Master server beta version

We have a beta version of the next master server version running at the moment for public testing. It would be awesome if you could point to this server when you test or play around (just not production of course).

This is basically an attempt at eliminating the disappearing host problem but there are other cleanups in there as well. So if you see anything out of the ordinary or still experience the problem, please let me know.

The beta server is running on a different IP and port, IP 83.221.146.11 and port 23457. So simply doing something like

void Start() {
    MasterServer.ipAddress = "83.221.146.11"; // Different location than the default one
    MasterServer.port = 23457;
    // If server initialize server, register host, etc
    // If client request host list, etc
}

should be enough make use of the new server.

Great! I’ve changed my code to use this - now I only need to finish my next Traces of Illumination multiplayer build (but you’ll see me testing internally) :wink:

I’ve also disabled the “re-register every 5 seconds”-code, so if the problem persists, I’ll notice :wink:

Which version of RakNet is this new master server running on?
What is the link to the new masterserver?

Been running a Windows build of the MasterServer and testing the entire day with 2 other people. Rock solid. Thanks :slight_smile:

Tested the beta server a bit today, seemed to work very reliably. I will be doing a lot more testing of it over the weekend.

Doing some testing with 2am Mountain Standard time.

Failed to connect to master server at 83.221.146.11:23457
CreateSocketOrThreadFailure
UnityEngine.Debug:Log(Object)
NetworkLogic:OnFailedToConnectToMasterServer(NetworkConnectionError) (at Assets/Custom Assets/Scripts/Networking/NetworkLogic.js:20)
UnityEngine.MasterServer:RequestHostList(String)
GuiPlayersOnline:RefreshList() (at Assets/Custom Assets/Scripts/GUI/GuiPlayersOnline.js:24)
Connection with master server lost
CreateSocketOrThreadFailure
UnityEngine.Debug:Log(Object)
NetworkLogic:OnFailedToConnectToMasterServer(NetworkConnectionError) (at Assets/Custom Assets/Scripts/Networking/NetworkLogic.js:20)
UnityEngine.MasterServer:RequestHostList(String)
GuiPlayersOnline:RefreshList() (at Assets/Custom Assets/Scripts/GUI/GuiPlayersOnline.js:24)

Masterserver seemed to die for a few minutes then it came back.

Overall it is working a lot better than the old server.

EDIT: It just went down again 2:17 for about 10 seconds. Happened on all 3 computers I have it running on. Same messages as above.

Hi Larus,

is there some weird stuff going on with your network? I did quite some multiplayer testing during the weekend, and it worked fine having the server both in the Unity editor and as a standalone.

Yesterday in the evening, both MasterServers were completely down - and so was forum.unity3d.com and unity3d.com. So, I tried it again today, and everything was working again.

I’ve just had a testing session where I kept the server in the editor. But now, I tried running the server standalone and get ConnectionTesterStatus.Error from Network.TestConnection(). I tried both MasterServers, and I tried it from both my Mac and a Windows PC (both on the same network, though).

In the editor, it works just fine, without any problems - but as standalone, it fails all the time.

I guess I’ll put that server on one of my “testing-production machines” (which have a full Internet IP-address) and see what happens there - hope it’ll work…

Sunny regards,
Jashan

Yes, the official server crashed a few times during the weekend. It caused a bit of ruckus for the server so I moved it to a dedicated server (which only runs the master server atm). The DNS for proxy.unity3d.com now points to the new location, the old location is still active but only redirects to the new one. The culprit for the crashing has been worked around though, so it should stop doing that.

I am still not able to do the connection test:

Connection Tester reports NAT target 83.221.146.11:10735 not connected to NAT facilitator 83.221.146.11:50001.

Been checking periodically today, and haven’t seen the test work.

The standard networking example results in:

Problem determining NAT capabilities

Edit:
BTW, here is a webplayer build of the networking example project with the masterserver switched to the beta server.
http://protonfoundry.com/NetworkTest/

I also cannot get onto the old or new MS in any flavour build (web, editor, stand alone).

It’s been down all morning (1pm here now) :frowning:

EDIT: It could just be the Network test FAcilitator that is down as I can force a game start and get others in it if I bypass the facilitator code.

There was a mess up regarding the DNS so the changes didn’t propagate yet, hopefully they will soon. When they do everything should be back to normal. Sorry about that.

If you are using the previous master server, it will automatically redirect to the new one. This also updates the facilitator location so it should then work with the connection tester. I’m not sure why the network test player posted doesn’t work. When I test the stock network example project, the connection test works if I retry it after the initial failure.

any way to get an answer?

RakNet source has been partially upgraded to the latest version (3.26). It includes bug fixes relevant to the master server, but the RakNet core has not been changed as it would break compatibility with the Unity player.

There is no public link for the beta version currently.

Thanks for the heads up Larus :slight_smile:

Larus, there still does seem to be a DNS propagation issue.

I re-downloaded the network example incase I changed anything and just forgot about it. But with only adding the new masterserver port I get the error:

Failed to connect to master server at 72.52.207.14:23457

If I add

MasterServer.ipAddress = "83.221.146.11";

It starts working, but the tester replies:

So then I add:

Network.connectionTesterIP = "83.221.146.11";

And it works.

Here is the strange part. If I comment out the line where I set the connectionTesterIP, it continues to work.
I print out the connectionTesterIP right below the line I commented out, and it says:

connectionTesterIP = "0.0.0.0";

But if I then close down Unity, and re-open it, (with that line still commented out), it fails to work until i manually set the IP again.

Any when I ping masterserver.unity3d.com I get 72.52.207.14.

Doh, should be sorted now. The IP address reported is actually the right one but some firewall issues on the new server were causing problem, all sorted now.

When using the master server you only need to modify the IP and port of the master server itself. The facilitator and connection tester don’t need to be modified. The connection tester starts out at zero and is then looked up through DNS. Thus it can be moved around by updating the DNS records. So it showing up as 0.0.0.0 but then working is because the address was looked up right before it was used. If the address has been modified it is untouched, like when you manually change it.

Everything is working for me now.

I’ve found when I play with the IP address settings for the Master Server, Facilitator and Connection Tester I sometimes need to restart Unity to see my changes. Maybe if you’ve specified custom IP’s, you need a restart to tell the Network class to use the defaults.
I now enforce a custom IP whenever I “Awake” the network class - and the problem seems to have gone.

I was getting errors in my console that the beta masterserver was returning malformed data when I was polling for a server list.

Not sure why it happened.

Is it possible to get the code for the beta so I can run it on my own server? I’ve got all my games pointed at a machine in my lab.