can host, won't be listed, Cant connect to west cost desktop (same room different network), can't see either east cost servers.
So, im at a loss. Router settings seem to come into play, but I didn't change any setting for the first run of testing. Clients (1 of 2 can) can connect on non changed router to West coast desktop (un router)
No amount of forwarding seems to fix the issues with hosting on a routed network. (I can be doing something wrong, but it's slim)
Conclusion...... *hair pulling fixes frustration* =)
I'm at a complete loss.
#10
04/19/2006 (10:59 am)
I just did this test with the demo, i get the same issues.
#11
But there is clearly some issue that has slipped in.
04/19/2006 (11:20 am)
Good to know it wasn't just me and Cholly screwing something up...which isn't to say we aren't screwing something up :PBut there is clearly some issue that has slipped in.
#13
So, i dont know... Its very strange.
04/20/2006 (2:02 pm)
Well, our server is up, but only becouse its wide open.So, i dont know... Its very strange.
#14
04/27/2006 (1:05 pm)
Bump, this definitely could use a solution!
#15
09/27/2006 (11:18 pm)
Anyone out there? I am having the same unpredictable issues. This is a very serious problem.
#16
By the looks of the first thread, you may have missed some code in the common/scripts/game.cs file.
09/28/2006 (4:31 am)
If you start off using the starter.racing demo, you will find you have this issue. There is some code missing. The starter.fps works out of the box tho. By the looks of the first thread, you may have missed some code in the common/scripts/game.cs file.
#17
In starter.racing we have $Client::GameTypeQuery = "FPS Starter Kit";
and $Server::GameType = "Racing Starter Kit";
which is clearly never going to work. GG don't seem to monitor these forums anymore so I doubt you will get a response unless you report it directly to them.
.
10/01/2006 (9:28 pm)
Check that /client/init.cs $Client::GameTypeQuery matches the $Server::GameType data in server/scripts/game.csIn starter.racing we have $Client::GameTypeQuery = "FPS Starter Kit";
and $Server::GameType = "Racing Starter Kit";
which is clearly never going to work. GG don't seem to monitor these forums anymore so I doubt you will get a response unless you report it directly to them.
.
#18
10/02/2006 (8:08 am)
Im still seeing issues with this.
#19
10/02/2006 (1:24 pm)
Same here
#20
It 'seems' to work fine for me but I have not tested it as extensively as you guys have.
Try this link and then search for your game type. Mine gets listed there just fine which means its on the master server.
10/02/2006 (2:10 pm)
I'm interested in solving this because my game will be complete in about 3-4 weeks and I will need the multiplayer to work as well. It 'seems' to work fine for me but I have not tested it as extensively as you guys have.
Try this link and then search for your game type. Mine gets listed there just fine which means its on the master server.
Torque 3D Owner Todd Pickens
Cholly and I are having the same problem with our "Surrender Yer Booty" Project, in fact we cant get the game to show up anywhere.
Lan works fine but we don't show on any master server.