Toolguy

Toolguy



11 Mar

Comment
    Toolguy on Forums - Thread - Direct

I’ve never tried to play with a VPN, and I don’t know this one in particular, but from a quick search it seems that both the server machine and anyone trying to connecting to it has to have the VPN application running:

So basically the IP to use to connect, would be the IP indicated in the Hamachi client program, I guess.


10 Mar

Comment
    Toolguy on Forums - Thread - Direct

When @loudwater asked about the 64 cores issues, I did look at the code and noticed that there was actually an issue where the launcher would fail to reapply the affinity mask on the Server process after it restarted the game server, so I took the opportunity to fix that and extend the UI to expose all the 64 supported core/threads. I don’t have such a machine around, so I was not able to test if that did actually work, so I you will have to test yourself!

1.0.45 (10 March 2020)

  • Extended the CPU/Core list to 0-63 instead of 0-31
  • Fixed a bug where the affinity mask would not be reapplied after the server was restarted
    ...
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09 Mar

Comment
    Toolguy on Forums - Thread - Direct

When people are connected and playing, this is just between the game server and the client.

The actual connection procedure on the other hand is much more complicated, involves some bi-directional handshakes, and possibly some Steam API accesses to check the credentials of the player, e...

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Comment
    Toolguy on Forums - Thread - Direct

Just to eliminate an unknown parameter: Could you quit the DedicatedServerLauncher as soon as the server is started, just to see if it’s the server itself getting fubar, or if it’s somewhat related to the presence of the launcher being present and running.

Also, could you provide some information about your server configuration (operating system, processor model, amount of memory, internet line speed, and possibly the type/brand/model of network connection (wifi, dedicated ethernet card, motherboard card, …). Some low cost network adapters happen to work ok when doing light networking but then completely fail when the network load increases, sometimes just updating the network drivers help, sometimes you need to install a proper network card, but it’s kind of hard to diagnose remotely :slight_smile:

Comment
    Toolguy on Forums - Thread - Direct

If the port testing does not show green, it means it’s not going to work.

Is it the first time you are trying this type of thing, or have you already managed for some other games?

I’m asking, because there are some internet provider on which it is not possible to do port forwarding without paying extra: Their router support the feature, but the ISP infrastructure gives the same IP to multiple customers, using some internal trickery that makes it impossible for games (or software in general, like webservers) to be hosted on user’s machines. (we had some player from the Philippines having such an issue a few months ago)


08 Mar

Comment
    Toolguy on Forums - Thread - Direct

Ok, I’ll try to see if I can find some time in my schedule to squeeze out a new version with the support for 64 cores :slight_smile:

Just to reiterate. To utilize multiple instances (servers) you need to launch the launcher for each instance? Basically a folder for each instance?

Yup, one folder for each instance, each one with its own launcher program, managing its own game server install.


06 Mar

Comment
    Toolguy on Forums - Thread - Direct

I thought the CPU Affinity on the right already supported 32 cores/cpu machines?
Is it not working?

Or do you mean I should expose 64 entries in the CPU Affinity UI:
cpu affinity
(I’d have to remove the “CPU” word if I want to keep the UI at the same size)

If that’s what you mean, it’s doable, but I’ve no machine available to test if that would work, so you would have to be the tester for it (Basically the code is just calling GetProcessAffinityMask and SetProcessAffinityMask under the hood).

Also, it would be a nice addition if you add a tab for separ...

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04 Mar

Comment
    Toolguy on Forums - Thread - Direct

Glad you figured out (and for the ones wondering, you basically need to run one server launcher for each server), and thanks for the thanks :slight_smile:

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03 Mar

Comment
    Toolguy on Forums - Thread - Direct

It’s all in the main game log, and there are multiple possibly lines to parse:

LogNet: Join request: /Game/Maps/Startup?S (…)
LogNet: Join succeeded: Toolguy
ConanSandbox:Display: Character ID 3 has name Toolguy and guild ID 0.

that being said, I realize that there is no clear “player has left” entry in the log, other than the ones from the BattlEye module, maybe we shoyld add that, else it’s going to be hard to know when player left :slight_smile:


02 Mar

Comment
    Toolguy on Forums - Thread - Direct

Indeed: I’ve managed to help some people to do it, I’ve managed to do it on my home machine, but I’ve never managed to do it on my main work machine. The one where I develop the actual tool.

There are so many things that can go wrong, between the network drivers, the firewalls, the router, …

Comment
    Toolguy on Forums - Thread - Direct

That’s indeed what I needed, and from that I can tell you that you are trying to run the Normal (Live) Conan Exiles Client (Revision (#196231/23625)) with the Test Live version of the Server (Code Version: 202855/23931 (testlive branch)) instead of the Default branch (Code Version: 196231/23625 (default branch))...

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27 Feb

Comment
    Toolguy on Forums - Thread - Direct

I’ve never actually encountered this issue, but apparently it has happened now and then since Conan Exiles was launched, and apparently the suggested solution seem to be (unfortunately) the good old “have you tried turning it off and on again?”

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26 Feb

Comment
    Toolguy on Forums - Thread - Direct

I had no problem running two, three or four servers on the same machine, as long as they had correctly set-up ports.

Have you tried disabling the firewall to see if that helps, have you looked at the game server logs to see if there was some messages showing that there was at least some attempts at connecting? (using Direct Connect. Don’t trust the steam list of the server browser: It’s not because the server does not appear on the list that it is not up and running)

Comment
    Toolguy on Forums - Thread - Direct

The path is indicated on the top of the UI: Server 196231/23625 (Path\Of\The\Server\Win64\ConanSandbox-Win64-Test.exe)

You can also access it by clicking on one of the blue buttons to open the windows explorer on the settings or logs, move up to levels, then go down into the Binaries folder.

[/Script/Engine.GameSession]
MaxPlayers=36

[RconPlugin]
RconEnabled=True
RconPort=27104
RconPassword=StupidPassword!
RconMaxKarma=60

[/script/engine.gamenetworkmanager]
TotalNetBandwidth=4000001
MaxDynamicBandwidth=100001
MinDynamicBandwidth=40001

I’m not sure why it’s not working for you, I did modify my Game.ini and Engine.ini, tried with and without th...

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25 Feb

Comment
    Toolguy on Forums - Thread - Direct

Do you have a list of the settings you are trying to write and in which files/sections exactly?

Normally the launcher ignores (and leaves there) any setting it does not know about, but obviously it could be buggy :slight_smile:

That being said, the game server itself is known to rewrite the ini files and remove what it does not like, so one thing you could try (just to make sure) is to launch the server with the launcher, just to make sure it’s fully updated, etc… then shutdown the server, quit the server launcher, modify the ini files, and then manually (without the launcher) start the game server again, and when the server is running, check if your changes are still in the ini file, then cleanly quit the server, and check again.


24 Feb

Comment
    Toolguy on Forums - Thread - Direct

The server machine, is it a clean machine, with minimum amount of software installed, or is it like an older machine you refurbished, with old installs of other games, skype, gaming software, etc…?

Can you try to run (on the server) NETSTAT or TCPView (https://docs.microsoft.com/en-us/sysinternals/downloads/tcpview) to see if there are anything around that uses the network, reserved some ports, etc…


21 Feb

Comment
    Toolguy on Forums - Thread - Direct

Could you try disabling the firewall on both machines see if that helps?
If that does help, then it means your firewall rules are having issues, and basically the “handshake” does not complete: one machine sends a message, the other says “ok, I got it”, the first one send back something, if any of these messages fails to reach the other, then the negotiation never finishes and the connection attempt fails.


17 Feb

Comment
    Toolguy on Forums - Thread - Direct

Whaou, weird!

Could you give me what are the current delay values and messages you are using now, and what you were using before?


11 Feb

Comment
    Toolguy on Forums - Thread - Direct

Weird, that’s supposed to be using the same code path.
Which version are you using, and which values have you setup for the three restart delays?


10 Feb

Comment
    Toolguy on Forums - Thread - Direct

Could it be somewhat related to the password reset bug somebody was mentioning a few weeks ago?

Have you tried configuring a Discord Webhook, and click on the link directly in Discord, see if that does work or fail the same way?

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