#Windrose Dedicated Server, client join fails and returns to menu, ICE/P2P UDP error (self hosted)

1 messages · Page 1 of 1 (latest)

brisk dust
#

Players cannot successfully join my Windows dedicated server. The client starts the connection process, then gets sent back to the main menu without a useful in-game error.

Details:
I installed the Windrose Dedicated Server on Windows via SteamCMD and verified that it starts correctly, registers successfully, and stays online. I also opened Windows Firewall on both the server and client side, including executable rules and TCP/UDP rules for ports 3478, 43683, and 43724.

At first, the server failed because P2pProxyAddress had been set to 0.0.0.0, which caused this error in the server log:

Cannot connect to address 0.0.0.0:43683
Status value 10049

After changing P2pProxyAddress back to 127.0.0.1, that specific internal proxy error disappeared.

However, the join still fails. Now the server log shows errors during the P2P/ICE stage, such as:

Cannot connect to turn server. Status message: Transaction deactivated
Not found any ice pairs for connecting
Connection to remote has finished. IsOk false
GsStream P2pClient is broken. Error on Ue P2P connecting
Then the server disconnects the player and the client returns to the main menu.

Expected result: the client should join the dedicated server normally.
Actual result: the client is returned to the menu during the P2P/ICE connection phase.

Steps to reproduce:

Start the dedicated server on Windows.
Join using the invite code.
Client begins connecting.
Client is returned to the main menu.
Server logs show the P2P/ICE errors above.
Logs / Saves / DxDiag:
I can attach full client and server logs. Build / DeploymentId shown in logs: 0.10.0.2.54-451ec92d

Screenshots / Videos (optional but strongly encouraged):
I can also provide screenshots of the server console/log errors if needed.

#

I can't paste the connection tests because is banned from "bot". but every connection test in telnet, on r5coopapigateway and coturn is good

manic tiger
brisk dust
#

I check every connection test, firewall config for port and serverfile.exe, even the shipping exe file.
I check all the possibile connection issue.
Maybe the server location and ISP? from Italy

#

One suspicious thing on the dedicated server host is that it does not appear to have just one clean network interface.

The server has:

one main public network adapter
one additional Remote NDIS based Internet Sharing Device
and at least one extra disconnected/link-local interface
This matters because Windrose uses ICE / P2P candidate gathering.
If the game collects network candidates from multiple interfaces, it may include the wrong local addresses or prioritize the wrong adapter during connection setup.

In simple terms:
the server may be advertising or trying to use network paths that are not the correct public route, which could explain why the dedicated server join fails during the ICE/P2P stage.

So one possible cause is that the dedicated server networking does not handle multi-interface environments correctly.

scenic beacon
#

@manic tiger we have same problem R5P2P + ICE + TURN + STUN

brisk dust
#

I haven't been able to read everything but I wonder why they didn't decide to use a dedicated server system like the one used in Conan Exiles, Arma 3, Insurgency, and in many other games where I've never had problems of this type.

wanton dune
#

We have some issues with local network connectivity for now. ICE is not working properly and we don't have definitive fix yet. It's on our to fix list and we are working hard to get it out, but it could take some time :(.

Three things I've seen so far that helped other people are:

  • Disabling riot Vanguard (if you play riot games)
  • Setting up DMZ in router to establish connection
  • Just simply connecting devices with wired connection (helps to connect to your locally hosted dedicated server, when players from outside your local network can join just fine)
brisk dust
#

Latest repro from today, around 21:49 local time.

The dedicated server starts, logs in, registers successfully, loads the world, and accepts a player connection.
The player reaches BLConnected state, then the BL P2P gate immediately disconnects with:
"BL P2PGate disconnected ... Value 2. Message End of file"

Right after that the server hits:
"R5Check happens"
Condition: 'BLReactorPtr'
Where: UR5DataKeeperForServerCoop::OnAccountBLConnected::<lambda_1>::operator ()

So this does not look like the usual startup/registration failure.
It looks like a post-connect server-side crash triggered by an early BL/P2P disconnect or invalid reactor state.

manic tiger
#

We're testing a potential solution for dedicated servers right now, it seems very promising, so I hope we'll be able to provide you with a proper fix really soon

brisk dust
#

after update i try with direct connect

Evidence that Direct IP is working

From R5.log:

UseDirectConnection: true and DirectConnectionServerPort: 7777
Start server for Direct connection. Port 7777
Created socket for bind address: 0.0.0.0:7777
IpNetDriver listening on port 7777
Host server is ready for owner to connect
Evidence of a real client connection

NotifyAcceptingConnection accepted from: nnnnnnnnnnnn
NotifyAcceptedConnection ... RemoteAddr: nnnnnnnnnnnn
AddClientConnection: Added client connection
Login request
UE account verified
Join request
Join succeeded: David
ReadyToPlay

The logs show the full Direct IP flow:
Direct connection enabled, server bound to port 7777, external client accepted, login verified, join succeeded, and client reached

wanton dune
#

So all good?

spare vault
#

Cool, Will try this when i get back home, see if me and my friends can join my server after i change to directconnect and portforward

brisk dust
#

Yes actually i can log in and play without any problem

#

maybe can be usefull if you can save the last server played or something similar

#

actually work only for servers added with join code