Spooky__ Spooky__

Cannot connect to a NAT facilitator

Cannot connect to a NAT facilitator

Well it turns out, that on a different internet location of mine, I have a strange problem too. Everytime I want to connect or host a game (doesn't matter if Skirmish, Pantheon or Custom), I get the message

"Cannot connect to a NAT facilitator. Please try again later."

The only thing I could find about this problem is this thread from the beta: http://forums.demigodthegame.com/336807

  • I can ping cvp1.stardock.com just fine
  • I forwarded port 6000 UDP (I'm pretty sure I don't have to, since it's just used for outbound connection)
  • I forwarded port 6073 UDP (default port for hosting games I believe?)
  • I forwarded ports 6200 - 6250 UDP (the ones I set with ImpulseReactorOptions.exe)
  • UPnP is disabled
  • I use no firewall at all (not on the router and not on the PC)
  • According to tcpview and other port enumerators, no connection attempt on port 6000 UDP is ever made.

Why is this happening?

 

352,182 views 121 replies
Reply #76 Top

No longer working for me.  It wasn't perfect before, but I could at least connect after trying several times.

Reply #79 Top

If this was working for any of you at some point, I wonder if you have an old IP stored in your DNS cache from when they were doing all the work on NAT facilitation. Give this command (either in cmd.exe or Start->Run) a try:

ipconfig /flushdns

Really, I don't see how you can consistently not connect to a server that others have no problems connecting to. Either there's something happening with outgoing UDP connections being blocked, or you're not hitting the right server (which the above command might address--I have my doubts).

I wonder how many of you have a certain kind of AV software that would block this for some godawful reason. Other possibilities include a misunderstanding of what is between you and the internet: for instance, there are many DSL modems that also serve as routers, which can throw a wrench in the works.

So let's be helpful: what is your broadband modem model, router model, and security software product/version? Obviously I don't work for Stardock, but I do fix network problems for a living and would love to help. This NAT facilitator connection problem has piqued my interest.

Reply #80 Top

@ShunKeets

I don't have access to my buddy's computer right now, but he's been having this same exact sort of problem since day one.

He's got 3Mbps Verizon DSL, ends up really only performing at about 180 kb/s down, 40-50 kb/s up.

His modem IS an annoying modem/router, a Westell 6100 I believe.

I completely reinstalled windows to be sure it wasn't a software problem (this guy has such bad luck about that stuff and needed it anyway.) Disabled UAC completely. Full Admin. No windows firewalls.

The modem is typically working in a sort of pass through mode where its own routing features are disabled so his Netgear can handle PPPoE and all the routing. I got that properly configured. Disabled SPI stuff. DMZ'd. Manually forwarded ALL ports even. It was kind of bizarre in TCPView. When I DMZ'd, it just seemed to result in a connection failure to the NAT Facilitator. When I manually forwarded all ports to his computer, it started trying to make connections at random 5 digit ports from 20000 up to 65000, still with no results.

 

  Figuring his shitty old netgear might be the problem (not sure what make/model. At least 4 years old though. Not even wifi equipped.) I unplugged it completely and reverted to direct connection through modem. Disabled the built in filtering and forwarded ports as best as I could within the limited interface. Nothing happened. Couldn't get into any games that way either.

 

Having exhausted all of my options and certain it's not Verizon blocking his stuff as I have the same ISP and am local, and can play, I figured the only difference that could possibly remain is my older Westell 2200 having less built in routing to muck it all up.

 

 

Still, I'm at a total loss, and he's completely disinterested in debugging for me by proxy over AIM at this point.

Reply #81 Top

Quoting Shink, reply 5
@ShunKeets

He's got 3Mbps Verizon DSL, ends up really only performing at about 180 kb/s down, 40-50 kb/s up.
Here's the thing: UDP packets are not inherently reliable, and judging by somewhat inconsistent connection problems between peers as well as the facilitator, no reliability has been built on top of the UDP packets. If your speed is underperforming, this is often indicative of a lossy connection--most of the speeds you see are from downloads that are conducted over TCP which slows down every time a packet is lost, but the transfer will almost always succeed regardless.

With UDP, the lossy slowness can actually translate into this not working at all (I'm looking at some of you guys that get dropped connections after an initial success, or even those days where it seemed to work fine). This is just scratching the surface, too.

A good way to test this is to do the following at the command prompt (type cmd at Start->Run):

ping -t google.com

This will send ICMP packets (which are subject to the same loss rate as UDP, because it is not reliable either) to a google server which should always accept ICMP. Whenever you see "Request timed out" that ping was dropped. Let it do this for a while (like 20-30 mins) and hit Ctrl+C. It should display the loss rate. Even if you're getting a 5-10% loss, you're probably in trouble.

Also, try IP passthrough WITHOUT a router. You may have done this, just want to check. That would narrow it down to ISP/physical connection issues or software problems.

 

edit: by the way, port 6000 you see in the logs is the facilitator's server port. You won't see it in TCPview.

Reply #82 Top

No longer working. It can't get past "Waiting to connect to" stage, even if it shows player names fine. After a bit of waiting - see topic name.

 

PS: For those helping hands out there. Yes, it perfectly worked yesterday. No, I didn't change network/NAT/Firewall/whatever configurations. Yes, I *did* apply a patch, 0114 in that case. Yes, it worked before the latest patch and isn't working after it.

Reply #83 Top

UDP is unreliable, however, the use of Raknet as their UDP library is suppose to ensure reliability (a lost packet is re-submitted), this is one of Raknet's primary features.

Router: DG384v4

I haven't tested today yet, I'm at work still, however since my last post, I've not been getting this error anymore. I did have this error since release when running my router in "Router" mode (NAT enabled) and using it as a gateway, BUT NOT when dialing out the PPPoE connection from my PC.

I honestly cannot say for certain if it was caused by my router, my ISP or Demigod, because quite frankly I messed around with it so much. I can say now, that I am back to my original setup. 6120-6140 specified in impulsereactoroptions, 6120-6140 forwarded to my PC and direct connect is working.

There are a few things I can say for certain though:

1. The ports were forwarded correctly.
2. A firewall was NOT blocking demigod traffic.
3. Regardless of whether the ports were forwarded correctly or not, I should have been able to connect to the facilitator, its an outbound connection, not an inbound one.
4. The router itself was not blocking the packets, confirmed by setting up a log rule in the router.

I suspect, specifically for me, that it may have been a syncing issue between my router and ISP, since there were one or two other internet applications not behaving correctly, which have now also been resolved.

Reply #84 Top

Quoting ShunKeets, reply 4
If this was working for any of you at some point, I wonder if you have an old IP stored in your DNS cache from when they were doing all the work on NAT facilitation. Give this command (either in cmd.exe or Start->Run) a try:

ipconfig /flushdns

Really, I don't see how you can consistently not connect to a server that others have no problems connecting to. Either there's something happening with outgoing UDP connections being blocked, or you're not hitting the right server (which the above command might address--I have my doubts).

It's not that simple, at least in my case. As already said, I can connect to the NAT facilitator, but lose the connection right after and then get the "Cannot connect to a NAT facilitator" error. This was the state before the May 7th patch. After the May 7th patch it worked. I have been told that they throttled down the traffic being sent from their server to the users. This seems to have fixed it for me. It seems that Stardock's server is sending too many UDP packets too fast. Either my router or my ISP doesn't like that. A friend's firewall even identified this as an opentear attack!

They removed the throttling with yesterday's patch and now it doesn't work again. Though it's now a bit different than before. I can connect to the NAT facilitator and even receive data after that. I can see connection information and can also connect to one or two players. But then the connection is lost again and I get the "Cannot connect to a NAT facilitator" error.

CariElf said, that they will reduce the amount of information that is being sent via the server and additionally they will do something with the RakNet process. Hopefully this will fix it again. If it were up to me, they should simply put the throttling back in, but they do not want that, since it slows down the connection process.

 

The evening update of yesterday's patch didn't change anything.

 

Quoting ShunKeets, reply 6
This will send ICMP packets (which are subject to the same loss rate as UDP, because it is not reliable either) to a google server which should always accept ICMP. Whenever you see "Request timed out" that ping was dropped. Let it do this for a while (like 20-30 mins) and hit Ctrl+C. It should display the loss rate. Even if you're getting a 5-10% loss, you're probably in trouble.
The problem is not with outgoing packets, but with the incoming packets.

Quoting ShunKeets, reply 6
Also, try IP passthrough WITHOUT a router. You may have done this, just want to check. That would narrow it down to ISP/physical connection issues or software problems.
Yes, I already narrowed it down to that.

+1 Loading…
Reply #85 Top

@ShunKeets

Thanks for the response. Definitely enlightening to have the UDP/TCP difference explained a bit better. At least as far as it applies here. 

I'll test his line for loss today. I spent a while living there and never noticed it, and I'd habitually do ping google.com -t's for a few hours just to see how hard I could push it while torrenting before we'd get sketchy with the rest of our stuff. I never actually noted any lossyness on the connection to speak of, but if even a minor number is a big deal, I might notice now that I know better.

As for IP passthrough without routing. I think I might try switching out his modem for my older model. That being the case, I'm still not sure there's any way to be certain these things aren't doing some crumby built-in routing stuff. I get the impression they only wanted to give the option of doing IP passthrough to another router so that, if you're only using the modem, You'll be guaranteed to have something between you and the internet at large. Honestly, the interface is so clunky, I'm never quite sure what's going on. DD-WRT spoiled me.

 

Thanks again for the awesome comprehensive reply ShunKeets.

 

Reply #86 Top

since the new update i've got the same error as spooky has, again.... :( . I tried your ping -t google.com and I have no packet loss at all. (0%).

It was nearly working for me, but after thursday it hit ground zero. I can now only see "waiting for connection", I can see people who are connected and then I get the error: Cannot connect to NAT faciliator. Ports are forwarded, I tested that with the PFPortChecker from portforward.com.

here is my impulseractor.log :

 

Code: c++
  1. [05-15-2009 15:15:46 250] CVPIsAppUpdateRequired
  2. Installed version: 1.00.082
  3. Latest version: 1.00.082 (server 1, beta 0)
  4. [05-15-2009 15:15:49 703] GetPlayerDataByID: 36552 not found
  5. [05-15-2009 15:15:56 453] Updating user player data.
  6. [05-15-2009 15:15:56 843] CVP: JoinGame 419988
  7. [05-15-2009 15:15:57 703] Updating user player data.
  8. [05-15-2009 15:15:57 765] Timeout time set to 30000
  9. [05-15-2009 15:15:57 765] CVPMultiplayerEngine: NAT punchthrough is enabled.
  10. [05-15-2009 15:15:57 765] CVPMultiplayerEngine::SetupNATPunchthrough()
  11. [05-15-2009 15:15:57 765] CVPMultiplayerEngine: setting up NAT Punchthrough Client
  12. [05-15-2009 15:15:57 765] CVPMultiplayerEngine: Attaching NAT Punchthrough plugin
  13. [05-15-2009 15:15:57 765] CVPMultiplayerEngine starting as database client
  14. [05-15-2009 15:15:57 765] client starting with 1 socket descriptors.
  15. [05-15-2009 15:15:57 781] CVPShowConnectionMiniWindow
  16. [05-15-2009 15:15:57 781] CVP: Game Data Updated with 0 records
  17. [05-15-2009 15:15:57 781] CVPOnPlayerDataUpdatedCallback
  18. [05-15-2009 15:15:57 781] CVPDefaultPlayerDataUpdatedCallback had 1 players
  19. [05-15-2009 15:16:01 953] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6006  GUID: 4294967295.4294967295.4294967295.4294967295
  20. [05-15-2009 15:16:06 171] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6006  GUID: 4294967295.4294967295.4294967295.4294967295
  21. [05-15-2009 15:16:07 796] CVP: Game Data Updated with 0 records
  22. [05-15-2009 15:16:07 796] CVPOnPlayerDataUpdatedCallback
  23. [05-15-2009 15:16:07 796] CVPDefaultPlayerDataUpdatedCallback had 1 players
  24. [05-15-2009 15:16:10 375] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6006  GUID: 4294967295.4294967295.4294967295.4294967295
  25. [05-15-2009 15:16:14 578] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6006  GUID: 4294967295.4294967295.4294967295.4294967295
  26. [05-15-2009 15:16:14 656] CMultiplayerEngine::Shutdown for CVPMultiplayerEngine. Send Disconnect notification: 1, Restart: 0
  27. [05-15-2009 15:16:15 171] GetPlayerDataByID: 36552 not found
  28. [05-15-2009 15:16:15 578] GetPlayerDataByID: 36552 not found
  29. [05-15-2009 15:16:56 968] CVP: Refresh Login called
  30. [05-15-2009 15:17:03 078] Updating user player data.
  31. [05-15-2009 15:17:03 515] CVP: JoinGame 419995
  32. [05-15-2009 15:17:05 250] Updating user player data.
  33. [05-15-2009 15:17:05 296] Timeout time set to 30000
  34. [05-15-2009 15:17:05 296] CVPMultiplayerEngine: NAT punchthrough is enabled.
  35. [05-15-2009 15:17:05 296] CVPMultiplayerEngine::SetupNATPunchthrough()
  36. [05-15-2009 15:17:05 296] CVPMultiplayerEngine: setting up NAT Punchthrough Client
  37. [05-15-2009 15:17:05 296] CVPMultiplayerEngine: Attaching NAT Punchthrough plugin
  38. [05-15-2009 15:17:05 296] CVPMultiplayerEngine starting as database client
  39. [05-15-2009 15:17:05 296] client starting with 1 socket descriptors.
  40. [05-15-2009 15:17:05 312] CVPShowConnectionMiniWindow
  41. [05-15-2009 15:17:05 328] CVP: Game Data Updated with 0 records
  42. [05-15-2009 15:17:05 328] CVPOnPlayerDataUpdatedCallback
  43. [05-15-2009 15:17:05 328] CVPDefaultPlayerDataUpdatedCallback had 1 players
  44. [05-15-2009 15:17:05 781] Message received by CVPMultiplayerEngine: ID_CONNECTION_REQUEST_ACCEPTED from 209.124.63.249:6000  GUID: 802015144.4273210541.176936847.1996175788
  45. [05-15-2009 15:17:05 781] Connected to facilitator at 209.124.63.249:6000.  My External: 92.227.74.73:14831  My Internal: 192.168.1.2:6002 (CONNECTION ACTIVITY)
  46. [05-15-2009 15:17:05 781] UpdateDatabaseRecord with row ID 36552
  47. [05-15-2009 15:17:06 171] Message received by CVPMultiplayerEngine: ID_DATABASE_QUERY_REPLY from 209.124.63.249:6000  GUID: 802015144.4273210541.176936847.1996175788
  48. [05-15-2009 15:17:06 171] ID_DATABASE_QUERY_REPLY RECIEVED, numofplayers 3 tickcount 1963317671 (Server Timestamp: 09:17:02.0373)
  49. [05-15-2009 15:17:06 171] CVP: Game Data Updated with 3 records
  50. [05-15-2009 15:17:06 171] Record Index 0: TitleID: 444, GameID: 419995, PlayerName: Vashan PlayerID: 36552 SystemAddress: 92.227.74.73:14831, Connected to:  PendingConnections:
  51. [05-15-2009 15:17:06 171] Record Index 1: TitleID: 444, GameID: 419995, PlayerName: amasokin PlayerID: 45474 SystemAddress: 90.44.200.71:6112, Connected to: 47263 PendingConnections:
  52. [05-15-2009 15:17:06 171] GetPlayerDataByID: 45474 not found
  53. [05-15-2009 15:17:06 171] Proxying-Via-Peer: (REGISTERING PROXY) Registering player # 45474 at 90.44.200.71:6112 (At index 0)
  54. [05-15-2009 15:17:06 171] PlayerID does not match my Player ID
  55. [05-15-2009 15:17:06 171] Pinging player at amasokin (45474) at 192.168.1.29:6112 (CONNECTION ACTIVITY)
  56. [05-15-2009 15:17:06 171] Pinging player at amasokin (45474) at 90.44.200.71:6112 (CONNECTION ACTIVITY)
  57. [05-15-2009 15:17:06 171] Attempt to connect to player 45474 was not made because local client is not connected to host
  58. [05-15-2009 15:17:06 171] Record Index 2: TitleID: 444, GameID: 419995, PlayerName: Mathias86 PlayerID: 47263 SystemAddress: 93.135.223.88:6112, Connected to: 45474 PendingConnections:
  59. [05-15-2009 15:17:06 171] GetPlayerDataByID: 47263 not found
  60. [05-15-2009 15:17:06 171] Proxying-Via-Peer: (REGISTERING PROXY) Registering player # 47263 at 93.135.223.88:6112 (At index 1)
  61. [05-15-2009 15:17:06 171] PlayerID does not match my Player ID
  62. [05-15-2009 15:17:06 171] Pinging player at Mathias86 (47263) at 192.168.178.21:6112 (CONNECTION ACTIVITY)
  63. [05-15-2009 15:17:06 171] Pinging player at Mathias86 (47263) at 93.135.223.88:6112 (CONNECTION ACTIVITY)
  64. [05-15-2009 15:17:06 171] UpdateDatabaseRecord with row ID 36552
  65. [05-15-2009 15:17:06 171] CVPOnPlayerDataUpdatedCallback
  66. [05-15-2009 15:17:06 171] CVPDefaultPlayerDataUpdatedCallback had 3 players
  67. [05-15-2009 15:17:06 234] Message received by CVPMultiplayerEngine: ID_PING from 93.135.223.88:6112  GUID: 4294967295.4294967295.4294967295.4294967295
  68. [05-15-2009 15:17:06 234] Message received by CVPMultiplayerEngine: ID_PING from 90.44.200.71:6112  GUID: 4294967295.4294967295.4294967295.4294967295
  69. [05-15-2009 15:17:06 296] Message received by CVPMultiplayerEngine: ID_PONG from 90.44.200.71:6112  GUID: 1051250763.939575332.2395567493.2471458881
  70. [05-15-2009 15:17:06 296] Received PONG with data
  71. [05-15-2009 15:17:06 296] Received PONG from player 45474 with address 90.44.200.71:6112
  72. [05-15-2009 15:17:06 296] UpdateDatabaseRecord with row ID 36552
  73. [05-15-2009 15:17:08 312] UpdateDatabaseRecord with row ID 36552
  74. [05-15-2009 15:17:16 187] CVP: Game Data Updated with 0 records
  75. [05-15-2009 15:17:16 187] CVPOnPlayerDataUpdatedCallback
  76. [05-15-2009 15:17:16 187] CVPDefaultPlayerDataUpdatedCallback had 3 players
  77. [05-15-2009 15:17:26 203] CVP: Game Data Updated with 0 records
  78. [05-15-2009 15:17:26 203] CVPOnPlayerDataUpdatedCallback
  79. [05-15-2009 15:17:26 203] CVPDefaultPlayerDataUpdatedCallback had 3 players
  80. [05-15-2009 15:17:30 421] CVP: Refresh Login called
  81. [05-15-2009 15:17:36 078] Message received by CVPMultiplayerEngine: ID_CONNECTION_LOST from 209.124.63.249:6000  GUID: 802015144.4273210541.176936847.1996175788
  82. [05-15-2009 15:17:36 218] CVP: Game Data Updated with 0 records
  83. [05-15-2009 15:17:36 218] CVPOnPlayerDataUpdatedCallback
  84. [05-15-2009 15:17:36 218] CVPDefaultPlayerDataUpdatedCallback had 3 players
  85. [05-15-2009 15:17:37 156] Updating user player data.
  86. [05-15-2009 15:17:37 156] CVPShowConnectionMiniWindow
  87. [05-15-2009 15:17:41 328] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  88. [05-15-2009 15:17:45 500] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  89. [05-15-2009 15:17:46 234] CVP: Game Data Updated with 0 records
  90. [05-15-2009 15:17:46 234] CVPOnPlayerDataUpdatedCallback
  91. [05-15-2009 15:17:46 234] CVPDefaultPlayerDataUpdatedCallback had 3 players
  92. [05-15-2009 15:17:49 640] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  93. [05-15-2009 15:17:53 875] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  94. [05-15-2009 15:17:53 953] CMultiplayerEngine::Shutdown for CVPMultiplayerEngine. Send Disconnect notification: 1, Restart: 0
  95. [05-15-2009 15:17:54 515] GetPlayerDataByID: 36552 not found
  96. [05-15-2009 15:17:54 921] GetPlayerDataByID: 36552 not found
  97. [05-15-2009 15:18:04 312] Updating user player data.
  98. [05-15-2009 15:18:04 625] CVP: JoinGame 419996
  99. [05-15-2009 15:18:05 703] Updating user player data.
  100. [05-15-2009 15:18:05 750] Timeout time set to 30000
  101. [05-15-2009 15:18:05 750] CVPMultiplayerEngine: NAT punchthrough is enabled.
  102. [05-15-2009 15:18:05 750] CVPMultiplayerEngine::SetupNATPunchthrough()
  103. [05-15-2009 15:18:05 750] CVPMultiplayerEngine: setting up NAT Punchthrough Client
  104. [05-15-2009 15:18:05 750] CVPMultiplayerEngine: Attaching NAT Punchthrough plugin
  105. [05-15-2009 15:18:05 750] CVPMultiplayerEngine starting as database client
  106. [05-15-2009 15:18:05 750] client starting with 1 socket descriptors.
  107. [05-15-2009 15:18:05 765] CVPShowConnectionMiniWindow
  108. [05-15-2009 15:18:05 765] CVP: Game Data Updated with 0 records
  109. [05-15-2009 15:18:05 765] CVPOnPlayerDataUpdatedCallback
  110. [05-15-2009 15:18:05 765] CVPDefaultPlayerDataUpdatedCallback had 1 players
  111. [05-15-2009 15:18:06 234] Message received by CVPMultiplayerEngine: ID_CONNECTION_REQUEST_ACCEPTED from 209.124.63.249:6004  GUID: 868301948.1621848956.1109196468.1010211440
  112. [05-15-2009 15:18:06 234] Connected to facilitator at 209.124.63.249:6004.  My External: 92.227.74.73:14835  My Internal: 192.168.1.2:6002 (CONNECTION ACTIVITY)
  113. [05-15-2009 15:18:06 234] UpdateDatabaseRecord with row ID 36552
  114. [05-15-2009 15:18:06 562] Message received by CVPMultiplayerEngine: ID_DATABASE_QUERY_REPLY from 209.124.63.249:6004  GUID: 868301948.1621848956.1109196468.1010211440
  115. [05-15-2009 15:18:06 562] ID_DATABASE_QUERY_REPLY RECIEVED, numofplayers 3 tickcount 1963378093 (Server Timestamp: 09:18:02.0757)
  116. [05-15-2009 15:18:06 562] CVP: Game Data Updated with 3 records
  117. [05-15-2009 15:18:06 562] Record Index 0: TitleID: 444, GameID: 419996, PlayerName: b3nZzZ PlayerID: 21429 SystemAddress: 217.88.239.155:6112, Connected to: 30361 PendingConnections:
  118. [05-15-2009 15:18:06 562] GetPlayerDataByID: 21429 not found
  119. [05-15-2009 15:18:06 562] Proxying-Via-Peer: (REGISTERING PROXY) Registering player # 21429 at 217.88.239.155:6112 (At index 2)
  120. [05-15-2009 15:18:06 562] PlayerID does not match my Player ID
  121. [05-15-2009 15:18:06 562] Pinging player at b3nZzZ (21429) at 192.168.178.23:6112 (CONNECTION ACTIVITY)
  122. [05-15-2009 15:18:06 562] Pinging player at b3nZzZ (21429) at 217.88.239.155:6112 (CONNECTION ACTIVITY)
  123. [05-15-2009 15:18:06 562] Record Index 1: TitleID: 444, GameID: 419996, PlayerName: Zelgadis1987 PlayerID: 30361 SystemAddress: 87.6.128.147:6112, Connected to: 21429 PendingConnections:
  124. [05-15-2009 15:18:06 562] GetPlayerDataByID: 30361 not found
  125. [05-15-2009 15:18:06 562] Proxying-Via-Peer: (REGISTERING PROXY) Registering player # 30361 at 87.6.128.147:6112 (At index 3)
  126. [05-15-2009 15:18:06 562] PlayerID does not match my Player ID
  127. [05-15-2009 15:18:06 562] Pinging player at Zelgadis1987 (30361) at 192.168.56.1:6112 (CONNECTION ACTIVITY)
  128. [05-15-2009 15:18:06 562] Pinging player at Zelgadis1987 (30361) at 87.6.128.147:6112 (CONNECTION ACTIVITY)
  129. [05-15-2009 15:18:06 562] Attempt to connect to player 30361 was not made because local client is not connected to host
  130. [05-15-2009 15:18:06 562] Record Index 2: TitleID: 444, GameID: 419996, PlayerName: Vashan PlayerID: 36552 SystemAddress: 92.227.74.73:14835, Connected to:  PendingConnections:
  131. [05-15-2009 15:18:06 562] UpdateDatabaseRecord with row ID 36552
  132. [05-15-2009 15:18:06 562] CVPOnPlayerDataUpdatedCallback
  133. [05-15-2009 15:18:06 562] CVPDefaultPlayerDataUpdatedCallback had 3 players
  134. [05-15-2009 15:18:06 593] Message received by CVPMultiplayerEngine: ID_PING from 217.88.239.155:6112  GUID: 4294967295.4294967295.4294967295.4294967295
  135. [05-15-2009 15:18:06 625] Message received by CVPMultiplayerEngine: ID_PONG from 217.88.239.155:6112  GUID: 443748874.1499735677.3420600310.429534129
  136. [05-15-2009 15:18:06 625] Received PONG with data
  137. [05-15-2009 15:18:06 625] Received PONG from player 21429 with address 217.88.239.155:6112
  138. [05-15-2009 15:18:06 625] UpdateDatabaseRecord with row ID 36552
  139. [05-15-2009 15:18:06 718] Message received by CVPMultiplayerEngine: ID_PONG from 87.6.128.147:6112  GUID: 3522951585.1509550674.2541321.3857744732
  140. [05-15-2009 15:18:06 718] Received PONG with data
  141. [05-15-2009 15:18:06 718] Received PONG from player 30361 with address 87.6.128.147:6112
  142. [05-15-2009 15:18:06 718] UpdateDatabaseRecord with row ID 36552
  143. [05-15-2009 15:18:16 578] CVP: Game Data Updated with 0 records
  144. [05-15-2009 15:18:16 578] CVPOnPlayerDataUpdatedCallback
  145. [05-15-2009 15:18:16 578] CVPDefaultPlayerDataUpdatedCallback had 3 players
  146. [05-15-2009 15:18:26 593] CVP: Game Data Updated with 0 records
  147. [05-15-2009 15:18:26 593] CVPOnPlayerDataUpdatedCallback
  148. [05-15-2009 15:18:26 593] CVPDefaultPlayerDataUpdatedCallback had 3 players
  149. [05-15-2009 15:18:36 546] Message received by CVPMultiplayerEngine: ID_CONNECTION_LOST from 209.124.63.249:6004  GUID: 868301948.1621848956.1109196468.1010211440
  150. [05-15-2009 15:18:36 609] CVP: Game Data Updated with 0 records
  151. [05-15-2009 15:18:36 609] CVPOnPlayerDataUpdatedCallback
  152. [05-15-2009 15:18:36 609] CVPDefaultPlayerDataUpdatedCallback had 3 players
  153. [05-15-2009 15:18:37 625] Updating user player data.
  154. [05-15-2009 15:18:37 625] CVPShowConnectionMiniWindow
  155. [05-15-2009 15:18:40 703] CVP: Refresh Login called
  156. [05-15-2009 15:18:41 812] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6004  GUID: 4294967295.4294967295.4294967295.4294967295
  157. [05-15-2009 15:18:45 984] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6004  GUID: 4294967295.4294967295.4294967295.4294967295
  158. [05-15-2009 15:18:46 625] CVP: Game Data Updated with 0 records
  159. [05-15-2009 15:18:46 625] CVPOnPlayerDataUpdatedCallback
  160. [05-15-2009 15:18:46 625] CVPDefaultPlayerDataUpdatedCallback had 3 players
  161. [05-15-2009 15:18:50 156] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6004  GUID: 4294967295.4294967295.4294967295.4294967295
  162. [05-15-2009 15:18:54 281] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6004  GUID: 4294967295.4294967295.4294967295.4294967295
  163. [05-15-2009 15:18:54 343] CMultiplayerEngine::Shutdown for CVPMultiplayerEngine. Send Disconnect notification: 1, Restart: 0
  164. [05-15-2009 15:18:54 921] GetPlayerDataByID: 36552 not found
  165. [05-15-2009 15:18:55 328] GetPlayerDataByID: 36552 not found
  166. [05-15-2009 15:19:00 656] Updating user player data.
  167. [05-15-2009 15:19:00 937] CVP: JoinGame 419982
  168. [05-15-2009 15:19:01 703] Updating user player data.
  169. [05-15-2009 15:19:01 750] Timeout time set to 30000
  170. [05-15-2009 15:19:01 750] CVPMultiplayerEngine: NAT punchthrough is enabled.
  171. [05-15-2009 15:19:01 750] CVPMultiplayerEngine::SetupNATPunchthrough()
  172. [05-15-2009 15:19:01 750] CVPMultiplayerEngine: setting up NAT Punchthrough Client
  173. [05-15-2009 15:19:01 750] CVPMultiplayerEngine: Attaching NAT Punchthrough plugin
  174. [05-15-2009 15:19:01 750] CVPMultiplayerEngine starting as database client
  175. [05-15-2009 15:19:01 750] client starting with 1 socket descriptors.
  176. [05-15-2009 15:19:01 765] CVPShowConnectionMiniWindow
  177. [05-15-2009 15:19:01 781] CVP: Game Data Updated with 0 records
  178. [05-15-2009 15:19:01 781] CVPOnPlayerDataUpdatedCallback
  179. [05-15-2009 15:19:01 781] CVPDefaultPlayerDataUpdatedCallback had 1 players
  180. [05-15-2009 15:19:05 968] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6006  GUID: 4294967295.4294967295.4294967295.4294967295
  181. [05-15-2009 15:19:10 140] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6006  GUID: 4294967295.4294967295.4294967295.4294967295
  182. [05-15-2009 15:19:11 796] CVP: Game Data Updated with 0 records
  183. [05-15-2009 15:19:11 796] CVPOnPlayerDataUpdatedCallback
  184. [05-15-2009 15:19:11 796] CVPDefaultPlayerDataUpdatedCallback had 1 players
  185. [05-15-2009 15:19:14 312] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6006  GUID: 4294967295.4294967295.4294967295.4294967295
  186. [05-15-2009 15:19:14 859] CVPIsAppUpdateRequired
  187. Installed version: 1.00.082
  188. Latest version: 1.00.082 (server 1, beta 0)
  189. [05-15-2009 15:19:18 484] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6006  GUID: 4294967295.4294967295.4294967295.4294967295
  190. [05-15-2009 15:19:18 593] CMultiplayerEngine::Shutdown for CVPMultiplayerEngine. Send Disconnect notification: 1, Restart: 0
  191. [05-15-2009 15:19:19 156] GetPlayerDataByID: 36552 not found
  192. [05-15-2009 15:19:20 234] GetPlayerDataByID: 36552 not found
  193. [05-15-2009 15:19:36 984] Updating user player data.
  194. [05-15-2009 15:19:37 281] CVP: JoinGame 420000
  195. [05-15-2009 15:19:38 281] Updating user player data.
  196. [05-15-2009 15:19:38 328] Timeout time set to 30000
  197. [05-15-2009 15:19:38 328] CVPMultiplayerEngine: NAT punchthrough is enabled.
  198. [05-15-2009 15:19:38 328] CVPMultiplayerEngine::SetupNATPunchthrough()
  199. [05-15-2009 15:19:38 328] CVPMultiplayerEngine: setting up NAT Punchthrough Client
  200. [05-15-2009 15:19:38 328] CVPMultiplayerEngine: Attaching NAT Punchthrough plugin
  201. [05-15-2009 15:19:38 328] CVPMultiplayerEngine starting as database client
  202. [05-15-2009 15:19:38 328] client starting with 1 socket descriptors.
  203. [05-15-2009 15:19:38 343] CVPShowConnectionMiniWindow
  204. [05-15-2009 15:19:38 343] CVP: Game Data Updated with 0 records
  205. [05-15-2009 15:19:38 343] CVPOnPlayerDataUpdatedCallback
  206. [05-15-2009 15:19:38 343] CVPDefaultPlayerDataUpdatedCallback had 1 players
  207. [05-15-2009 15:19:42 515] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  208. [05-15-2009 15:19:46 703] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  209. [05-15-2009 15:19:48 359] CVP: Game Data Updated with 0 records
  210. [05-15-2009 15:19:48 359] CVPOnPlayerDataUpdatedCallback
  211. [05-15-2009 15:19:48 359] CVPDefaultPlayerDataUpdatedCallback had 1 players
  212. [05-15-2009 15:19:50 875] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  213. [05-15-2009 15:19:51 203] CVP: Refresh Login called
  214. [05-15-2009 15:19:55 093] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  215. [05-15-2009 15:19:55 203] CMultiplayerEngine::Shutdown for CVPMultiplayerEngine. Send Disconnect notification: 1, Restart: 0
  216. [05-15-2009 15:19:55 781] GetPlayerDataByID: 36552 not found
  217. [05-15-2009 15:19:56 515] GetPlayerDataByID: 36552 not found
  218. [05-15-2009 15:20:02 906] GetPlayerDataByID: 0 not found

Reply #87 Top

Quoting Spooky, reply 9


It's not that simple, at least in my case. As already said, I can connect to the NAT facilitator, but lose the connection right after and then get the "Cannot connect to a NAT facilitator" error. This was the state before the May 7th patch. After the May 7th patch it worked. I have been told that they throttled down the traffic being sent from their server to the users. This seems to have fixed it for me. It seems that Stardock's server is sending too many UDP packets too fast. Either my router or my ISP doesn't like that. A friend's firewall even identified this as an opentear attack!
Sorry, my reply wasn't directly to you; it seems that your case is somewhat unique. If there is an SPI function on your router, disabling it might fix this. The problem is that you want the router to assume that if you've opened an outbound connection to a host, the inbound traffic on that connection should pass through the firewall unhindered. This isn't always the case.

I actually had a hunch that it had something to do with the traffic getting blocked on its way back into your network because of a subtlety in the logs:

ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000

... which indeed makes a lot of sense, because there really isn't a good reason for outgoing connections to ever be blocked by your typical SOHO routers (which is partially why this is so puzzling).

A good way to troubleshoot this would be to try the port triggeriing function on your firewall. Set it up so that if you connect out to 6000/udp, it opens UDP ports to your system from 10000-65535. Not exactly a permanent solution, especially if you have a bunch of other systems on your network using UDP, but again for troubleshooting purposes it would confirm the inbound channel blockage and maybe even be a temporary fix. You could probably narrow-down that port range, but I'm really not sure how low it goes.

As for UDP reliability, I read SOMEWHERE in the RakNet manual that there wasn't reliability during some phase of the connection. During gameplay, I hope there would be loss detection and retransmit, but that doesn't necessarily need to be the case durring connection establishment. It looks like it does retry a few times if there was a failure, so it's reasonable to assume that it is suceptible to loss, although I'm not committed to putting all my eggs in that basket.

Reply #88 Top

Ah, hang on, is spamming (fragmented?) UDP packets (apparently something called an "opentear attack"), like the Stardock server does, something that would be detected and blocked by an SPI Firewall?

Reply #89 Top

my router doesn't even have a "SPI Function" to begin with :( I've disabled the router Firewall, but that isn't an SPI Firewall - i guess.

On the other hand I cannot change what the router opens, to my system. I can only change which ports the router forwards directly. So if I open Port 6000 the router should open port 6000 TCP and UDP. I'm using a Zyxel Prestige 660HW-67 Firmware V3.40(QD.8).

Also,  why did it work before?

 

 edit:

I've changed my router to "modem mode" that means my router is working as a DSL modem only. I started the game, custom games, klicked join, and voila - i got in. :O However, that means only one pc can connect to the internet via PPPoE and that isn't a good solution for me. so my "router" (router mode) must somehow block incoming udp connections, right? But why did PfPortchecker from portforward.com say: "Your Port is open!" .. WTF? Is there some way to check that? It's an older router - so that maybe the reason - but I never had any problems with it.

 

Reply #90 Top

That "too many UDP packets at once" issue explains all that. If your modem is in bridge mode, then everything (read: packets) is sorted by OS, and it seems that Windows can handle this. If your modem is in router mode - *some* (there're a lot of ppl who CAN connect) modems is stuck.

 

BUT, it worked pretty decently during 5/11 - 5/14 period. Sure, it was probably slower than now - but I guess "something for everyone" is better than "good for some, nothing to others" attitude.

 

PS: Just for the sake of sharing info, here's excerpt from a custom game try my ImpulseReactor.log (they're all like this one):

Code: xml
  1. [05-15-2009 20:41:02 396] Record Index 0: TitleID: 444, GameID: 420289, PlayerName: Lemon4eG PlayerID: 33690 SystemAddress: 85.140.205.166:4195, Connected to:  PendingConnections:
  2. [05-15-2009 20:41:02 396] PlayerID does not match my Player ID
  3. [05-15-2009 20:41:02 396] Setting bAttemptConnection to TRUE.
  4. [05-15-2009 20:41:02 397] I'm going to attempt connecting to player 33690
  5. [05-15-2009 20:41:02 397] Ready to try and connect.
  6. [05-15-2009 20:41:02 397] Record Index 1: TitleID: 444, GameID: 420289, PlayerName: just_dont_do_it PlayerID: 45816 SystemAddress: 188.18.30.27:12945, Connected to:  PendingConnections:
  7. [05-15-2009 20:41:02 397] CVPOnPlayerDataUpdatedCallback
  8. [05-15-2009 20:41:02 397] CVPDefaultPlayerDataUpdatedCallback had 2 players
  9. [05-15-2009 20:41:02 609] Message received by CVPMultiplayerEngine: ID_NEW_INCOMING_CONNECTION from 85.140.205.166:4195  GUID: 925372523.1376016424.1530314334.3384652331
  10. [05-15-2009 20:41:02 609] Connection successful. ID_NEW_INCOMING_CONNECTION from 85.140.205.166:4195 (CONNECTION ACTIVITY)
  11. [05-15-2009 20:41:12 402] CVP: Game Data Updated with 0 records
  12. [05-15-2009 20:41:12 402] CVPOnPlayerDataUpdatedCallback
  13. [05-15-2009 20:41:12 402] CVPDefaultPlayerDataUpdatedCallback had 2 players
  14. [05-15-2009 20:41:22 422] CVP: Game Data Updated with 0 records
  15. [05-15-2009 20:41:22 422] CVPOnPlayerDataUpdatedCallback
  16. [05-15-2009 20:41:22 422] CVPDefaultPlayerDataUpdatedCallback had 2 players
  17. [05-15-2009 20:41:32 435] CVP: Game Data Updated with 0 records
  18. [05-15-2009 20:41:32 435] CVPOnPlayerDataUpdatedCallback
  19. [05-15-2009 20:41:32 435] CVPDefaultPlayerDataUpdatedCallback had 2 players
  20. [05-15-2009 20:41:32 655] Message received by CVPMultiplayerEngine: ID_CONNECTION_LOST from 85.140.205.166:4195  GUID: 925372523.1376016424.1530314334.3384652331
  21. [05-15-2009 20:41:32 655] SetIsConnected with PlayerID 33690 and status 0
  22. [05-15-2009 20:41:32 655] SetIsConnected: Status is 0
  23. [05-15-2009 20:41:32 655] SetIsConnected: Removing Connection for player 33690
  24. [05-15-2009 20:41:32 655] UpdateDatabaseRecord with row ID 45816
  25. [05-15-2009 20:41:32 655] CVPOnPlayerDataUpdatedCallback
  26. [05-15-2009 20:41:32 655] CVPDefaultPlayerDataUpdatedCallback had 1 players
  27. [05-15-2009 20:41:37 118] Message received by CVPMultiplayerEngine: ID_CONNECTION_LOST from 209.124.63.249:6000  GUID: 802015144.4273210541.176936847.1996175788
  28. [05-15-2009 20:41:38 178] Updating user player data.
  29. [05-15-2009 20:41:38 178] CVPShowConnectionMiniWindow
  30. [05-15-2009 20:41:42 380] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  31. [05-15-2009 20:41:42 450] CVP: Game Data Updated with 0 records
  32. [05-15-2009 20:41:42 450] CVPOnPlayerDataUpdatedCallback
  33. [05-15-2009 20:41:42 450] CVPDefaultPlayerDataUpdatedCallback had 1 players
  34. [05-15-2009 20:41:46 537] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  35. [05-15-2009 20:41:50 031] CVP: Refresh Login called
  36. [05-15-2009 20:41:50 665] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  37. [05-15-2009 20:41:52 465] CVP: Game Data Updated with 0 records
  38. [05-15-2009 20:41:52 465] CVPOnPlayerDataUpdatedCallback
  39. [05-15-2009 20:41:52 465] CVPDefaultPlayerDataUpdatedCallback had 1 players
  40. [05-15-2009 20:41:54 802] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6000  GUID: 4294967295.4294967295.4294967295.4294967295
  41. [05-15-2009 20:41:54 881] CMultiplayerEngine::Shutdown for CVPMultiplayerEngine. Send Disconnect notification: 1, Restart: 0

Successful connection at first (and always only one) - then suddenly it's just lost/failed.

Reply #91 Top

Quoting Spooky, reply 13
Ah, hang on, is spamming (fragmented?) UDP packets (apparently something called an "opentear attack"), like the Stardock server does, something that would be detected and blocked by an SPI Firewall?
Potentially, yes. The router would have to inspect (SPI = stateful packet inspection) the packets to determine how they're fragmented. A false positive for that attack on the Demigod/Impulse packets would definitely cause this. That said, I haven't really looked at a trace of the game's traffic to see if it could possibly be considered an attack, but if someone reports that it has been detected as such, it may very well be that others would detect it that way. I have to admit, this is kind of a stretch, but it seems stretching is required at this point. A good analogy would be the differential diagnoses on the show House :P

Quoting Vashan, reply 14
my router doesn't even have a "SPI Function" to begin with I've disabled the router Firewall, but that isn't an SPI Firewall - i guess.

On the other hand I cannot change what the router opens, to my system. I can only change which ports the router forwards directly. So if I open Port 6000 the router should open port 6000 TCP and UDP. I'm using a Zyxel Prestige 660HW-67 Firmware V3.40(QD.8).

Try enabling SIP ALG. Also, are you in SUA or Full-featured mode when you aren't in modem-only? SUA may work better for you. This said, it's really not clear that they allow you to forward UDP, given there isn't an option. Still, I think others have had some luck with this router line if they get the settings just right.
 

Quoting Vashan, reply 14

Also,  why did it work before?

Couldn't tell you, unless it has something to do with implementation of session initiation protocol application layer gateway (SIP ALG) in new patches. Again, I wish I had the time to look at some traces. Trying to finish school without getting too distracted here.

Quoting Vashan, reply 14

 edit:

I've changed my router to "modem mode" that means my router is working as a DSL modem only. I started the game, custom games, klicked join, and voila - i got in. However, that means only one pc can connect to the internet via PPPoE and that isn't a good solution for me. so my "router" (router mode) must somehow block incoming udp connections, right? But why did PfPortchecker from portforward.com say: "Your Port is open!" .. WTF? Is there some way to check that? It's an older router - so that maybe the reason - but I never had any problems with it.

 
Unsurprising--at least you've successfully narrowed the issue. You may want to invest a small amount of money in a decent router to use for connection sharing and keep that thing in modem-only mode. There may be other complications to doing this; it may be worth it, though. Realize I'm hesitant to recommend you buying something else especially if it's just going to cause you more problems, time, and money. But on the other hand, from what I can tell, routing on that thing blows.

Quoting just_dont_do_it, reply 15

Successful connection at first (and always only one) - then suddenly it's just lost/failed.
I'm starting to feel more and more that dropped connections are dropped on purpose by the firewall when they see something they don't like. What is your router, desktop security software?

Reply #92 Top

First of all, I really appreciate your help.

I forward the ports in the so called "SUA"-Mode. Then I've found a interesting article: http://www.voip-info.org/wiki/view/Routers+SIP+ALG

Zyxel

Models: 660 family comes with SIP ALG enabed by default.
NAT type: symmetrical
Issues:

  • No incoming calls.
  • SIP protocol broken making 50% of outgoing calls impossible because the wrong values are inserted into SIP headers.

So at least i want to try disabling that SIP ALG. Perhaps that is the issue here. But then there is some "telnet" em. well, I never had anything to do with telnet so perhaps you or someone else can tell me what I have to do, to disable it?

Code: c++
  1. To disable SIP ALG:
  2. <div class="bitbox">~# telnet router
  3. Menu option "24. System Maintenance".
  4. Menu option "8. Command Interpreter Mode".
  5. ip nat service sip active 0</div>

 Edit:

I guess I somehow figured it out and disabled it. Unfortunately it didn't work.

 

Reply #93 Top

Quoting ShunKeets, reply 16
Potentially, yes. The router would have to inspect (SPI = stateful packet inspection) the packets to determine how they're fragmented. A false positive for that attack on the Demigod/Impulse packets would definitely cause this. That said, I haven't really looked at a trace of the game's traffic to see if it could possibly be considered an attack, but if someone reports that it has been detected as such, it may very well be that others would detect it that way. I have to admit, this is kind of a stretch, but it seems stretching is required at this point. A good analogy would be the differential diagnoses on the show House.
I am just asking because I thought may be this time, my Router (behind the Modemrouter of my ISP) is the culprit, since it runs SPI. It's a WRT54GL and I recently flashed it with Tomato, where you can't disable the SPI firewall, so I couldn't check it that quickly. When I get to vienna again on Sunday, I'll try the direct connection again and see if it changes anything.

Still, I think Stardock shouldn't be leaving a system like that, that could potentially trigger a "hacking alert" in a Firewall.

 

Anyway, there is a new ImpulseReactor.dll that everyone should try that has a NAT facilitator error. I can't test it before Sunday though.

Reply #94 Top

I'm going to go ahead and try the new file, however, I certainly do not have a "low end system."  So I don't know if it is aimed at me or not...It is the error I get though so might as well.

 

It's here. People seem happy.  

If you have a low end machine and run into any error messages such as "failed to connect to NAT" try this:

download http://www.draginol.com/files/impulsereactor-0514.zip 

Unzip it into your Demigod\bin directory (program files\stardock games\demigod\bin).  If you're not having problems don't bother. But we found a Raknet bug that this works around for now on lower end CPU systems.

Reply #95 Top

SPI firewalls are inherently bad for gaming. The inspection process is slow, which introduces extra latency and even if you can connect with it enabled, it will likely cause lag spikes in bigger games, 4v4 + 5v5.

Not only that, may router has an option in its WAN configuration, "Disable Port Scan and DOS Protection". If I DO NOT disable "Port Scan and DOS Protection" and I play almost any game (TF2, Left4Dead, Warcraft III, Starcraft, Demigod) the router flags thousands of packets in the router log as DOS attack attempts and drops them, resulting in massive lag spikes in these games (5-30 seconds).

Ofcourse, all these issues are totally bypassed connecting via PPPoE from your PC as opposed to using your routers NAT and letting your OS and a software firewall handle all these issues. For many people, including myself, this is not a permanent solution though. My ISP only allows 1 connection on my internet account, meaning only 1 PC can be on the net at a time, solved by letting my router act as a gateway (NAT).

IMO, router manufacturers are still pretty retarded when it comes to making games oriented routers. Security features always get in the way of gaming.

Reply #96 Top

Quoting ShunKeets, reply 16
I'm starting to feel more and more that dropped connections are dropped on purpose by the firewall when they see something they don't like. What is your router, desktop security software?

Zyxel P-660-T1 for a modem <--> unmanageable switch <--> PC. No firewalls of any kind (windows firewall is usually enabled, but it really doesn't matter even if I turn it off).

 

Quoting Vashan,
I guess I somehow figured it out and disabled it. Unfortunately it didn't work.

Same here, with the same modem. Guess it isn't for us.

 

Anyway, there is a new ImpulseReactor.dll that everyone should try that has a NAT facilitator error. I can't test it before Sunday though.

I certainly don't have a "low-end machine", and the .dll don't do anything visible.

 

Update: oh, another log with some classic issues:

Code: xml
  1. [05-16-2009 10:08:26 505] Message received by CVPMultiplayerEngine: ID_CONNECTION_REQUEST_ACCEPTED from 209.124.63.249:6002  GUID: 821781936.3731905122.1204146533.671060857
  2. [05-16-2009 10:08:26 513] Connected to facilitator at 209.124.63.249:6002.  My External: 188.18.31.221:28323  My Internal: 192.168.249.101:53428 (CONNECTION ACTIVITY)
  3. [05-16-2009 10:08:26 513] UpdateDatabaseRecord with row ID 45816
  4. [05-16-2009 10:08:26 931] Message received by CVPMultiplayerEngine: ID_DATABASE_QUERY_REPLY from 209.124.63.249:6002  GUID: 821781936.3731905122.1204146533.671060857
  5. [05-16-2009 10:08:26 931] ID_DATABASE_QUERY_REPLY RECIEVED, numofplayers 4 tickcount 2016824781 (Server Timestamp: 00:09:35.0871)
  6. [05-16-2009 10:08:26 932] CVP: Game Data Updated with 4 records
  7. [05-16-2009 10:08:26 932] Record Index 0: TitleID: 444, GameID: 424649, PlayerName: havocwon PlayerID: 39424 SystemAddress: 98.14.128.67:6112, Connected to: 47463,46435 PendingConnections:
  8. [05-16-2009 10:08:26 932] GetPlayerDataByID: 39424 not found
  9. [05-16-2009 10:08:26 933] Proxying-Via-Peer: (REGISTERING PROXY) Registering player # 39424 at 98.14.128.67:6112 (At index 0)
  10. [05-16-2009 10:08:26 933] PlayerID does not match my Player ID
  11. [05-16-2009 10:08:26 933] Pinging player at havocwon (39424) at 192.168.1.2:6112 (CONNECTION ACTIVITY)
  12. [05-16-2009 10:08:26 933] Pinging player at havocwon (39424) at 98.14.128.67:6112 (CONNECTION ACTIVITY)
  13. [05-16-2009 10:08:26 933] Record Index 1: TitleID: 444, GameID: 424649, PlayerName: just_dont_do_it PlayerID: 45816 SystemAddress: 188.18.31.221:28323, Connected to:  PendingConnections:
  14. [05-16-2009 10:08:26 933] Record Index 2: TitleID: 444, GameID: 424649, PlayerName: vonryan123 PlayerID: 46435 SystemAddress: 66.168.81.36:6112, Connected to: 39424,47463 PendingConnections:
  15. [05-16-2009 10:08:26 933] GetPlayerDataByID: 46435 not found
  16. [05-16-2009 10:08:26 934] Proxying-Via-Peer: (REGISTERING PROXY) Registering player # 46435 at 66.168.81.36:6112 (At index 1)
  17. [05-16-2009 10:08:26 934] PlayerID does not match my Player ID
  18. [05-16-2009 10:08:26 934] Pinging player at vonryan123 (46435) at 192.168.1.100:6112 (CONNECTION ACTIVITY)
  19. [05-16-2009 10:08:26 934] Pinging player at vonryan123 (46435) at 66.168.81.36:6112 (CONNECTION ACTIVITY)
  20. [05-16-2009 10:08:26 935] Attempt to connect to player 46435 was not made because local client is not connected to host
  21. [05-16-2009 10:08:26 935] Record Index 3: TitleID: 444, GameID: 424649, PlayerName: Roflcer PlayerID: 47463 SystemAddress: 65.34.234.245:6112, Connected to: 39424,46435 PendingConnections:
  22. [05-16-2009 10:08:26 935] GetPlayerDataByID: 47463 not found
  23. [05-16-2009 10:08:26 936] Proxying-Via-Peer: (REGISTERING PROXY) Registering player # 47463 at 65.34.234.245:6112 (At index 2)
  24. [05-16-2009 10:08:26 936] PlayerID does not match my Player ID
  25. [05-16-2009 10:08:26 936] Pinging player at Roflcer (47463) at 192.168.1.107:6112 (CONNECTION ACTIVITY)
  26. [05-16-2009 10:08:26 936] Pinging player at Roflcer (47463) at 65.34.234.245:6112 (CONNECTION ACTIVITY)
  27. [05-16-2009 10:08:26 937] Attempt to connect to player 47463 was not made because local client is not connected to host
  28. [05-16-2009 10:08:26 937] UpdateDatabaseRecord with row ID 45816
  29. [05-16-2009 10:08:26 938] CVPOnPlayerDataUpdatedCallback
  30. [05-16-2009 10:08:26 938] CVPDefaultPlayerDataUpdatedCallback had 4 players
  31. [05-16-2009 10:08:29 023] UpdateDatabaseRecord with row ID 45816
  32. [05-16-2009 10:08:29 024] UpdateDatabaseRecord with row ID 45816
  33. [05-16-2009 10:08:29 025] UpdateDatabaseRecord with row ID 45816
  34. [05-16-2009 10:08:36 944] CVP: Game Data Updated with 0 records
  35. [05-16-2009 10:08:36 944] CVPOnPlayerDataUpdatedCallback
  36. [05-16-2009 10:08:36 944] CVPDefaultPlayerDataUpdatedCallback had 4 players
  37. [05-16-2009 10:08:46 952] CVP: Game Data Updated with 0 records
  38. [05-16-2009 10:08:46 952] CVPOnPlayerDataUpdatedCallback
  39. [05-16-2009 10:08:46 952] CVPDefaultPlayerDataUpdatedCallback had 4 players
  40. [05-16-2009 10:08:48 885] CVP: Refresh Login called
  41. [05-16-2009 10:08:56 884] Message received by CVPMultiplayerEngine: ID_CONNECTION_LOST from 209.124.63.249:6002  GUID: 821781936.3731905122.1204146533.671060857
  42. [05-16-2009 10:08:56 968] CVP: Game Data Updated with 0 records
  43. [05-16-2009 10:08:56 968] CVPOnPlayerDataUpdatedCallback
  44. [05-16-2009 10:08:56 968] CVPDefaultPlayerDataUpdatedCallback had 4 players
  45. [05-16-2009 10:08:57 936] Updating user player data.
  46. [05-16-2009 10:08:57 936] CVPShowConnectionMiniWindow
  47. [05-16-2009 10:09:02 117] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6002  GUID: 4294967295.4294967295.4294967295.4294967295
  48. [05-16-2009 10:09:06 327] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6002  GUID: 4294967295.4294967295.4294967295.4294967295
  49. [05-16-2009 10:09:06 982] CVP: Game Data Updated with 0 records
  50. [05-16-2009 10:09:06 982] CVPOnPlayerDataUpdatedCallback
  51. [05-16-2009 10:09:06 982] CVPDefaultPlayerDataUpdatedCallback had 4 players
  52. [05-16-2009 10:09:10 580] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6002  GUID: 4294967295.4294967295.4294967295.4294967295
  53. [05-16-2009 10:09:14 766] Message received by CVPMultiplayerEngine: ID_CONNECTION_ATTEMPT_FAILED from 209.124.63.249:6002  GUID: 4294967295.4294967295.4294967295.4294967295
  54. [05-16-2009 10:09:14 846] CMultiplayerEngine::Shutdown for CVPMultiplayerEngine. Send Disconnect notification: 1, Restart: 0

Namely, "GetPlayerDataByID: 47463 not found" and "Attempt to connect to player 47463 was not made because local client is not connected to host"

Indeed, it seems that it can't get any good data from NAT facilitator (while still getting initial query). And upon second try, "CVP: Refresh Login called" connection gets terminated.

 

PS: My previous log was from a 1/X game (i.e. only host there) - in that case there IS some connection attempts between me and that lone player. However, in any other case it's just like the one above.

PPS: This log is with that .dll for "low-end machines".

Reply #97 Top

Ok, I've managed to break through. Resetting modem and removing all traces of packet routing did the trick, I was even able to carefully apply some routing back (i.e. like ports for torrent for other computers in my lan).

 

However, other "nice" problems like "desync" window and insanely high ping spikes (see http://forums.demigodthegame.com/352130) are still there.

Reply #98 Top

It's pretty weird that there seems to be at least a couple people that get disconnected during the refresh login transaction. What could be so different about it with the first login? Perhaps you're supposed to disconnect, but you just failed to reconnect. If there is a disconnect and reconnect during that transaction, it could be that the routing table on your device is too slow or it gets confused. Either way, it's clearly a piece of shit. At least we've identified some hardware that will only be trouble with Demigod.

As I mentioned before, I'm sure you can get a decent router to replace that switch and keep that modem/router just doing its modem duties.

However, other "nice" problems like "desync" window and insanely high ping spikes (see http://forums.demigodthegame.com/352130) are still there.
Oh jeez. What speed is your connection?

Reply #99 Top

Either way, it's clearly a piece of shit. At least we've identified some hardware that will only be trouble with Demigod.

I'd say that given a hard choice between a modem and Demigod, the choice will be "modem".

If some shitty network code can't do it on my equipment, then the blame lies on the code, not on equipment. ESPECIALLY given the fact that the same code worked quite decently (if not very fast) before the patch.

 

Oh jeez. What speed is your connection?

1Mbit/s down, 512Kbit/s up. Now go on and say "your connection is too shitty to play this godly game properly".

Reply #100 Top

just_dont_do_it: Its obviously not your connection speed, which SHOULD be fine in 5v5s, but definatly should give you no problems in 2v2-4v4.

The only thing I've ever experienced similar to that, was when my router had "Port Scan and DOS Protection" enabled. It was blocking many game packets, incorrectly identifying them as DOS attack attempts. This was in a wide range of games.