#B42 Multiplayer Connection Issues

1 messages · Page 1 of 1 (latest)

fiery steeple
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Hello, I am looking for some help and pointers on how to diagnose connection issues on my multiplayer server. Firstly here is my setup:

  • AMP game server running PZ in my home
  • Pangolin running on a remote VPS with Newt as a wireguard tunnel for connection.

The issue I am having(this is vanilla or modded), is that players have to try upwards of a dozen times to connect. The connection to the server is lost either when downloading the world tiles, or in the joining game screen. The server log says nothing of use, just this:

How do I go about troubleshooting this? And why if people try enough times do they finally get in?

pastel pecan
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Best troubleshooting steps are always peeling off complexity

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Meaning you remove any unnecessary network extras, then test if the issue happens without them

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This way you can test what specific network config causes the issue

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Any tunnels, firewalls, VPNs and so on are all extras

fiery steeple
# pastel pecan Best troubleshooting steps are always peeling off complexity

So I have i think solved this? Let me ask you this, when a message pops up says port 16262 is closed and performance may be degrade what should that look like in game?

The underlying issue seems to be, and i say this from a layman, when the connection switches from 16261 to 16262. That was when the connection would terminate.

So what did in my tunneling setup is instead of having incoming 16261 ---> 16261 and separately 16262 ----> 16262 I allowed incoming connections on either port to access both. On the Pangolin discord I am waiting to hear from someone who knows more about this to give me more guidance.

The change was that popup someone about 16262 being closed, but no users see any degraded game performance so I am wondering if it's a red herring.

pastel pecan
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It basically means that all connections would be going through the Steam relay, since the game fails to use the direct connection port 16262, so none of the players are directly joining the server

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Meaning you would have extra latency from that relay, though how much extra latency depends on the relay distance

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Usually its around 10ms

fiery steeple
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Okay, so it seems like what i did was merely forcing steam relay. Which makes sense because if I put everything back and on the client side select steam relay it does also work. Peeling everything back is something I already did. I know the issue is in the way the proxy talks to the pz server. Other UDP games work fine on it with a standard setup, but PZ remains cranky. Not sure if there is a way to get this to work as I don't see any way to monkey with Raknet in the server files.

pastel pecan
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I am not sure I can help much if the server itself is fine but there is a problem with the proxy, might be best to contact any help desk of the proxy?

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Since I do not have experience with the proxy you are using, so I wouldnt be of much help

fiery steeple
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Is there any setting for more verbose logging? I'd really like to try and understand why when either trying to download the map from the server or right after it finishes downloading the last map chunk the Connection Lost message pops up, but the default server logging gives no information.

pastel pecan