Hey ,
No that is certainly the right way to update it, when you re-register a server it will update it. So when you are retrieving the server list, you press once and get old, press again and get new or is it sporadic?
Hey ,
No that is certainly the right way to update it, when you re-register a server it will update it. So when you are retrieving the server list, you press once and get old, press again and get new or is it sporadic?
I was able to figure it out. It was a client vs server thing. They both sent a register and it was doing something odd. All is well now.
BTW, I want to thank you personally for this plugin. It gave me the freedom from using Steam and was able to do exactly what I wanted.
Thanks again,
I’m not quite sure I know where to put these files… 4.14 github build engine. I got the python server running on a server but cannot get plugin to show up in my game.
I figured the extracted files would go into GitHub engine/plugins folder?
Figured it out dur
I would like to see a Peer to Peer server adress retrieval system. This could be useful if you want to get all the server adresses from inside a network, so you could connect to any of them. If some servers are hosted by players, and the Master server verifies them against cheating, this could lower the hosting traffic cost a lot for the developpers.
Hello me again, I’ve gotten the system to work for master server however I am trying to build a Linux dedicated server as well and experiencing compiling errors. Does this support Linux?
Hey I’d think Linux support would be unlikely for the plugin, I’ll look into it one day maybe when I have time.
So I have the plugin working with my dedicated servers Cept for ping.
It registers and will use the get game mode players to update num of players but the ping update is still giving a -1 default.
Also I noted it’s always returning it didn’t receive data and just adds it to the list since I’m using both return success and no data to complete the add to my list.
Curious if I’m missing something master server side that’s causing the no data response.
I am using Python 3.5 and not 3.4. Don’t think that’s why however.
Is it that the up address node isn’t being filled out with the actual server ip on the register node when it makes the struct?
Hey Inph1del, you will need to make sure you have port 8082 open on the IP you are retrieving the ping from (changeable in MasterServerFunctions.cpp line 108) and then the ping should return OK Nat punch through may be useful here, but easier to just make it a requirement to have a couple ports open if you want to host a server
So let me clairify
8082 open on?
Ahh nevermind figured it out. Google compute i forgot requires a while separate configure of firewall rules
Nice! glad you got it sorted
Now if only I can find a way to communicate to the server using something Linux compatible so I can build out both windows and Linux dedicated servers.
Linux being the cheaper route to run a server this is super ideal.
I imagine the type of communication needed for the server to posts it’s active this should be really doable. It’s just a http communication no?
I got literarelly the same error. How can I fix this? I even checked for open ports and tried some with corresponding IPs. Still nothing.
I’d really like to use this plugin, but I can’t get the serverlist
Please help me!
I hope to use this in mobile platform. do you have any plan?
Can anyone give me an advice about connecting to created server? Because I’ve created server (I think successfully) and then can’t find and connect to it(
Working on using this in my current project, which requires multiple servers (the usual login/channel/world type of system but theres going to be multiple worlds).
Using 4.20.3, had to forcibly type out the port in SetURL for EHttpResponse::HRT_PingServer as sanitize float would literally return a float as a string (with trailing decimal). For now I guess it is better than attempting to trim the .0 from the port but will end up having to store the main port at some point.
Wondering how most of this connects together, I assume its just that the game mode is representative of that webserver slot and then when someone connects to it they are actually on that server instance instead of the master server? I have tried to direct connect (ClientTravel(“127.0.0.1:2000”) as an example) but it either did nothing or just brought me back to the same map.
I am a little concerned that this needs to be in a game instance, since that exists per client instance and server instance but theres no way to determine who is who making the security of making the server non-existent.
How viable is it to keep it like that? if registering the same port and IP simply “refreshes” the server then that should be alright.
I have finally made this into a Online Subsystem that works with the Create/Join/Find session nodes. I will release on the market place in the coming months.
It now also has support for custom key/value pairs to pass data to around as needed (map name, game mode etc) and can verify that the server is accessible from the Internet so no unjoinable servers will show up in the server list.
Thank you for the update on this. Will you be maintaining the github or asking for a price point on the market?
I’ve just updated the Github with the Online Subsystem version of this plugin. Enjoy!