Server can't talk to outside. [SOLVED]

lee
lee
edited May 2011 in Photon Server
When I have the server up and running I cant see port 5055 on the server I have also tried swapping the ports out.
Now when I take the server down I can see the port using port forwards tool. So this leads me to believe it is a problem with Photon itself. Can anyone elaborate?

And just so you know, I do have firewall off, and the server in the DMZ.

I thought the problem was because my router and modem was not bridged, but that was done yesterday and there is still no response from the server.

Server is Win2k3 not that it matters

I am using the assest store version.

Comments

  • Maybe you are playing a Webplayer? Then you also need TCP port 843 open and the Policy Application running.
    You could post your Photon server logs, so we can take a look but you say it's running.

    What do you mean by "I cant see port 5055 on the server" and "when I take the server down I can see the port"?
  • Well, this is the stand alone version not the web player. As long as I am in my network I can see the game. Yet when my friend tries to connect he can't see the game. I have tried all the fixes here at the forum and nothing worked.
    When I use portforward.com's tool (http://portforward.com/help/portcheck.htm) I can get the UDP packet in so I know it is not a problem with my network as that does verify that I am able to receive the packet.

    These logs are from a fresh set of logs

    PhotonCLR.log
    2011-05-13 11:44:03,328 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - PhotonDomainManager created
    2011-05-13 11:44:16,765 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - PhotonDomainManager created
    2011-05-13 11:44:16,781 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - PhotonDomainManager created
    2011-05-13 11:44:16,781 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - InitializeNewDomain PhotonSocketServer.exe
    2011-05-13 11:44:16,828 [ 1] INFO  eUZGPfegjOmbduaYNZ.ebbeTiK9tAKfAZcNme - ### PhotonHostRuntime.Licensing: Getting license information...
    2011-05-13 11:44:18,875 [ 1] INFO  eUZGPfegjOmbduaYNZ.ebbeTiK9tAKfAZcNme - LICENSE: Expiration: never; floating license: yes; max connections: 20; valid IPs: any
    2011-05-13 11:44:18,906 [ 1] INFO  PhotonHostRuntime.PhotonDomainManager - CreateAppDomain LiteLobby , LiteLobby
    2011-05-13 11:44:18,906 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - CreateAppDomain: ApplicationBase = E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer
    2011-05-13 11:44:18,906 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - CreateAppDomain: PrivateBinPath = LiteLobby\LiteLobby;LiteLobby\LiteLobby\bin;bin;Shared
    2011-05-13 11:44:18,906 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - CreateAppDomain: ConfigurationFile = E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer\LiteLobby\LiteLobby\bin\LiteLobby.dll.config
    2011-05-13 11:44:20,093 [ 9] DEBUG eUZGPfegjOmbduaYNZ.ebbeTiK9tAKfAZcNme - Reached license monitor.
    2011-05-13 11:44:20,671 [ 1] INFO  PhotonHostRuntime.PhotonDomainManager - CreateAppDomain Policy , Policy.Application
    2011-05-13 11:44:20,671 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - CreateAppDomain: ApplicationBase = E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer
    2011-05-13 11:44:20,671 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - CreateAppDomain: PrivateBinPath = Policy\Policy.Application;Policy\Policy.Application\bin;bin;Shared
    2011-05-13 11:44:20,671 [ 1] DEBUG PhotonHostRuntime.PhotonDomainManager - CreateAppDomain: ConfigurationFile = E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer\Policy\Policy.Application\bin\Policy.Application.dll.config
    

    Photon-Instance1-20110513.log
    2164: 11:44:12.984 - ---
    2164: 11:44:12.984 - WARNING: Photon has been built to operate on an operating system earlier than Windows Vista.
    2164: 11:44:12.984 - WARNING: Performance will not be as good as when built for Windows Vista or later.
    2164: 11:44:12.984 - Server Starting...
    2164: 11:44:12.984 - Config File: E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer\bin\PhotonServer.config
    2164: 11:44:13.000 - Not using performance counters as they are not currently installed. Run the service with /InstallCounters to install them.
    2164: 11:44:13.062 - About to load runtime: PhotonHostRuntime.PhotonDomainManager from PhotonHostRuntime, Version=2.0.0.0, Culture=neutral, PublicKeyToken=02C301B61B060C4D
    2164: 11:44:13.109 - About to load CLR - versions available:
    2164: 11:44:13.109 - v2.0.50727
    2164: 11:44:13.109 - v4.0.30319
    2164: 11:44:13.109 - No preference in configuration file, will load latest.
    2164: 11:44:13.109 - About to load version: "v4.0.30319"
    2164: 11:44:13.250 - Loaded version: "v4.0.30319"
    2164: 11:44:16.812 - Photon host runtime loaded
    2164: 11:44:18.875 - License is valid.
    2164: 11:44:18.875 - Licensed for 20 concurrent connections.
    2164: 11:44:18.875 - Max Reliable Data In Transit (awaiting ACKs) per peer : 16384 bytes
    2164: 11:44:18.875 - Per peer bandwidth limit
    2164: 11:44:18.875 - Transmit Rate Limit: 128 KB/Sec
    2164: 11:44:18.875 - Limit period: 250ms
    2164: 11:44:18.875 - Limit per period: 32768 bytes
    2164: 11:44:18.875 - Max queued data for transmission per peer: 65536 bytes
    2164: 11:44:18.875 - Minimum retransmit timeout: 200
    2164: 11:44:18.875 - Minimum ENet timeout: 5000ms
    2164: 11:44:18.875 - Maximum ENet timeout: 30000ms
    2164: 11:44:18.875 - ENetHost: Using Timer Wheel
    2164: 11:44:18.875 - About to load application: LiteLobby from LiteLobby
    2164: 11:44:20.656 - Application: "LiteLobby" started in app domain: 2
    2164: 11:44:20.671 - About to load application: Policy from Policy.Application
    2164: 11:44:21.468 - Application: "Policy" started in app domain: 3
    2164: 11:44:21.468 - Adding TCP listener on :0.0.0.0: 4530 with a listen backlog of: 150
    2164: 11:44:21.468 - Nagle disabled
    2164: 11:44:21.468 - TCP inactivity timeout: 5000ms
    2164: 11:44:21.468 - Adding UDP listener on :192.168.2.10: 5055 with a listen backlog of: 500
    2164: 11:44:21.468 - Adding TCP Policy listener on :0.0.0.0: 843 with a listen backlog of: 150 and routing to application: "Policy"
    2164: 11:44:21.468 - TCP inactivity timeout: 5000ms
    2164: 11:44:21.468 - Adding TCP Policy listener on :0.0.0.0: 943 with a listen backlog of: 150 and routing to application: "Policy"
    2164: 11:44:21.468 - TCP inactivity timeout: 5000ms
    2164: 11:44:21.500 - Service is running...
    2164: 11:44:39.281 - Server shutting down...
    2164: 11:44:39.281 - Shutting down ENet host...
    2164: 11:44:39.281 - Disconnecting all peers...
    2164: 11:44:39.281 - Shutting down socket servers...
    2164: 11:44:39.281 - Shutting down ENet thread pool...
    2164: 11:44:39.281 - Shutting down TCP inactivity timers...
    2164: 11:44:39.281 - Shutting down business logic thread pool...
    2164: 11:44:39.281 - Shutting down I/O thread pool...
    2164: 11:44:39.281 - Flushing ENET buffer allocator...
    2164: 11:44:39.281 - Flushing TCP buffer allocator...
    2164: 11:44:39.281 - Flushing stream socket allocator...
    2164: 11:44:39.281 - Flushing datagram socket allocator...
    2164: 11:44:39.281 - Destroying ENet thread pool
    2164: 11:44:39.281 - Destroying TCP inactivity timer
    2164: 11:44:39.281 - Destroying Business logic thread pool
    2164: 11:44:39.281 - Destroying servers
    2164: 11:44:39.281 - Destroying ENet host
    2164: 11:44:39.281 - Destroying CLR dispatcher
    2164: 11:44:39.281 - Destroying CLR applications
    1876: 11:44:39.296 - CManagedHost::OnDomainUnload() - 2
    2164: 11:44:39.296 - CManagedHost::OnCLRDisabled()
    2164: 11:44:39.359 - Destroying I/O thread pool
    2164: 11:44:39.359 - Destroying ENet buffer allocator
    2164: 11:44:39.359 - Destroying TCP buffer allocator
    2164: 11:44:39.359 - Destroying TCP socket allocator
    2164: 11:44:39.359 - Destroying ENet socket allocator
    2164: 11:44:39.359 - Destroying performance counters
    2164: 11:44:39.359 - Shutdown complete...
    

    LiteLobby.log
    2011-05-13 11:44:20,578 [1] INFO  Photon.SocketServer.Application [(null)] - Application start: AppId=LiteLobby; AppPath=E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer\LiteLobby\LiteLobby
    2011-05-13 11:44:20,656 [1] INFO  Photon.SocketServer.Diagnostics.CounterPublisher [(null)] - CounterPublisher started on: 255.255.255.255:40001
    2011-05-13 11:44:39,281 [1] INFO  PhotonHostRuntime.PhotonDomainManager [(null)] - Stop
    2011-05-13 11:44:39,296 [1] INFO  Photon.SocketServer.Application [(null)] - Application stop: AppId=LiteLobby; AppPath=E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer\LiteLobby\LiteLobby
    

    Policy.log
    2011-05-13 11:44:21,437 [1] INFO  Exitgames.Realtime.Policy.Application.Policy [(null)] - Application start. AppId: Policy ApplicationPath: E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer\Policy\Policy.Application
    2011-05-13 11:44:21,468 [1] INFO  Exitgames.Realtime.Policy.Application.Policy [(null)] - PhotonErrHandler added
    2011-05-13 11:44:21,468 [1] DEBUG Exitgames.Realtime.Policy.Application.Policy [(null)] - Reading policy file: E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer\Policy\Policy.Application\assets/socket-policy.xml nullTerminate: False
    2011-05-13 11:44:21,468 [1] INFO  Exitgames.Realtime.Policy.Application.Policy [(null)] - Policy file: 
    <?xml version="1.0"?>
    <cross-domain-policy>
    	<allow-access-from domain="*" to-ports="5055,4530" />
    </cross-domain-policy>
    2011-05-13 11:44:21,468 [1] DEBUG Exitgames.Realtime.Policy.Application.Policy [(null)] - Reading policy file: E:\Documents and Settings\Administrator\Desktop\server\ExitGames-Photon-BootcampServer\Policy\Policy.Application\assets/socket-policy-silverlight.xml nullTerminate: False
    2011-05-13 11:44:21,468 [1] INFO  Exitgames.Realtime.Policy.Application.Policy [(null)] - Policy file: 
    <?xml version="1.0" encoding="utf-8"?>
    <access-policy>
      <cross-domain-access>
        <policy>
          <allow-from>
            <domain uri="*" />
          </allow-from>
          <grant-to>
            <socket-resource port="4530" protocol="tcp" />
          </grant-to>
        </policy>
      </cross-domain-access>
    </access-policy>
    2011-05-13 11:44:39,296 [1] DEBUG PhotonHostRuntime.PhotonDomainManager [(null)] - RequestStop
    2011-05-13 11:44:39,296 [1] INFO  Exitgames.Realtime.Policy.Application.Policy [(null)] - Application OnStopRequested. AppId: Policy
    2011-05-13 11:44:39,296 [1] INFO  PhotonHostRuntime.PhotonDomainManager [(null)] - Stop
    2011-05-13 11:44:39,296 [1] INFO  Exitgames.Realtime.Policy.Application.Policy [(null)] - Application stop. AppId: Policy
    
  • Boris
    Boris ✭✭
    These logs contain a shutdown, was that on purpose or is this the error?
  • on purpose, although I am beginning to think I may have a router problem. I wont be able to say for sure for about a week until I get the cash to get another one.
  • Boris
    Boris ✭✭
    I don't know where you live but you could buy a router, test it and then return it to the store.
    I saw above that you server is in the DMZ, did you try it without DMZ?
  • I have tried different ways. Dmz, no dmz, with ports forwarded, upnp enabled and disabled. windows firewall off and on.

    here is the server log from my friends build I sent him
    Direct3D:
        Version:  Direct3D 9.0c [atiu9pag.dll 8.14.1.6091]
        Renderer: ATI Mobility Radeon HD 5650               
        Vendor:   ATI
        VRAM:     1024 MB
        Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 DF24=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=1
    desktop: 1600x900 60Hz; virtual: 1600x900 at 0,0
    <I> Initializing (RawInput).
    
    <RI> Input initialized.
    
    Non platform assembly: data-02DEAC48 (this message is harmless)
    Non platform assembly: data-02E500C8 (this message is harmless)
    Non platform assembly: data-06E60048 (this message is harmless)
    Non platform assembly: data-06E7E6C8 (this message is harmless)
    Non platform assembly: data-06E87F20 (this message is harmless)
    Non platform assembly: data-06EAEB78 (this message is harmless)
    Platform assembly: C:\Users\Byron Palmer\Downloads\Build\Build\Takeout_Data\Managed\UnityScript.Lang.dll (this message is harmless)
    Platform assembly: C:\Users\Byron Palmer\Downloads\Build\Build\Takeout_Data\Managed\Boo.Lang.dll (this message is harmless)
    Failed to find fonts for font asset 'Arial'
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/Filters/Misc/Font.cpp Line: 924)
    
    Platform assembly: C:\Users\Byron Palmer\Downloads\Build\Build\Takeout_Data\Managed\System.dll (this message is harmless)
    [DebugReturn] ExitGames.RealtimeDemo.LitePeer()
    UnityEngine.Debug:Internal_Log(Int32, String, Object)
    UnityEngine.Debug:Log(Object)
    usePhoton:DebugReturn(String)
    Game:DebugReturn(DebugLevel, String)
    LitePeer:.ctor(IPhotonPeerListener, Boolean)
    Game:Connect()
    usePhoton:StartGame()
    usePhoton:OnGUI()
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    [DebugReturn] Lobby: ExitGames.RealtimeDemo.LitePeer()
    UnityEngine.Debug:Internal_Log(Int32, String, Object)
    UnityEngine.Debug:Log(Object)
    usePhoton:DebugReturn(String)
    LobbyHandler:DebugReturn(DebugLevel, String)
    LitePeer:.ctor(IPhotonPeerListener, Boolean)
    LobbyHandler:.ctor(String, String, String, usePhoton)
    usePhoton:StartGame()
    usePhoton:OnGUI()
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    [DebugReturn] nPeerReturn():Connect
    UnityEngine.Debug:Internal_Log(Int32, String, Object)
    UnityEngine.Debug:Log(Object)
    usePhoton:DebugReturn(String)
    Game:DebugReturn(String)
    Game:PeerStatusCallback(StatusCode)
    ExitGames.Client.Photon.PeerBase:InitCallback()
    ExitGames.Client.Photon.EnetPeer:DeserializeMessageAndCallback(Byte[])
    ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
    ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
    ExitGames.Client.Photon.PhotonPeer:Service()
    Game:Service()
    Game:Update()
    usePhoton:Update()
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    [DebugReturn] Connect(ed)
    UnityEngine.Debug:Internal_Log(Int32, String, Object)
    UnityEngine.Debug:Log(Object)
    usePhoton:DebugReturn(String)
    Game:DebugReturn(String)
    Game:PeerStatusCallback(StatusCode)
    ExitGames.Client.Photon.PeerBase:InitCallback()
    ExitGames.Client.Photon.EnetPeer:DeserializeMessageAndCallback(Byte[])
    ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
    ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
    ExitGames.Client.Photon.PhotonPeer:Service()
    Game:Service()
    Game:Update()
    usePhoton:Update()
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    [DebugReturn] Lobby: nPeerReturn():TimeoutDisconnect
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    [DebugReturn] Lobby: PeerStatusCallback: TimeoutDisconnect
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    [DebugReturn] Lobby: nPeerReturn():Disconnect
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    [DebugReturn] Lobby: Disconnect(ed) peer.state: Disconnected
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    [DEBUG] Disconnected.... 
     
    (Filename: C:/BuildAgent/work/6bc5f79e0a4296d6/Runtime/ExportGenerated/StandalonePlayer/BaseClass.cpp Line: 2505)
    
    
  • Boris
    Boris ✭✭
    Interesting.. the Game connects:

    [DebugReturn] Connect(ed)
    UnityEngine.Debug:Internal_Log(Int32, String, Object)
    UnityEngine.Debug:Log(Object)
    usePhoton:DebugReturn(String)
    Game:DebugReturn(String)
    Game:PeerStatusCallback(StatusCode)

    and then
    [DebugReturn] Lobby: nPeerReturn():TimeoutDisconnect

    so the first connections gets through, the second (lobby) connection doesn't.
    I don't know why this would happen - maybe really the router, or some antivirus tool?
  • Well, I don't have antivirus on the server. The girlfriend is picking up a new router for us to test that and see if that is the problem.
  • OK, well, the router is out of the equation and we have narrowed it down to Unity or Photon server.

    Reasoning:
    We bought a router and borrowed a router e1000 and a Net-gear N300 It still would not show up. So I decided to put up a couple game servers that I know uses UDP and they worked fine.

    Then I decided hey, I got T3D so I then switched the server port on it to run at 5055. and it ran just fine.
  • There is one other alternative that maybe the problem.

    can I use
    public string ipPort = "hostname:5055";
    
    instead of
    public string ipPort = "IP:5055";
    
  • Boris
    Boris ✭✭
    Should be.. Still odd that the first connection succeeds and the second doesn't. Makes me wonder if it's a problem with the client machine/router. Did you try to connect from your own machine to your external address?
  • Ok, so here it is what I did, after eliminating everything else I decided to remove the manual entries for the server in windows firewall. (I know that I disabled it before and still couldn't get in). I then ran photon server again and I let windows firewall pick it up automatically. All is fine now.
  • Good to hear you made it. The Windows firewall can be pretty non-intuitive.
  • I also had this problem and was able to resolve it by allowing UDP port 4530 through the firewall.