Author Topic: Multi Player  (Read 32639 times)

0 Members and 1 Guest are viewing this topic.

Offline Shade

  • 211
Now you mention it, I could see the server right off after logging back on after a CDT.
Report FS_Open bugs with Mantis  |  Find the latest FS_Open builds Here  |  Interested in FRED? Check out the Wiki's FRED Portal | Diaspora: Website / Forums
"Oooooooooooooooooooooooooooooooooooooooh ****ing great. 2200 references to entry->index and no idea which is the one that ****ed up" - Karajorma
"We are all agreed that your theory is crazy. The question that divides us is whether it is crazy enough to have a chance of being correct." - Niels Bohr
<Cobra|> You play this mission too intelligently.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
I've also noticed in the past when I've installed a new exe that my firewall will sometime ask for internet connections and sometime for local network.  I have to go in and manually configure the other one.  It's become second nature to just do it but there probably is a reason for it. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Fubar, I could really use your multi log from that session, if you haven't played a new game online since then make sure you get me a copy.

@Kara:  Did you notice that the second time you showed up for the session that you didn't have the problem?  That's what is really strange it's like once you can see the game you can see it the rest of the day.  Probably hasn't been noticed in FS2 since the host usually restarts the server after just about every game.   I'm wondering if it has to do with the machines having 2 IP addresses.  I know Taylor worked on that for 3.6.10.

Actually that's the least strange thing about it.This is looking very much like a NAT issue. I'd expect exactly this behaviour if Shade's  requests were bouncing off your router due to NAT or if your replies to him were bouncing off his router. As soon as one gets through you'll remain visible until the offending router removes the entry from its NAT tables (which happens after 24 hours on most routers).

What was puzzling me is why his packets (or your reply) weren't getting through your NAT when you are already hosting a game but suddenly can when you restart. Looking at Shade's logs though it's clear why you suddenly became visible to him. It's all to do with the fact that he was hosting a server at the time you restarted (or maybe ended a mission). At 9:08 your machine suddenly started sending server queries to his machine. The router which was previously bouncing signals in the opposite direction is forced to register the port in its NAT table which means that when Shade then tries to join your game he'll be able to see you all of a sudden.


So that much is easy for me to understand. What is puzzling me is if there was anyone who had this visibilty problem who didn't try making a server and yet saw the problem vanish when you restarted. I know IP was having trouble seeing you at first, I wonder if he also tried making a server at any point just before he could suddenly see you. I know I did and I know it had the same effect it did for Shade.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline captain-custard

  • previously known as andicirk
  • 210
  • one sandwich short of a picnic
quick one for kara, just quickly played one with fubar , same server problem cant see his game untill he logs into one ive created then logs out , i shut down and there he is , anyway to cut a long story short he said i should post my multi log here so here it is...............






[attachment deleted by ninja]
"Duct tape is like the force. It has a light side, a dark side, and it holds the universe together."

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Log from my side.

[attachment deleted by ninja]
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Yep. That's exactly what I was expecting was the problem. Fubar's NAT isn't letting you through until he's opened a port by trying to connect to andicirk.


Turey has the code for a partial solution for this problem. With luck it will be in 3.6.10.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
I seem to recall something about another multi mission existing.  Anyone have it so I can take a look at it and see if it works or I can get it working?
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
New missions to play with.  Medium Fighter Dogfight
                                     Medium Fighter TvT


Now what are the rules of that game you guys wanted?  Background for that mission would be a start. 

« Last Edit: March 10, 2008, 08:25:58 pm by FUBAR-BDHR »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
Going forward I think more missions along the lines of the Nova encounter would be good. Where both teams have a goal beyond just blowing up the other team's players.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline Vidmaster

  • Moderator
  • 211
  • Inventor of FS2 bullettime ;-)
already done. Problem is I only release missions that are balanced. And there's the problem.
Give me some more days, okay?

Also, FUBAR: Remember the multi I mentioned?

http://www.filedomain.net/manager/download.php?id=8
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline taylor

  • Super SCP/Linux Guru
  • 212
    • http://www.icculus.org/~taylor
@Kara:  Did you notice that the second time you showed up for the session that you didn't have the problem?  That's what is really strange it's like once you can see the game you can see it the rest of the day.  Probably hasn't been noticed in FS2 since the host usually restarts the server after just about every game.   I'm wondering if it has to do with the machines having 2 IP addresses.  I know Taylor worked on that for 3.6.10.
As karajorma said, it is likely a NAT issue. There is no point in restating that really, but I have some to add to it.  I recently found a bug in the server code that would make it not be able to properly distinguish between multiple games running from the same place (same IP, as far as the server is concerned if you are dealing with NAT).  It's quite possible that this is the heart of the problem you are seeing.  I have fixed this by doing two things: 1) I added a disconnect packet so that when a host game ends it will send a disconnect right then and you won't be left with host games being there until timeout or just remaining stale, and 2) game listings are now maintained with identification based on IP and port number.  #2 is going to be the big one here, since now you should be able to successfully run multiple games from the same IP, but on different ports (the -port cmdline option), and both the client and server sides will be able to keep track of it all properly.

Right now those changes (plus a bunch more) are currently just in testing, and usable only with the 0306 Xt build, on a separate server daemon.  I had planned on replacing the existing v.2 daemon (for 3.6.10) with the newer version over the weekend, but I couldn't get all of the code worked out in time.  The IP/port fix should be hitting the v.1 daemon as well, but the disconnect packet obviously will not.  Both the v.1 and v.2 daemons should be replaced with their newer counterparts this coming weekend, so you can test it all out at that point and see if you can still replicate the problem.


Turey has the code for a partial solution for this problem. With luck it will be in 3.6.10.
I've been trying to integrate that code in, but it actually needed a rewrite.  That little bit of code actually managed to contain every single bug that the original FS2NetD code had both client and server side.  It was quite amusing. :)  But anyway, during the restructure of that code I got a "WTF?" feeling about it, and after re-checking the RFC to be sure, I'm sure that it wouldn't have actually worked.  It was basically correct in theory but had several flaws which would have prevented it from ever working properly.  Fixing that calls for a slight redesign though, so I'm trying to work out how to go about that and still have it work together with FS2NetD as it is designed.

It is still slated for 3.6.10 though.  I'll get the issues worked out and have it in working builds within the next week or two.

 

Offline Vidmaster

  • Moderator
  • 211
  • Inventor of FS2 bullettime ;-)
that's the only one really working so far, even if it's damn fast paced  ;7 .  Still working on the Narn variant, Race vs Race versions of these missions are extremely unbalanced.

EDIT: Problems fixed, look newer post below! Removed attachment  :rolleyes:
« Last Edit: March 13, 2008, 06:36:50 am by Vidmaster »
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
@IP:  I do plan on doing an attack / defend style mission for each race.  Started yesterday by playing with the waypoints trying to get 2 ships to move without going nuts.  Found out the problem is the speed of the ships.  Fast moving caps like to miss waypoints after making a turn.  Have those 2 Minbari cruisers circling.  When they were at default speed (45 I think) they missed the waypoints and did loops.  Dropped them to 25 and they worked but were a bit jumpy.  22 seems to be working OK but that is for 45 degree turns not 90. 

@Vid:  Thanks.  Tried the previous link the other day and got some file list that I couldn't download anything off of.  Special hits and anti-fighter only weapons might help on the mult race missions.  Kind of a stand off mission where your bombers have to go blow up their cap while you protect yours.  Easy way to test them if you have 2 computers is to just self-desturct both players and let the AI duke it out. 

@Taylor:  I was starting to wonder if that standalone running on my network was causing some kind of issue.  Although both machines do have dedicated WAN IP address as well as their LAN IP addresses they do go through the same router.
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Vidmaster

  • Moderator
  • 211
  • Inventor of FS2 bullettime ;-)
Special hits and anti-fighter only weapons might help on the mult race missions.  Kind of a stand off mission where your bombers have to go blow up their cap while you protect yours.

that's the plan with the Narn  :)

to help you with the link, I've extracted the files. sending the file via email
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
Kara can we sort out Fubar and Vid with honorary TBP avatars in recognition of their hard work on multiplayer support? Also along the same lines I've got no problem with you giving yourself one - so to speak.
« Last Edit: March 12, 2008, 04:51:09 am by IPAndrews »
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Kara can we sort out Fubar and Vid with honorary TBP avatars in recognition of their hard work on multiplayer support? Also along the same lines I've got no problem with you giving yourself one - so to speak.

Thank you and a big thanks for the patients in letting us get multi going. 
« Last Edit: March 12, 2008, 04:51:28 am by IPAndrews »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • Moderator
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
that's the only one really working so far, even if it's damn fast paced  ;7 .  Still working on the Narn variant, Race vs Race versions of these missions are extremely unbalanced.

Works well the only thing I would change is the starting point of the players.  They are right in the line of fire of the caps.  Took a look at the escort list before I hit full speed and I was toast in 2 seconds.  Maybe a slight y axis adjustment.

Just took a look at the Raider-Multi.  Good concept but way too easy.  I don't think the transport could ever be killed.  Also it doesn't take into account wingmen being killed in the chat.  It's more of a single player mission.  I could probably make it better but don't want to modify it without permission.   Anyone know if Wildlife is still around?
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Vidmaster

  • Moderator
  • 211
  • Inventor of FS2 bullettime ;-)
no idea.

about the encounters:
now we got a nice little mix of tactical battles  :)  I love CTF in Halo and stuff, so that kind of mulitplayer is my favorite one. (tried CTF for TBP but it isn't fun -> Ships to hard to hit)

PrimusEncounter focuses on fast action and turret disabling
GQuanEncounter is very tactical and requires coordination and planned bomber strikes.
NovaEncounter combines both.

IP, could you include the two new one in today's patch so we are able to test them this evening?
(since I cannot, FUBAR has these two computers :rolleyes:)

[attachment deleted by ninja]
Devoted member of the Official Karajorma Fan Club (Founded and Led by Mobius).

Does crazy Software Engineering for a living, until he finally musters the courage to start building games for real. Might never happen.

 

Offline IPAndrews

  • Disgruntled Customer
  • 212
  • This site stole my work
The patch for this evening is going to be a real last minute job but i will try and get it done. If I dont we just have someone with the missions host.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.