#Having trouble connecting clients

26 messages · Page 1 of 1 (latest)

hearty quail
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Hi guys, In my project i am using FishyFacepunch as transport and it works as host and client...

Before things got a bit out of hand when we first try to connect host would be in the game playing while clients would fail connecting to host but right after that on the second try everything would work fine.

About one week ago i have pushed an update end tested it we found out that when we try connecting from different networks (i mean not connected to same wifi) client side was having problems like connection failing or client getting kicked with the error code "Server encountered an error while parsing data for packetId ServerRpc from connectionId 0. Connection will be kicked immediately" within ten seconds of connecting
Also owned player was moving abnormally faster on client side but but at normal speed at the host side

I am now making a development build in hopes of catching something that would point me in some direction..
Any idea on why something like this would occur?

hearty quail
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i think i narrowed it down but not really sure what to do atm
i am getting this message from the client when trying to connect to host
Connection state changed: Connecting - Invalid

FishyFacepunch.Client.ClientSocket:OnConnectionStatusChanged (Steamworks.Data.Connection,Steamworks.Data.ConnectionInfo) (at FishyFacepunch/Core/ClientSocket.cs:153)

my guess is i might be making a mistake in these lines of code

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SteamId struct has AccountId and a ToString() method override i am not sure which one i should use for ClientManager.StartConnection() parameter

hearty quail
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at this point i dont know why would i get Connection state changed: Connecting - Invalid message
i am logging the address as shown in the code above but it seems fine too
is this message normal or something

hearty quail
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is FishyFacepunch maintained by fishnet i dont know if i am asking this in the right place <@&716724875066212354>
this issue is holding us back, this is pretty important to us

rugged spire
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FishyFacepunch is not maintained by us.

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FishySteamworks is.

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I didn't see your first message but to be honest I'm not all familiar with fishyfacepunch to begin with. Are you still getting kicked?

hearty quail
hearty quail
rugged spire
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Honestly I've not used either much but Steamworks.Net has more resources and seems to be the more popular choice.

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You also get the benefits of the transport being in-house so it's officially supported.

hearty quail
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@rugged spire ok thanks i will make a test with FishySteamworks and make an update here

here is the a short version of the logs from the last test i made

connecting to 1517052526 (my code logging before ClientManager.StartConnection() is called)

Local client is starting for FishyFacepunch.

Connection state changed: Connecting - Invalid

Connection was closed by peer, Misc_Timeout

Local client is stopping for FishyFacepunch.

The connection attempt was cancelled.

Local client is stopped for FishyFacepunch.

Sending Disconnect message

lapis beaconBOT
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FirstGearGames received thanks.

rugged spire
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oh okay so it cannot even connect

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I dont know about facepunch but I know with steamworks you have to tick or untick peer to peer

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p2p is for steamIds as address and unchecked is for IP

hearty quail
hearty quail
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small update,
i have adapted my lobby implementation to work with Steamworks.Net and clients can now connect to host.
i cannot 100% say issue was with the facepunch because i have changed a lot of code but guessing from the logs i got it was after transport

but unfortunately not all is good, clients player character is behaving weird to say the least,
on host side it is not at the same position as it is on client side an on client side it is moving faster than it is supposed to

this is my csp setup is there an obvious mistake i am overlooking?
it is fairly standart so i feel like either i am being very dumb or my eyes are not working well at the moment 🤪

rocky heath
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I don't really know CSP, but you could try using a player prefab from one of the examples to see if it's a problem with your character or with the setup.

rugged spire
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@hearty quail the transport should not affect any of your game logic whatsoever. If you're having another problem, please start a new post so that we can close this one and track it better. Thank you

lapis beaconBOT
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Huseyin İrfan Akay received thanks.