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Network Handshake Resets Every Frame

Hello,

I’ve been trying to figure out why a client won’t connect to a headless server on a remote machine and I’ve run into a bit of a blocker. The host starts up as a headless server in a game level and waits for all clients to connect, and the clients load up, select their characters and so forth, then connect to the host. When the client is ready, it calls PlayerController::ClientTravel(host, ETravelType::TRAVEL_Partial). I’ve tried it with all variants of TravelType and with seamless travel as well, but I always get the same thing. On the host, I start to see the following message spammed for every tick


LogHandshake: SendConnectChallenge. Timestamp: 3007.125000, Cookie: xxxx

and on the client, I see



[2017.03.27-16.37.29:337][264]LogNet: Game client on port 7777, rate 10000
[2017.03.27-16.37.29:337][264]LogNetVersion: GetLocalNetworkVersion: CL: 0, ProjectName: gameproject, ProjectVersion: 0.91.11.3292, EngineNetworkVersion: 1, GameNetworkVersion: 0, NetworkChecksum: 3032763584
[2017.03.27-16.37.29:337][264]LogNet: UPendingNetGame::InitNetDriver: Sending hello. [UNetConnection] RemoteAddr: xx.xx.xx.xx:7777, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL
[2017.03.27-16.37.29:353][265]LogNet: Browse: xx.xx.xx.xx//Game/Maps/Menus/NewFrontEnd
[2017.03.27-16.37.29:353][265]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: xx.xx.xx.xx:7777, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, Channels: 2, Time: 2017.03.27-16.37.29
[2017.03.27-16.37.29:353][265]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: xx.xx.xx.xx:7777, Name: IpConnection_0, Driver: PendingNetDriver IpNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL
[2017.03.27-16.37.29:353][265]LogNet: DestroyNamedNetDriver IpNetDriver_0 [PendingNetDriver]
[2017.03.27-16.37.29:353][265]LogExit: PendingNetDriver IpNetDriver_0 shut down


When I attach a debugger to the client, I can see that it is closing the connection and trying again the next frame, but I can’t see why…

Any ideas?

Erm, okay… turns out that it had nothing to do with the network system at all and was a timer handle not getting checked properly and kicking off the load level every frame, causing it to stay in the level