I've done my research on the epic games masterserver and news are bad.
It does store in string format, but it takes the ip address from the UDP headers too.
And when validating a server it will take said address without any form of hostname conversion.
Proposed update for 333networks:
- Game Server can send his heartbeat using an additional value: "\\hostname\\server.hostname.com"
- Master Server can detect and do the following:
-- Resolve address.
-- If address matches the packet's address, then store server in list as hostname (additional var?).
-- If address doesn't match or resolution fails, store the ip only.
UT Client's server browsers fully support hostnames so the game itself wouldn't need to be updated at all.
Also, when a client adds one of these servers to favorites, the entry will be saved with 'hostname' instead of 'ip'.
Also, you've probably noticed this in the server's uplink:
- Code: Select all
if( MasterServerAddress ~= "unreal.epicgames.com" )
HeartbeatMessage = "\\heartbeat\\"$Query.Port$"\\gamename\\"$Query.GameName$"\\gamever\\"$Level.EngineVersion;
HeartbeatMessage = "\\heartbeat\\"$Query.Port$"\\gamename\\"$Query.GameName;
If you want to implement the \\gamever\\ key, let me know and I'll remove that conditional in a XC_Engine update (so all master servers receive gamever).
If you'd like additional keywords to be sent (333networks-only feature), now's the chance.