Page 1 of 2
ADDRESS CHANGED New master server, would someone test?
Posted: Sun Sep 12, 2010 1:09 pm
by Skw
Would someone test?
Just add this to your Unreal.ini in section [UBrowserAll]:
ListFactories[]=UBrowser.UBrowserGSpyFact,MasterServerAddress=skwmaster.no-ip.org,MasterServerTCPPort=28900,GameName=unreal
And for a real test, put ";" to front of all other lines.
[UBrowserAll]
ListFactories[0]=UBrowser.UBrowserGSpyFact,MasterServerAddress=skwmaster.no-ip.org,MasterServerTCPPort=28900,GameName=unreal
;ListFactories[1]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master0.gamespy.com,MasterServerTCPPort=28900,GameName=unreal
;ListFactories[2]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.thenerdnetwork.com,MasterServerTCPPort=28900,GameName=unreal
;ListFactories[3]=UBrowser.UBrowserGSpyFact,MasterServerAddress=unreal.epicgames.com,MasterServerTCPPort=28900,GameName=unreal
;ListFactories[4]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.oldunreal.com,MasterServerTCPPort=28900,GameName=unreal
Naturally I tested this, but it wasn't really successful, Unreal server browser just kept "Pinging 0%", so I need someone to test it from outside.
Thank you.
Re: New master server, would someone test?
Posted: Sun Sep 12, 2010 1:41 pm
by .:..:
Gives me 2 LAN server IP addresses which obviously can't be pinged.
Re: New master server, would someone test?
Posted: Sun Sep 12, 2010 2:25 pm
by Skw
Give me a screenshot.
Well anyway that master server application is from Hyper's site. Using default settings.
Dynamic DNS is set, firewall and port forwarding is set. And of course, servers are set to work with the master server.
Here is master server settings from Unreal.ini (default settings as shipped):
Code: Select all
[URL]
Protocol=unreal
ProtocolDescription=Unreal Protocol
Name=Player
Map=Index.unr
LocalMap=Unreal.unr
Host=
Portal=
MapExt=unr
SaveExt=usa
Port=7777
[FirstRun]
FirstRun=0
[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
Console=Engine.Console
Language=int
GameEngine=Engine.GameEngine
DemoRecordingDevice=Engine.DemoRecDriver
Input=Engine.Input
Canvas=Engine.Canvas
[Core.System]
PurgeCacheDays=0
Paths=..\master\*.u
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevSound
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp
[Engine.GameEngine]
CacheSizeMegs=4
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=www.epicgames.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.telefragged.com MasterServerPort=27500
[IpDrv.TcpNetDriver]
AllowDownloads=True
ConnectionTimeout=15.0
InitialConnectTimeout=500.0
AckTimeout=1.0
KeepAliveTime=1.0
MaxClientRate=20000
SimLatency=0
DumbProxyTimeout=2.0
SimulatedProxyTimeout=10.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
MaxTicksPerSecond=20
[IpDrv.TcpipConnection]
SimPacketLoss=0
SimLatency=0
[IpServer.UdpServerQuery]
GameName=unreal
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconPort=7776
BeaconProduct=Unreal
Here is what server says:
Code: Select all
Log: Resolved skwmaster.dyndns.org (80.221.231.252)
UdpServerUplink: Master Server is skwmaster.dyndns.org:27900 on server port 7783
Master server says:
Server settings:
Code: Select all
ServerActors=IpServer.UdpServerUplink MasterServerAddress=skwmaster.dyndns.org MasterServerPort=27900
Re: New master server, would someone test?
Posted: Sun Sep 12, 2010 2:53 pm
by .:..:
Thing is, if you host master server on same LAN network as your servers, the master server will think the server's IP address is the LAN IP. Therefore it will broadcast to everyone your LAN IP instead of WAN IP.
Re: New master server, would someone test?
Posted: Sun Sep 12, 2010 3:57 pm
by Skw
Why then my servers work and get listed to outside and they get external ip?
I though port forwarding solves it automatically, like it did to my servers.
Ports 27900 as UDP and 28900 as TCP are forwarded as Hyper says "if master server is behind a router".
And if Hyper asks for port forwarding, that means the master server application should work behind a router and have tested too.
Copied from readme:
"Note: In order to get the master server working you must give UDP port 27900 and TCP port 28900 access to the internet. With other words, these ports should be open to remote connections. When you have a router, you need to redirect these ports to the local IP of your server."
...and I did.
Also from readme:
"Installation
++++++++++++
1. Download and unzip this package. (Well, you already did that, didn't you?)
2. Now you are ready to start the master Server by running the "RunMasterServer.bat" file in the "master" folder.
3. Optional: make a shortcut to "RunMasterServer.bat" in your server's startup folder to auto-start the master server every time your server starts."
That was easy. He didn't ask to configure or anything, that means default settings of the master server are fine.
Re: New master server, would someone test?
Posted: Sun Sep 12, 2010 6:31 pm
by Marzanna
>RunMasterServer.bat
Do you really want to host master server on Windows?
Re: New master server, would someone test?
Posted: Mon Sep 13, 2010 5:28 am
by Skw
>RunMasterServer.bat
Do you really want to host master server on Windows?
Yes, because I don't know how to run it on Linux and I don't know how to make it automatically start on every boot in Linux. Also I don't know how to run it on IPFire Linux, which is only command-line (our only computer, which is 24/7 online all-time. Of course our server is all-time online too, but it's Windows 7 and more like 23/7).
I really would use Linux in our every server, if all those would be easily solved. It also needs to run Apache HTTP (with 5 different web-pages), no-ip duc, dyndns automatic update and two Unreal servers with crash-protection (if Unreal-server crashes, protection will boot it back up), like this:
http://skw.net23.net/unreal_tools.html
Every those should start on Linux boot. In Windows that is very easy; just add the program to "Startup"-folder or add an entry to "Task manager". How's Linux?
Re: New master server, would someone test?
Posted: Mon Sep 13, 2010 4:06 pm
by Marzanna
Every those should start on Linux boot. In Windows that is very easy; just add the program to "Startup"-folder or add an entry to "Task manager". How's Linux?
Just add start up command in /etc/rc.d/rc.local
But note, in some distros path may be another, something like /etc/init.d
To avoid Linux zoo of distributives use *BSD

Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 8:46 am
by Hyper
TEST skwmaster.dyndns.org: Succes!
The master server can be reached from my location. It does not list any usable servers yet. The master server gives a list which contains one LAN Unreal server which cannot be reached for obvious reasons.
Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 8:48 am
by Hyper
>RunMasterServer.bat
Do you really want to host master server on Windows?
Why not? (I host mine on Windows for ages now, same for my http server and my game servers.) Windows NT is a great platform IMO.
Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 9:21 am
by Hyper
I updated my Unreal servers' config files to uplink to your master server.

Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 11:21 am
by Skw
Haha!
Thank you Hyper. It's working. There is then something wrong with my servers and/or some kind conflict because the master server and my servers are on the same server computer.
I created the master server because I noticed that my server computer is really online almost all-time. Record is two weeks without any crash (expect leveling server was stuck as usual).
What could be wrong with my servers settings? Does Unreal have some-kind option which affects is it LAN or Internet (I already knew master server uplink)?
Btw if you type skwmaster.dyndns.org to your web browser, my cat's site will open

Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 12:29 pm
by Hyper
By the way: Is your master server here to stay as community backup master server? Or is this just a temporary test?
Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 12:30 pm
by Hyper
About your local IP showing: It is most likely a local loopback problem with your router.
You can read something about it here:
http://www.dyndns.com/support/kb/loopba ... tions.html
Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 2:53 pm
by .:..:
Why then my servers work and get listed to outside and they get external ip?
- Your server sends heart beat to your master server on same LAN network.
- Master server checks the heart beat came from your LAN IP address and assigns it as a server.
Now eighter:
- You query your own master server, you get your LAN IP from the master server = Success!
- Someone outside LAN network query's your master server, master server still gives out the LAN IP = Fail!
Same thing happens when I host my own server, I get my WAN IP address from the master servers, thus making it impossible for myself to query it (because I'd need my LAN IP address for that).
Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 3:22 pm
by Skw
By the way: Is your master server here to stay as community backup master server? Or is this just a temporary test?
Temp test first. I don't know how our network handles it if there is more than 50 server. Then, if it works good enough, it'll be alive at least next 6 months for OldUnreal community (and other people if they find it). People, just keep adding your servers there!
Guessed 6 months because anything can happen in my life. I think in some point in those 6 months I move to my own apartment, then server'll be closed for a couple days or a week.
The server computer may restart in some points; 80% of that is automatic Windows updates, 15% of that is our cable signal strenght isn't very strong for 100Mbit Internet and 5% of that my own stuff. If I turn automatic updates off, I may forget to update the computer and something stupid may happen.
My router is HP DC7700 with IPFire. I checked settings minute ago, but there is nothing really special which may help local loopback problem.
BUT! Why then I can explore my cat's site in LAN using our external IP? That does not loopback. And I may also connect to my server using our external IP.
Re: New master server, would someone test?
Posted: Tue Sep 14, 2010 4:46 pm
by Marzanna
Why not? (I host mine on Windows for ages now, same for my http server and my game servers.) Windows NT is a great platform IMO.
Most of server utilities are designed to work on *nix. And it's much easier to maintain server, configs, scripts and other server stuff on *nix platform.
It's not problem then server is running on Windows, but more complex system should be based on *nix.
So it's good idea to use *nix for any server applications.
BTW it's not win vs lin topic. You use Windows a lot of time and probably don't understand simplicity and power of *nix.
I use Windows just to run few games and don't understand how it can handle server applications

Re: New master server, would someone test?
Posted: Wed Sep 15, 2010 2:54 pm
by GreatEmerald
Well, the fact that it doesn't need to restart for updates would help improve uptime if the downtime is indeed caused 80% by updates.
Re: New master server, would someone test?
Posted: Wed Sep 15, 2010 7:25 pm
by Pitbull
Well, the fact that it doesn't need to restart for updates would help improve uptime if the downtime is indeed caused 80% by updates.
That's simply not true. Ubuntu frequently requires a reboot for updates. I'm sure others do as well.
Re: New master server, would someone test?
Posted: Wed Sep 15, 2010 8:10 pm
by GreatEmerald
Kernel updates only, and those are pretty rare. You do need to relogin if the X server gets updates, but a server doesn't even need the X window system. Plus, Unix-based systems are a lot less likely to be hacked, so rebooting is less necessary anyway.
Re: New master server, would someone test?
Posted: Thu Sep 16, 2010 5:33 am
by Skw
Seems like this topic is changing to Win-Lin war...
Anyway, is master server still working? I can't check because my Unreal shows "Pinging 0%" forever when it connects to the master server. So again somebody from another world would test it.
Master server cmd-window on the server computer shows "Approved: 8", so there should be 8 servers (2 of them are weird LAN-ips (my servers, lol

)).
Re: New master server, would someone test?
Posted: Thu Sep 16, 2010 11:15 am
by .:..:
I see 6 servers + 2 LAN IPs.
And you can ping ur own master server by adding ur LAN IP instead of DNS address onto the list:
ListFactories[0]=UBrowser.UBrowserGSpyFact,MasterServerAddress=192.168.4.1,MasterServerTCPPort=28900,GameName=unreal
Re: New master server, would someone test?
Posted: Fri Sep 17, 2010 3:45 pm
by Hyper
[...]
Anyway, is master server still working? I can't check because my Unreal shows "Pinging 0%" forever when it connects to the master server. So again somebody from another world would test it.
[...]
Yes, it still works. It can be queried from here. And pinging does nothing have to do with the master server. It works like this:
1. The server browser ask the master server for a list of server IP's and ports.
2. The master server responds with the list.
3. The Unreal browser queries and pings each server directly, to get information like server name, players, gametype etc.
4. The browser displays the results.
This is (simplified) what happens.
Re: New master server, would someone test?
Posted: Sat Jan 01, 2011 5:33 pm
by Skw
Hello again!
Master server address has changed!
Reason: Dyndns auto-updater never worked.
So I changed master server address from skwmaster.dyndns.org to skwmaster.no-ip.org
Please update your master server list, server owners. There was 4 servers listed on the master server. No-ip works much better and reliable. Also leveling server is back up again, if someone is interested.
Re: ADDRESS CHANGED New master server, would someone test?
Posted: Sun Feb 06, 2011 3:08 pm
by Smirftsch
should I add it to the 227g defaults? Will it be online for longer time?