Master server issues

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Dr.Flay
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Master server issues

Post by Dr.Flay » Wed Oct 23, 2013 1:15 am

There appears to be an issue with the Epic master server.
Not everyone will have noticed, as the Gamespy master server is still working fine.

We have been discussing it for a couple of days over at Hooks site, and I emailed Flak about it.
The master server got a reboot, but is still not functioning properly.
http://hooksutplace.freeforums.org/this ... 80-20.html

Can I get a few people to join in and do some tests please ?

In the main UT ini, Try removing (or adding a # at the front) any master severs that are not by Epic.
See if you can still get a list of servers.
I cannot get my copy to actualy fail, as it fetches an update from somewhere and just adds the gamespy server I removed (shame it does not add all master servers).

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Re: Master server issues

Post by papercoffee » Wed Oct 23, 2013 1:33 am

What exactly did happen?

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Dr.Flay
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Re: Master server issues

Post by Dr.Flay » Wed Oct 23, 2013 6:04 am

No idea :(
I just saw people bitching that Epic had finally switched off the master server and decided to investigate.

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Re: Master server issues

Post by noccer » Wed Oct 23, 2013 8:51 am

Dr.Flay wrote: I cannot get my copy to actualy fail, as it fetches an update from somewhere and just adds the gamespy server I removed (shame it does not add all master servers).
You can! :)

i tried some things and this is the solution:
Open up ut.ini

[UBrowser.UBrowserMainClientWindow]
bKeepMasterServer=False // set to true

And

[UBrowserAll]
bFallbackFactories=True //Set to False

The bKeepMasterServer (i think) keeps the masterserver list you use, so that it does not ask for a newer list (update off)
bFallbackFactories should stop the usage of other masterservers that are NOT ListFactories[0].

Alternatively you can comment out the

ListFactories[1]
ListFactories[2]

TO

;ListFactories[1]
;ListFactories[2]
Image

>>You can't steal any ip (v4)adresses, there are exactly 4294967296 of them, and they will still exist when you wrote down all of them, or are stored in a (master)servers database ;)<<

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Dr.Flay
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Re: Master server issues

Post by Dr.Flay » Thu Oct 24, 2013 10:39 am

I spotted Nelsona's post at Hooks place and changed the setting.
[UBrowser.UBrowserMainClientWindow]
bKeepMasterServer=False

That is the important one. It makes it allow or block the update of the master server in the config.
Here is my failure details and settings required.

Code: Select all

[Engine.GameEngine]
ServerActors=IpServer.UdpServerUplink MasterServerAddress=utmaster.epicgames.com MasterServerPort=27900
 
[UBrowser.UBrowserMainClientWindow]
bKeepMasterServer=True
 
[UBrowserAll]
ListFactories[0]=UBrowser.UBrowserGSpyFact,MasterServerAddress=utmaster.epicgames.com,MasterServerTCPPort=28900,Region=0,GameName=ut

Code: Select all

Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: I am BERNIE (192.168.1.127)
Log: Resolving unreal.epicgames.com...
Log: Resolved unreal.epicgames.com (199.255.40.174)
Log: Resolving utmaster.epicgames.com...
Log: Resolved utmaster.epicgames.com (199.255.40.174)
ScriptLog: UBrowserGSpyLink: Master Server is utmaster.epicgames.com:28900
ScriptLog: UBrowserGSpyLink: Couldn't connect to master server.
Log: CheckConnectionAttempt: Error while checking socket status.

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Re: Master server issues

Post by noccer » Thu Oct 24, 2013 5:18 pm

Hahaha wtf.. You are right with the "keep.."
I should not work when i am sleeping xD

Tried and epic is down :/
Image

>>You can't steal any ip (v4)adresses, there are exactly 4294967296 of them, and they will still exist when you wrote down all of them, or are stored in a (master)servers database ;)<<

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Re: Master server issues

Post by Raynor » Thu Oct 24, 2013 11:03 pm

Dr.Flay wrote:No idea :(
I just saw people bitching that Epic had finally switched off the master server and decided to investigate.
Well that can't be the case, because I can still get online and server browser works just as before. Could be temporary issue?

ASLY

Re: Master server issues

Post by ASLY » Thu Oct 24, 2013 11:20 pm

If master servers shut down, UT will be die... :shock:

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Re: Master server issues

Post by Dr.Flay » Fri Oct 25, 2013 4:14 am

We have 2 master-servers by default.
The Gamespy one is the one giving you a list.

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Re: Master server issues

Post by papercoffee » Fri Oct 25, 2013 4:25 am

Dr.Flay wrote:We have 2 master-servers by default.
The Gamespy one is the one giving you a list.
So ...what do the second one do?
I thought both are for the listing of the servers.

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Re: Master server issues

Post by noccer » Fri Oct 25, 2013 10:30 am

ASLYE702 wrote:If master servers shut down, UT will be die... :shock:
If people talk too much shit they will die.... :loool: :loool: :loool:

Papercoffee:

As a fallback/backup
Image

>>You can't steal any ip (v4)adresses, there are exactly 4294967296 of them, and they will still exist when you wrote down all of them, or are stored in a (master)servers database ;)<<

ASLY

Re: Master server issues

Post by ASLY » Fri Oct 25, 2013 11:50 am

noccer wrote:
ASLYE702 wrote:If master servers shut down, UT will be die... :shock:
If people talk too much shit they will die.... :loool: :loool: :loool:
Why? If master server shut down where you play online? :confused2:

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Re: Master server issues

Post by Wildcard » Fri Oct 25, 2013 4:40 pm

If my memory is correct this has happened before with the master server and after some time it came back :)
Image

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Re: Master server issues

Post by Feralidragon » Fri Oct 25, 2013 5:45 pm

ASLYE702 wrote:
noccer wrote:
ASLYE702 wrote:If master servers shut down, UT will be die... :shock:
If people talk too much shit they will die.... :loool: :loool: :loool:
Why? If master server shut down where you play online? :confused2:
UT doesn't depend on the master servers to give the ability to play online, the master servers only list the servers themselves so you can see in the UT browser.
Many only look for servers for the UT browser alone, so those probably won't be able to play if they don't even try to find alternatives, which unfortunately represent the majority of players and thus yes, if that bulk of players leave UT is as good as dead due to lack of players and not exactly the ability to play.
But other than that, most clans and communities have the server IPs listed, and some of them have the "unreal://" prefix in their IPs as a clickable link so you don't even have to copy the IP as in those you just click and UT will automatically start and connect to the IP you just clicked, it's pretty neat actually, and it's also what xfire and other gaming clients use.
Also there's a user-made master server some people use and which lists all these servers afaik (you just have to add it to your master servers list).

I am also planning to do something about the potential failure and/or removal of master servers in the future, something a lot more flexible, quicker to load, filtered and fail-safe, although I would like these to hold up a while longer until that time.

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Re: Master server issues

Post by Dr.Flay » Fri Oct 25, 2013 10:12 pm

As long as there is more than 1 master server, no-one should have to see an empty list.

We need a way for the master server details to propagate across users, or a way for the masters to see each-other.
Is it possible to ask a client what masters it can see ?
Or is it possible to add this behaviour ?

Shame Epic never added a master:// prefix. I also use clickable links whenever possible, as they make life easier for users.
Come to think of it this forum should have a certain link highly visible here, but it is not :???:
:!: [ASC] [UT99.org]Community Server :!:
[url]unreal://89.163.163.66:7777[/url]

Yes this site actually has a server we can play on thanks to Shade.
Though one thing I notice is the lack of maps from here. It should be featuring the CBP 2 and last years Xmas pack.