Master Server?

Can anyone tell me… Does unitys built in master server still work?! Im trying to set up a game on the master server, And I just keep getting:

Failed to connect to master server at 72.52.207.14:23456

Im not sure if its my PC or what… so help me out. Heres my script to get data from the masterserver.

Its pretty basic (Hope I did it all right)

var displayServerList=false;
var displayBeginning=true;
var displayCreateServer=false;
var GameName:String;
var joiningGame=false;
var creatingGame=false;

var connectTo:String;
var connectPort:int;
function Awake() {
	MasterServer.RequestHostList("BombermanBattle");
	DontDestroyOnLoad(this);
}
function OnLevelWasLoaded(){
	if(joiningGame){
		Network.Connect(connectTo,connectPort);
	}
	else if(creatingGame){
		Network.InitializeServer(16,connectPort);
		MasterServer.RegisterHost("BombermanBattle",GameName);
	}
	joiningGame=false;
	creatingGame=false;
}
function OnGUI(){
	if(displayBeginning){
		if(GUI.Button(Rect(20,120,100,40),"Host Server")){
			displayCreateServer=true;
			displayServerList=false;
			displayOptions=false;
		}
		if(GUI.Button(Rect(20,180,100,40),"Server List")){
			displayCreateServer=false;
			displayServerList=true;
			displayOptions=false;
		}
		if(GUI.Button(Rect(20,240,100,40),"Options")){
			displayCreateServer=false;
			displayServerList=false;
			displayOptions=true;
		}
	}
	if(displayServerList){
		 GUI.Window(0, Rect(150,20,Screen.width-170,Screen.height-40),ServerListWindow, "Server List");
	}
	else if(displayCreateServer){
		GUI.Window(1, Rect(150,20,Screen.width-170,Screen.height-40),ServerCreateWindow, "Create Server");
	}
}



function ServerListWindow (windowID : int) {
	MasterServer.ClearHostList();
	if(MasterServer.PollHostList().length != 0) {
		var y=10;
		var hostData: HostData[] = MasterServer.PollHostList();
		for (var i:int=0; i<hostData.length; i++){
			if(GUI.Button(Rect(5,y,200,20),hostData[i].gameName)){
				if(hostData[i].connectedPlayers<hostData[i].playerLimit){
					joiningGame=true;
					connectTo=""+hostData[i].ip;
					connectPort=hostData[i].port;
					CloseTitle();
					Application.LoadLevel(1);
				}
			}
			GUI.Label(Rect(225,y,50,20),hostData[i].connectedPlayers+"/"+hostData[i].playerLimit);
			y+=30;
		}
	}
	else{
		GUI.Label(Rect(20,20,200,20),"Currently no availible servers!");
	}
}


function ServerCreateWindow(windowID:int){
	GUI.Label(Rect(Screen.width/2-150,20,100,30),"Game Name:");
	GameName=GUI.TextField(Rect(Screen.width/2-200,40,200,20),GameName);
	GUI.Label(Rect(5,100,50,30),"Port:");
	connectPort=int.Parse(GUI.TextField(Rect(50,100,60,20),""+connectPort));
	if(GUI.Button(Rect(Screen.width/2-200,300,200,50),"Create Game")){
		if(GameName.length>3){
			creatingGame=true;
			CloseTitle();
			Application.LoadLevel(1);
		}
	}
}


function CloseTitle(){
	displayServerList=false;
	displayBeginning=false;
	displayCreateServer=false;
}

Help? ^.^ thanks.

Dos your firewall(and possibly router firewall) allow access through port 23456?

Perhaps its being blocked.

Try this as a test, TEMPORARY ONLY, this is my master server using the Unity 3 master server code running as a service, absolutely no long term guarantee:

MasterServer IP: jbwgames.com
Port: 23466

Oh yeah, My router isn’t letting that port through, But I though I’m connecting to the server. Not the server connecting to me. So assumed it would need to be free? >.<

How Do I use that? I tried "Masterserver.ipAddress=“http://www.jbwgames.com” But it just keeps saying "unable to connect to 255.255.255.255:23466 >.<

Btw to the guy up top. port forwarding didnt work :frowning:

void Awake()
{
 DontDestroyOnLoad(this);
 MasterServer.ipAddress = "jbwgames.com";
 MasterServer.port = 23466;
}

Yep did that.

Failed to connect to master server at 255.255.255.255:23466

Idk, Maybe Windows Vista is to gay to connect to a master server… lol.

that ip is definitely not a correct one and will not work

try changing jbwgames.com for 74.208.12.115

Any luck? or are you not on U3B7?
Maybe I should have asked if you were on 2.6 instead…

Yes Im on 2.6.

Failed to connect to master server at 74.208.12.115:23466
Failed to connect to master server at 74.208.12.115:23456
Connected to master server at 91.123.198.89:12345

I Got the 3rd IP from 2 posts below me. (some 1 else who was having some problem. So i assume its thier private server?) So appearantly I can connect to that one. What would be stopping me from connecting to the main one? and any other for that matter?

Could it have something to do with natPunchthough or w.e its called. Or facilitator? Because idk what those are ad didnt set them up.

Also: The one I connected to… When I Register a game, then try to look at server list. Nothing is on there. idk whats happening :frowning:

EDIT: After looking into it further. when trying to register the host. It says…

The connection request to master server at 91.123.198.89:12345 failed. Are you sure it can be connected to?

Appearantly that one fails as well.

Windows Vista:
I’ve:
Port forwarded.
Allowed ports through firewall.
Anything else I need to do?

Another test bed server of mine, here, try this:
This server is for Unity 2.x series

using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour {

	string masterip="74.208.78.243";
	int masterport=23456;
	
	void Awake()
	{
		MasterServer.ipAddress = masterip;
		MasterServer.port = masterport;
		// Use NAT punchthrough if no public IP present
		Network.useNat = !Network.HavePublicAddress();
		Network.InitializeServer(32, 25002);
		MasterServer.RegisterHost("MyUniqueGameType",
		"JohnDoes game", "l33t game for all");
	}
	
	// Use this for initialization
	void Start () {
		Debug.Log(Network.isServer);
	}
	
	// Update is called once per frame
	void Update () {
		
		MasterServer.RequestHostList("MyUniqueGameType");
		if(MasterServer.PollHostList().Length != 0)
		{
			HostData[] data = MasterServer.PollHostList();
			for(int i = 0; i < data.Length; i++)
			{
				Debug.Log("Game Name: " + data[i].gameName);
			}
			MasterServer.ClearHostList();
		}
	}
}

Although you will want to actually optimize, I threw that together in 30 seconds.

This server I have had up and running now for a year and of which the past 6 months I forgot that I still had the Unity Master Server running on it, I thought I disabled the service shrugs thats what I get for writing the service code myself. I had embedded into it plenty of troubleshooting items and triggers to restart in the event of a failure, go figure. Anyway, another “not guaranteed” and “use at your own risk” because at some point I will be yanking that 2.6 service code off that box, just not sure when at the moment.

FWIW, 2.x wil NOT connect to 3.x master or network, they are incompatible, period. You have to talk 2.x to master 0.1.0 network code and 3.x to master 2.x network code

Since yesterday morning I am not able to connect to the given Unity Master Server. It has nothing to do with my firewall settings.

The connection request to master server at 72.52.207.14:23456 failed. Are you sure it can be connected to?

Using Unity 2.6

The UT masterserver setup is not production ready neither is it known to have a high availability (out of my experience the nat facilitator is offline more commonly then online for example).

Likely they don’t support it as strongly as they used to cause the vast majority here is totally ignorant on the fact that it is for testing only, not for games you deploy to testers etc so the most optimal way to remind people is ensuring that it is that irregularily available that they don’t want to use it.

you must host your own masterserver combo for your game if you want to offer MP, at least if you want any kind of control and availability

@susdorf idem

I thought it was a problem coming from my LAN ports, now it seems they are moving their Masterserver into Unity 3 Network technology… :shock:

Is there any public Unity 2.6 Masterserver available yet?

Thanks.

DimeRocker has one

Thanks dreamora for answering, I was rather counting on that it would continue working until Unity 3.0 has been released officially. Now we have to hurry with the updates…

@draemora

you are right, but keep in mind that not every unity developer can run dedicated server, hopefully we can use no-ip at least for testing.

Here is the UT Masterserver wrapped for Windows users (no visual studio required)

http://klaus.com.ar/upload/MasterServerWrapper.zip

thanks

Yes everyone can.
UT offers the whole package in source form so you can deploy it to your dedicated server and run it.
Please don’t use “not every developer can” as an excuse and replacement for “most just don’t want to pay for it but get it all”, thats just lame

if $500 a year is too much your project won’t go anywhere anyway, so you shouldn’t have to worry about uptime though

@dreamora Once again, you are right.

I forgot Unity Technologies are NOT open source!

Popes from the “first world” keep on saying

“If you want it, pay for it.”

thanks