Dedicated server connection timeout

Hello
I have a dedicated server.
When my clients get crash or something unexpected exit from server, after a few moment, the server logs out “Connection Timeout” and the server restarts. so, other clients that have no problem also follow the server which means returning to initial level.

[2023.08.10-06.34.33:372][851]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 10.02, Real: 10.02, Good: 10.02, DriverTime: 80.71, Threshold: 10.00, [UNetConnection] RemoteAddr: 192.168.0.23:62186, Name: IpConnection_2147482434, Driver: GameNetDriver IpNetDriver_2147482495, IsServer: YES, PC: BP_PlayerController_C_2147482430, Owner: BP_PlayerController_C_2147482430, UniqueId: Null:DESKTOP-1IIHR11-F6F07AA449EC964AD9A1F89C434009A3
[2023.08.10-06.34.33:373][851]LogNet: Error: UEngine::BroadcastNetworkFailure: FailureType = ConnectionTimeout, ErrorString = UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 10.02, Real: 10.02, Good: 10.02, DriverTime: 80.71, Threshold: 10.00, [UNetConnection] RemoteAddr: 192.168.0.23:62186, Name: IpConnection_2147482434, Driver: GameNetDriver IpNetDriver_2147482495, IsServer: YES, PC: BP_PlayerController_C_2147482430, Owner: BP_PlayerController_C_2147482430, UniqueId: Null:DESKTOP-1IIHR11-F6F07AA449EC964AD9A1F89C434009A3, Driver = GameNetDriver IpNetDriver_2147482495
[2023.08.10-06.34.33:373][851]LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 10.02, Real: 10.02, Good: 10.02, DriverTime: 80.71, Threshold: 10.00, [UNetConnection] RemoteAddr: 192.168.0.23:62186, Name: IpConnection_2147482434, Driver: GameNetDriver IpNetDriver_2147482495, IsServer: YES, PC: BP_PlayerController_C_2147482430, Owner: BP_PlayerController_C_2147482430, UniqueId: Null:DESKTOP-1IIHR11-F6F07AA449EC964AD9A1F89C434009A3'
[2023.08.10-06.34.33:374][851]LogTemp: Open lobby : Event NetworkError = ConnectionTimeout
[2023.08.10-06.34.33:494][851]LogPackageName: SearchForPackageOnDisk took   0.120s, but failed to resolve lobby.umap.
[2023.08.10-06.34.33:495][851]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 192.168.0.23:62186, Name: IpConnection_2147482434, Driver: GameNetDriver IpNetDriver_2147482495, IsServer: YES, PC: BP_PlayerController_C_2147482430, Owner: BP_PlayerController_C_2147482430, UniqueId: Null:DESKTOP-1IIHR11-F6F07AA449EC964AD9A1F89C434009A3, Channels: 15, Time: 2023.08.10-06.34.33
[2023.08.10-06.34.33:497][851]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 192.168.0.23:62186, Name: IpConnection_2147482434, Driver: GameNetDriver IpNetDriver_2147482495, IsServer: YES, PC: BP_PlayerController_C_2147482430, Owner: BP_PlayerController_C_2147482430, UniqueId: Null:DESKTOP-1IIHR11-F6F07AA449EC964AD9A1F89C434009A3
[2023.08.10-06.34.33:662][852]LogPackageName: SearchForPackageOnDisk took   0.160s, but failed to resolve lobby.umap.
[2023.08.10-06.34.33:662][852]LogNet: Browse: /Game/Maps/TestLobby
[2023.08.10-06.34.33:663][852]LogNet: TravelFailure: InvalidURL, Reason for Failure: 'Invalid URL: /Game/Maps/TestLobby'
[2023.08.10-06.34.33:663][852]LogNet: TravelFailure: ClientTravelFailure, Reason for Failure: 'Invalid URL: /Game/Maps/TestLobby'

Generally, after LogNet: UChannel::Close:, there should be a message that No game present to leave for session. But my server suddenly travel to somewhere and return to server’s start map.

Ultimately what i want is that even one client gets crash, the server goes on without any connection timeout.
Thank you in advance

Dedicated server does not behave like that, at least on my end when I tested my game on dedicated server. If client crashes (on the client side), all is good. But if client crashes on the server side, then it’s a problem. Because the whole game on server crashed, and therefore everyone have that timeout issue. You should check what is causing the crash and fix it.

I added my server’s log. I checked another dedicated server, it worked as you said. even though one client gets crash, the client leave alone and there is no impact on server. but my project’s server seems to travel somewhere and return back to lobby.
Anyway thank you for your reply.

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It was my fault. In Blueprint of GameInstance, there was a handling for network error event(NetworkErrorEvent Node). That node send server and clients to initial level and the client’s crash or unexpected exit seems to triggers the NetworkErrorEvent. After unlink the node, it works fine.

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