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Author Topic: port binding  (Read 1351 times)

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Offline [-PB-]Punisher

port binding
« on: Saturday, January 05, 2013, 11:27:38 AM »
seems like command line has some wicked features, when removing port definition from /System/aa25.ini, server is not starting at all, even cmdline is clearly defined with multihome and -port expression..

also its highly possible that -nohomedir option is not working too, running two instances in same box and in differend IP:s IF pid is not defined they crash eachother. yes its said in the .ini but didnt believe that code designer intentionally broke working structure, but yes, its broken :D

leaves me wondering what else is ripped off, cause servers seem to run a bit wacky overall with their process(es), can see three differend process on one game instance, eeh??
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Re: port binding
« Reply #1 on: Saturday, January 05, 2013, 14:56:44 PM »
what you mean??
Assist servers start as LAN servers cuz in GLOBAL mode it starts to call the old Auth and give erros in the server console, to make LAN servers visible over the net Assist uses a Query mod, wich generates a query.txt at System and that the query mod Program reads and then bind the 1717 1718 ports (or any other combination based on server port) to make the server visible online.
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


Offline [-PB-]Punisher

Re: port binding
« Reply #2 on: Saturday, January 05, 2013, 19:06:04 PM »
like said -port seems its not working in command line. you have to set it in to .ini otherwise server fails to launch.

also if one is not dragging "PID" from his sleeve, server fails and starts to mess with auth and crashes, IF there is another instance(s) on the same machine, no matter what IP theyre using = -nohomedir option is also messed, or system design with these new auth services (2pcs) has some flaws.

for clarification, in common english what these params mean to unreal 2 engine

MULTIHOME = "there are other(s) in this hardware, stick with this IP, NO SOLOING!"
-nohomedir = "dont solo, your files are in this folder, where youre launched"
-port = "stick with this port, its your primary game port, deal with it"

if those options are not given properly (command line) to UE2, in closed envinronment, like game hosting, or multiple instances, it can create havoc, cause this engine thinks its own. it looks for free ip:s and ports to find himself spot to stay. yes launching server with open values can be succesfull, but it can be sometimes a bit shitty to find ones server, cause it can change those in every restart. so basically if problem is with these pid services, they should play by the unreal2 rules, which is to stay on its home folder and bind to ip/port given to them in command line. to place those values in ini files is quite dangerous, because in multi hosting, or when running multiple servers in same rig, one can quite easily mess them. and bear in mind, unreal had possibility to be driven from same folder, just pointing -ini=plah.ini for another launch from same folder, well with exception of /pb folder, those had to be unique to every instance.
thus those values should be set, and kept in command line to simplify setup process.
Banned? Your brother, friend, dog using your account excuse won't work!![/color]

http://www.game42.com/images/game42_sigu.jpg[/img][/url]

 

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