Its great! Thank you)
Hey mord,
first of all GREAT job with this plugin, ive been lurking in this thread for a while now, but since i read something about dedicated servers with steam, it made me ******
Problem is, i cant really get it to work. I know its most likely not your plugins fault, but im still gonna write down what happened, so maybe you will actually find some time to test it yourself like you planned long ago
Iām using the from source compiled 4.13 branch of the engine and tried to set up a simple dedicated server with the 3rd person c++ template. It actually went pretty well, except that i cant see the session.
Laptop is hosting, desktop is trying to join, both running steam. Search succeeds but returns no results.
Server log doesnt show any apparent error as far as i can tell:
LogInit: Build: UE4-CL-0
LogInit: Engine Version: 4.13.2-0+UE4
LogInit: Compatible Engine Version: 4.13.0-0+UE4
LogInit: Net CL: 0
LogDevObjectVersion: Number of dev versions registered: 13
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 5
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 1
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 6
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 12
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 4
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 0
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogInit: Compiled (64-bit): Oct 25 2016 20:11:18
LogInit: Compiled with Visual C++: 19.00.24215.01
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4
LogInit: Command line: -log
LogInit: Base directory: C:/Users/Julius Lange/Documents/Unreal Projects/DedicatedTest/Saved/StagedBuilds/WindowsNoEditor/DedicatedTest/Binaries/Win64/
LogInit: Installed Engine Build: 0
LogInit: Presizing for 2097152 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
[2016.10.26-12.25.32:120] 0]LogInit: Selected Device Profile: [WindowsServer]
[2016.10.26-12.25.32:120] 0]LogInit: Applying CVar settings loaded from the selected device profile: [WindowsServer]
[2016.10.26-12.25.32:124] 0]LogInit: Computer: IULIUS
[2016.10.26-12.25.32:124] 0]LogInit: User: JuliusLange
[2016.10.26-12.25.32:124] 0]LogInit: CPU Page size=65536, Cores=4
[2016.10.26-12.25.32:125] 0]LogInit: High frequency timer resolution =3.914062 MHz
[2016.10.26-12.25.32:125] 0]LogMemory: Memory total: Physical=31.9GB (32GB approx)
[2016.10.26-12.25.32:125] 0]LogMemory: Platform Memory Stats for WindowsServer
[2016.10.26-12.25.32:125] 0]LogMemory: Process Physical Memory: 107.16 MB used, 107.16 MB peak
[2016.10.26-12.25.32:125] 0]LogMemory: Process Virtual Memory: 120.46 MB used, 120.46 MB peak
[2016.10.26-12.25.32:126] 0]LogMemory: Physical Memory: 8656.06 MB used, 32616.55 MB total
[2016.10.26-12.25.32:126] 0]LogMemory: Virtual Memory: 414.79 MB used, 134217728.00 MB total
[2016.10.26-12.25.32:242] 0]LogTextLocalizationManager: No translations for ('de-DE') exist, falling back to 'en' for localization and internationalization data.
[2016.10.26-12.25.32:345] 0]LogAssetRegistry: FAssetRegistry took 0.0070 seconds to start up
[2016.10.26-12.25.32:346] 0]LogPackageLocalizationCache: Processed 3 localized package path(s) for 1 prioritized culture(s) in 0.001560 seconds
[2016.10.26-12.25.32:404] 0]LogInit: Selected Device Profile: [WindowsServer]
[2016.10.26-12.25.32:435] 0]LogNetVersion: GetLocalNetworkVersion: CL: 0, ProjectName: dedicatedtest, ProjectVersion: , EngineNetworkVersion: 1, GameNetworkVersion: 0, NetworkChecksum: 1713780710
[2016.10.26-12.25.32:451] 0]LogUObjectArray: 29006 objects as part of root set at end of initial load.
[2016.10.26-12.25.32:451] 0]LogUObjectAllocator: 5990984 out of 0 bytes used by permanent object pool.
[2016.10.26-12.25.32:451] 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2016.10.26-12.25.32:451] 0]LogModuleManager:Warning: ModuleManager: Module 'XAudio2' not found - its StaticallyLinkedModuleInitializers function is null.
[2016.10.26-12.25.32:477] 0]LogEngine: Initializing Engine...
[2016.10.26-12.25.32:485] 0]LogInit: Texture streaming: Disabled
[2016.10.26-12.25.32:500] 0]LogInit:Display: Game Engine Initialized.
[2016.10.26-12.25.32:500] 0]LogInit:Display: Starting Game.
[2016.10.26-12.25.32:502] 0]LogNet: Browse: /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap?Name=Player
[2016.10.26-12.25.32:502] 0]LogLoad: LoadMap: /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap?Name=Player
[2016.10.26-12.25.32:515] 0]LogMemory: Platform Memory Stats for WindowsServer
[2016.10.26-12.25.32:516] 0]LogMemory: Process Physical Memory: 171.04 MB used, 171.04 MB peak
[2016.10.26-12.25.32:516] 0]LogMemory: Process Virtual Memory: 163.63 MB used, 163.63 MB peak
[2016.10.26-12.25.32:516] 0]LogMemory: Physical Memory: 8716.70 MB used, 32616.55 MB total
[2016.10.26-12.25.32:516] 0]LogMemory: Virtual Memory: 475.28 MB used, 134217728.00 MB total
[2016.10.26-12.25.32:517] 0]LogMemory:
[2016.10.26-12.25.32:517] 0]LogMemory: Allocator Stats for binned:
[2016.10.26-12.25.32:518] 0]LogMemory: Current Memory 89.60 MB used, plus 3.53 MB waste
[2016.10.26-12.25.32:518] 0]LogMemory: Peak Memory 91.89 MB used, plus 2.36 MB waste
[2016.10.26-12.25.32:519] 0]LogMemory: Current OS Memory 93.13 MB, peak 94.25 MB
[2016.10.26-12.25.32:519] 0]LogMemory: Current Waste 1.19 MB, peak 1.19 MB
[2016.10.26-12.25.32:519] 0]LogMemory: Current Used 89.60 MB, peak 91.89 MB
[2016.10.26-12.25.32:519] 0]LogMemory: Current Slack 2.33 MB
[2016.10.26-12.25.32:519] 0]LogMemory: Allocs 147745 Current / 577870 Total
[2016.10.26-12.25.32:520] 0]LogMemory:
[2016.10.26-12.25.32:520] 0]LogMemory: Block Size Num Pools Pools Cur Allocs Total Allocs Min Req Req Mem Used Mem Slack Mem Waste Efficiency
[2016.10.26-12.25.32:520] 0]LogMemory: ---------- --------- --------- ---------- ------------ ------- ------- -------- --------- --------- ----------
[2016.10.26-12.25.32:520] 0]LogMemory: 8 0 0 0 0 8 0 0K 0K 0K 100.00%
[2016.10.26-12.25.32:520] 0]LogMemory: 16 7 7 25771 59472 16 16 402K 46K 0K 100.00%
[2016.10.26-12.25.32:521] 0]LogMemory: 32 11 11 22169 92138 17 32 692K 12K 65K 90.77%
[2016.10.26-12.25.32:521] 0]LogMemory: 48 8 8 9794 40853 33 48 459K 53K 61K 88.09%
[2016.10.26-12.25.32:521] 0]LogMemory: 64 21 21 20473 63247 50 64 1279K 65K 87K 93.53%
[2016.10.26-12.25.32:521] 0]LogMemory: 80 11 11 8289 75016 65 80 647K 57K 38K 94.60%
[2016.10.26-12.25.32:521] 0]LogMemory: 96 5 5 3187 36088 82 96 298K 22K 19K 94.06%
[2016.10.26-12.25.32:522] 0]LogMemory: 112 4 5 2255 25891 98 112 246K 10K 21K 91.80%
[2016.10.26-12.25.32:522] 0]LogMemory: 128 18 18 8897 30610 114 128 1112K 40K 41K 96.44%
[2016.10.26-12.25.32:522] 0]LogMemory: 160 44 44 17778 41138 129 160 2777K 35K 203K 92.79%
[2016.10.26-12.25.32:522] 0]LogMemory: 192 26 26 8467 20347 162 192 1587K 76K 116K 93.03%
[2016.10.26-12.25.32:522] 0]LogMemory: 224 7 7 1133 11713 194 224 247K 201K 20K 95.54%
[2016.10.26-12.25.32:523] 0]LogMemory: 256 3 3 674 5275 225 256 168K 24K 10K 94.79%
[2016.10.26-12.25.32:523] 0]LogMemory: 288 4 4 730 4634 258 288 205K 51K 13K 94.92%
[2016.10.26-12.25.32:523] 0]LogMemory: 320 26 48 5229 31385 290 320 1634K 24K 115K 93.09%
[2016.10.26-12.25.32:523] 0]LogMemory: 384 19 19 3166 21481 322 384 1187K 25K 37K 96.96%
[2016.10.26-12.25.32:523] 0]LogMemory: 448 4 4 424 3051 386 448 185K 71K 16K 93.75%
[2016.10.26-12.25.32:524] 0]LogMemory: 512 4 4 391 1720 450 512 195K 61K 4K 98.44%
[2016.10.26-12.25.32:524] 0]LogMemory: 576 22 22 2407 2667 514 576 1353K 46K 29K 97.94%
[2016.10.26-12.25.32:524] 0]LogMemory: 640 13 13 1229 1286 577 640 768K 61K 42K 94.95%
[2016.10.26-12.25.32:524] 0]LogMemory: 704 8 8 660 864 642 704 453K 59K 19K 96.29%
[2016.10.26-12.25.32:524] 0]LogMemory: 768 4 4 269 463 706 768 201K 54K 6K 97.66%
[2016.10.26-12.25.32:525] 0]LogMemory: 896 11 11 737 1229 774 896 644K 59K 40K 94.32%
[2016.10.26-12.25.32:525] 0]LogMemory: 1024 8 8 308 607 907 1024 308K 204K 17K 96.68%
[2016.10.26-12.25.32:525] 0]LogMemory: 1168 6 6 302 615 1025 1168 344K 40K 27K 92.97%
[2016.10.26-12.25.32:525] 0]LogMemory: 1360 5 5 206 533 1171 1360 273K 46K 21K 93.44%
[2016.10.26-12.25.32:525] 0]LogMemory: 1632 12 12 445 571 1363 1632 709K 56K 36K 95.31%
[2016.10.26-12.25.32:526] 0]LogMemory: 2048 15 15 373 595 1640 2048 746K 214K 69K 92.81%
[2016.10.26-12.25.32:526] 0]LogMemory: 2336 6 6 147 1802 2050 2336 335K 49K 37K 90.36%
[2016.10.26-12.25.32:526] 0]LogMemory: 2720 5 5 102 138 2352 2718 270K 49K 20K 93.75%
[2016.10.26-12.25.32:526] 0]LogMemory: 3264 14 14 271 332 2722 3264 863K 30K 66K 92.63%
[2016.10.26-12.25.32:526] 0]LogMemory: 4096 29 30 461 560 3266 4096 1844K 12K 173K 90.68%
[2016.10.26-12.25.32:527] 0]LogMemory: 4672 19 19 255 341 4106 4672 1163K 51K 66K 94.57%
[2016.10.26-12.25.32:528] 0]LogMemory: 5456 23 24 276 316 4674 5453 1470K 1K 122K 91.71%
[2016.10.26-12.25.32:528] 0]LogMemory: 6544 21 22 210 253 5461 6542 1342K 1K 106K 92.11%
[2016.10.26-12.25.32:528] 0]LogMemory: 8192 7 10 56 127 6545 8192 448K 0K 54K 87.95%
[2016.10.26-12.25.32:529] 0]LogMemory: 9360 5 5 30 81 8216 9360 274K 46K 15K 95.31%
[2016.10.26-12.25.32:529] 0]LogMemory: 10912 3 3 15 30 9383 10470 159K 33K 17K 91.15%
[2016.10.26-12.25.32:529] 0]LogMemory: 13104 3 3 10 44 10976 13056 127K 65K 7K 96.35%
[2016.10.26-12.25.32:529] 0]LogMemory: 16384 3 6 12 54 13120 16384 192K 0K 20K 89.58%
[2016.10.26-12.25.32:530] 0]LogMemory: 21840 21 23 63 103 16400 20842 1343K 1K 201K 85.04%
[2016.10.26-12.25.32:530] 0]LogMemory: 32768 7 7 13 50 21952 32640 416K 32K 78K 82.59%
[2016.10.26-12.25.32:530] 0]LogMemory: 49152 4 5 13 43 0 49152 624K 144K 135K 82.42%
[2016.10.26-12.25.32:530] 0]LogMemory: 98304 3 3 10 19 0 94608 960K 192K 217K 81.16%
[2016.10.26-12.25.32:530] 0]LogMemory:
[2016.10.26-12.25.32:531] 0]LogMemory: 33408K allocated in pools (with 2418K slack and 2506K waste). Efficiency 92.50%
[2016.10.26-12.25.32:531] 0]LogMemory: Allocations 147708 Current / 577783 Total (in 499 pools)
[2016.10.26-12.25.32:531] 0]LogMemory:
[2016.10.26-12.25.32:564] 0]LogAIModule: Creating AISystem for world ThirdPersonExampleMap
[2016.10.26-12.25.32:564] 0]LogWorld: Game class is 'DedicatedTestGameMode'
[2016.10.26-12.25.32:565] 0]LogNet:Display: SteamNetDriver_0 bound to port 7777
[2016.10.26-12.25.32:565] 0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2016.10.26-12.25.32:565] 0]LogNet: GameNetDriver SteamNetDriver_0 IpNetDriver listening on port 7777
[2016.10.26-12.25.32:570] 0]LogWorld: Bringing World /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap up for play (tick rate 30) at 2016.10.26-14.25.32
[2016.10.26-12.25.32:571] 0]LogWorld: Bringing up level for play took: 0.004776
[2016.10.26-12.25.32:571] 0]LogGameMode:Display: Match State Changed from EnteringMap to WaitingToStart
[2016.10.26-12.25.32:571] 0]LogNetVersion: GetLocalNetworkVersion: CL: 0, ProjectName: dedicatedtest, ProjectVersion: 1.0.0.0, EngineNetworkVersion: 1, GameNetworkVersion: 0, NetworkChecksum: 674267303
[2016.10.26-12.25.32:571] 0]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2016.10.26-12.25.32:571] 0]LogLoad: Took 0.069677 seconds to LoadMap(/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap)
[2016.10.26-12.25.32:572] 0]LogLoad: (Engine Initialization) Total time: 1.00 seconds
[2016.10.26-12.25.32:572] 0]LogExternalProfiler: No external profilers were discovered. External profiling features will not be available.
[2016.10.26-12.25.33:925] 41]LogOnline:Warning: STEAM: Server setting ,SESSIONFLAGS:651 overflows Steam SetGameTags call
[2016.10.26-12.25.33:927] 41]LogOnline:Warning: STEAM: Server setting ,GameName_s:TestServer123 overflows Steam SetGameTags call
[2016.10.26-12.25.33:929] 41]LogScriptCore:Warning: Script Msg: StartSessionCallback - Invalid player state
[2016.10.26-12.25.33:929] 41]LogScriptCore:Warning:
[2016.10.26-12.25.33:930] 41]LogBlueprintUserMessages: [ThirdPersonExampleMap_C_0] session created
This is how create the session in the level blueprint:
[QUOTE=adipFTW;614822]
Hey mord,
first of all GREAT job with this plugin, ive been lurking in this thread for a while now, but since i read something about dedicated servers with steam, it made me ******
Problem is, i cant really get it to work. I know its most likely not your plugins fault, but im still gonna write down what happened, so maybe you will actually find some time to test it yourself like you planned long ago
Iām using the from source compiled 4.13 branch of the engine and tried to set up a simple dedicated server with the 3rd person c++ template. It actually went pretty well, except that i cant see the session.
Laptop is hosting, desktop is trying to join, both running steam. Search succeeds but returns no results.
Server log doesnt show any apparent error as far as i can tell:
[2016.10.26-12.25.33:925] 41]LogOnline:Warning: STEAM: Server setting ,SESSIONFLAGS:651 overflows Steam SetGameTags call
[2016.10.26-12.25.33:927] 41]LogOnline:Warning: STEAM: Server setting ,GameName_s:TestServer123 overflows Steam SetGameTags call
For one session flags is overflowing which will kill some of the flags.....The default subsystem still uses overlong strings to designate things so its iffy getting everything into how small of a buffer steam requires. More so since it also passes in your game name as a long series of characters and numbers for some reason.
For two, whats the Find sessions node look like? The plugin can find dedicated servers now afaik, the problem is that without authentication in the engine the players joining aren't fully authed.
Pushed a new commit to the repository (will be up in the zip later today)
Added GetPlayerAuthToken function to advanced identity
Now forcing not passing in a player controller if hosting dedicated.
[QUOTE=;614825]
For two, whats the Find sessions node look like? The plugin can find dedicated servers now afaik, the problem is that without authentication in the engine the players joining arenāt fully authed.
Im calling this in my player controller:
[QUOTE=adipFTW;614846]
Im calling this in my player controller:
If you remove the filter and set it to all servers does it show up then?
Edit Actuallyā¦ Is there any way you can try remotely?
Steam is claiming this
[QUOTE]
Important:
If you have a server and a client behind the same router, the client cannot connect to the server through the server browser. In fact the server may not be visible in the server browser of the client.
The client must connect to the server using the serverās internal IP address.
[QUOTE=;614852]
If you remove the filter and set it to all servers does it show up then?
Edit Actuallyā¦ Is there any way you can try remotely?
Steam is claiming this
I just tethered my smarthphone to my laptop, so it uses the cellular internet connection instead of my home internet. Result stays the sameā¦
[QUOTE=adipFTW;614859]
I just tethered my smarthphone to my laptop, so it uses the cellular internet connection instead of my home internet. Result stays the sameā¦
Even with searching ALL servers?
[QUOTE=;614873]
Even with searching ALL servers?
Thats what I just did.
[QUOTE=adipFTW;614877]
Thats what I just did.
Not sure what to say then, I have confirmation that others have been able to see dedicated servers with it, the problem was missing authentication for clients then.
Can anyone who has succeeded with this tell me, if he can replicate it in a template project?
Ive just read about people being able to see their servers in the server browser, but not being able to join them. How do i open the server browser in the first place?
[QUOTE=;614825]
[2016.10.26-12.25.33:925] 41]LogOnline:Warning: STEAM: Server setting ,SESSIONFLAGS:651 overflows Steam SetGameTags call
[2016.10.26-12.25.33:927] 41]LogOnline:Warning: STEAM: Server setting ,GameName_s:TestServer123 overflows Steam SetGameTags call
For one session flags is overflowing which will kill some of the flagsā¦The default subsystem still uses overlong strings to designate things so its iffy getting everything into how small of a buffer steam requires. More so since it also passes in your game name as a long series of characters and numbers for some reason.
For two, whats the Find sessions node look like? The plugin can find dedicated servers now afaik, the problem is that without authentication in the engine the players joining arenāt fully authed.
Iāve been trying to get this to work as well. I tried quite a few things along with this - [Bug Report] Steam Server Settings always exceed k_cbMaxGameServerTags - Platform & Builds - Epic Developer Community Forums
Iāve decided to wait and investigate other solutions in the mean time.
[QUOTE=;615603]
Iāve been trying to get this to work as well. I tried quite a few things along with this - [Bug Report] Steam Server Settings always exceed k_cbMaxGameServerTags - Platform & Builds - Epic Developer Community Forums
Iāve decided to wait and investigate other solutions in the mean time.
Ive tried the workaround in this thread as well, it gets rid of the overflow, but i still cant find my server
EDIT: That actually wasnt the only thing i had to do. In my screenshots above you can see that i search for my server, which has TestServer123 as gamename, but apparently thats too long and caused overflow. I changed it to a simple bool check called WFO, but still no luck finding it.
[QUOTE=adipFTW;615939]
Ive tried the workaround in this thread as well, it gets rid of the overflow, but i still cant find my server
EDIT: That actually wasnt the only thing i had to do. In my screenshots above you can see that i search for my server, which has TestServer123 as gamename, but apparently thats too long and caused overflow. I changed it to a simple bool check called WFO, but still no luck finding it.
You have the ports open right? Dedicated servers donāt nat punch with steam, so they need the correct open ports.
[QUOTE=;616006]
You have the ports open right? Dedicated servers donāt nat punch with steam, so they need the correct open ports.
Can i even open ports when the server is using my smartphone internet? xD
EDIT: Ok, just tested the āfixedā build with my phone -> session creation fails on my server, no idea why. Then i routed port 7777 to my laptop in my router and tried with home internet, but that also failedā¦
[QUOTE=adipFTW;616082]
Can i even open ports when the server is using my smartphone internet? xD
EDIT: Ok, just tested the āfixedā build with my phone -> session creation fails on my server, no idea why. Then i routed port 7777 to my laptop in my router and tried with home internet, but that also failedā¦
I tried it on a VPS with no firewall. No luckā¦ but I only investigated for around three hours. I think Iām going to end up using JSON and CouchDB to create an āofficial serversā list for my project and have running dedicated server builds post server stats (players, etc) to the DB every minute or so. But Iāll put that on the backburner and hopefully someone comes up with the answer before then. If I get some free time maybe I will dabble with it again. I didnāt try too hard.
You were able to get past the overflow adipFTW? The simple bool check stopped the overflow?
[QUOTE=adipFTW;616082]
Can i even open ports when the server is using my smartphone internet? xD
EDIT: Ok, just tested the āfixedā build with my phone -> session creation fails on my server, no idea why. Then i routed port 7777 to my laptop in my router and tried with home internet, but that also failedā¦
UnrealEngine/engine/Config/BaseEngine.ini
-URL ports
-Port=7777
-PeerPort=7778
-OnlineSubsystemSteam Port
-GameServerQueryPort=27015
-/Script/OnlineSubsystemUtils.onlineBeaconHost port
-ListenPort=15000
-MobileSupport port
-UDKRemotePort=41765
[QUOTE=;616086]
You were able to get past the overflow adipFTW? The simple bool check stopped the overflow?
Well, I just chose a shorter identification, instead of using the ālongā TestServer123 string property. A bool property, in my case called WFO and set to true did not trigger the overflow, so i dont know if its the length or the property type.
[QUOTE=;616111]
UnrealEngine/engine/Config/BaseEngine.ini
-URL ports
-Port=7777
-PeerPort=7778
-OnlineSubsystemSteam Port
-GameServerQueryPort=27015
-/Script/OnlineSubsystemUtils.onlineBeaconHost port
-ListenPort=15000
-MobileSupport port
-UDKRemotePort=41765
I can open those ports on my home router and try again, but didnt you say having the client and server in the same home network WILL guarantee the search to fail?
Really weird, how the server cant even create session when im using my phone, all i did was add the workaround suggested in the thread linked and changed the search property typeā¦
[QUOTE=adipFTW;616125]
Well, I just chose a shorter identification, instead of using the ālongā TestServer123 string property. A bool property, in my case called WFO and set to true did not trigger the overflow, so i dont know if its the length or the property type.
I can open those ports on my home router and try again, but didnt you say having the client and server in the same home network WILL guarantee the search to fail?
Really weird, how the server cant even create session when im using my phone, all i did was add the workaround suggested in the thread linked and changed the search property typeā¦
I quoted steam saying not to do it, but I was under the impression this entire time that you had the ports open. Dedicated servers WILL NOT work without open ports.