Search found 116 matches

by Hornwitser
Thu Apr 08, 2021 3:28 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
Replies: 6
Views: 982

Re: [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first

And I think you don't understand how nat punching works. But the good news is that it actually functions in 0.16.51, so I've put together this demonstration video for you that shows the ping pong servers does relay nat punch requests contrary to what you're saying, and that this relaying is integral...
by Hornwitser
Wed Apr 07, 2021 5:19 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received
Replies: 3
Views: 404

Re: [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received

Lol what. This packet is from your ping pong server. This is exactly how NatPunchRequest are sent in 0.16.51, and in this version of Factorio nat punching works as you expect it to.
by Hornwitser
Wed Apr 07, 2021 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
Replies: 6
Views: 982

Re: [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first

diagram.png This diagram shows for the packet labeled 1. how NatPunchRequest is sent by the client in 0.16.51. When sent in this manner nat punching works. In 1.1.30 NatPunchRequest is not sent unless you first host a game. If NatPunchRequest packets are not sent then nat punching will not work. Na...
by Hornwitser
Wed Apr 07, 2021 4:23 pm
Forum: Technical Help
Topic: Headless server doesn't detect NAT with port randomization correctly
Replies: 17
Views: 1432

Re: Headless server doesn't detect NAT with port randomization correctly

I did some testing on how Factorio does NAT punching and this is my results. How it works in 0.16.51: 1. The client sends a NatPunchRequest to a pingpong server with the address of the Factorio server 2. The pingpong server sends a NatPunchRequest to the Factorio server with the address of the Facto...
by Hornwitser
Wed Apr 07, 2021 12:32 pm
Forum: Tools
Topic: Wireshark dissector for Factorio
Replies: 0
Views: 134

Wireshark dissector for Factorio

I've written a Wireshark dissector for Factorio. Pretty useful when looking at packet captures and you want get more information on what's going on. Keep in mind it doesn't decode everything and it errors out on certain inputs, so don't expect to be able see everything with this. You can get it on m...
by Hornwitser
Tue Apr 06, 2021 10:12 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received
Replies: 3
Views: 404

[Rseding91] [1.1.30] UnparsedNetworkMessage.cpp:91: Invalid packet (type NatPunchRequest) received

If the workaround to get NatPunchRequests sent as described in [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first is followed then the server prints the following in the log if started with the --verbose option when the server is selected in the public server list in t...
by Hornwitser
Tue Apr 06, 2021 9:58 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first
Replies: 6
Views: 982

[Rseding91] [1.1.30] NatPunchRequest not sent unless a multiplayer game has been hosted first

While looking into NAT punching I noticed the following weird behavior: If you start the game and go directly to the public server list, click on servers and try to connect one no NatPunchRequest messages are sent by the client. If you start the game and choose "Host new game" that is publ...
by Hornwitser
Tue Apr 06, 2021 9:28 pm
Forum: Technical Help
Topic: Headless server doesn't detect NAT with port randomization correctly
Replies: 17
Views: 1432

Re: Headless server doesn't detect NAT with port randomization correctly

There seems to be a bug in how NatPunchRequest packets are handled. If I browse the server list and try to connect to a public server I see no such packets being sent unless I host a public server on the client for a few seconds first.
by Hornwitser
Tue Apr 06, 2021 7:52 pm
Forum: Technical Help
Topic: [1.1.30] (solved) Not seeing NAT punches
Replies: 0
Views: 87

[1.1.30] (solved) Not seeing NAT punches

I tried hosting a public game from inside the client on my desktop, which is behind NAT. And then I had some friends try connect to it via the public server list. While doing this I was performing a packet capture to see the NatPunchRequest messages sent to my computer. But I didn't see any when the...
by Hornwitser
Sat Apr 03, 2021 8:23 pm
Forum: Assigned
Topic: [Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message
Replies: 0
Views: 204

[Rseding] [1.1.30] Deadlock on loss of ConnectionAcceptOrDeny message

When the ConnectionAcceptOrDeny message from the server is dropped on the way to the client it's possible for the server to end up deadlocked waiting for the client to continue the joining process. See the annotated image of the packet capture I've attached. The server starts sending SynchronizerAct...
by Hornwitser
Sat Apr 03, 2021 12:16 am
Forum: Tools
Topic: Factorio blueprints website
Replies: 2
Views: 240

Re: Factorio blueprints website

Really cool, I'm impressed.
by Hornwitser
Thu Mar 25, 2021 5:07 pm
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 218
Views: 38676

Re: Friday Facts #365 - Future plans

kovarex wrote: ↑
Wed Feb 17, 2021 5:47 pm
Maybe, but show me a game that can render 30 000 3D objects (instead of sprites) on the same screen.
Not a game but a physics engine doing collisions for 110k cubes, in 2012.
https://www.youtube.com/watch?v=8jGZv1YYe2c
by Hornwitser
Sat Dec 26, 2020 8:34 am
Forum: Won't implement
Topic: LuaRCON instances should persist!
Replies: 12
Views: 780

Re: LuaRCON instances should persist!

Do you have any protocol description references for that claim? responses should arrive in the same order as the commands they requested them, so sending responses in order ID=1 (for request 1), ID=2 (for request 2) then ID=1 (unsolicited) would violate the order preserving property. You already vi...
by Hornwitser
Sat Dec 26, 2020 7:25 am
Forum: Won't implement
Topic: LuaRCON instances should persist!
Replies: 12
Views: 780

Re: LuaRCON instances should persist!

This is certainly interesting as a method for doing Factorio to outside world communication. A neat idea. But if this was added I wouldn't call it RCON any more, there's no mechanism in RCON to send data from the server to the client outside the response to a command. I also don't quite see how this...
by Hornwitser
Wed Dec 16, 2020 8:43 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [1.1.6] Servers started in quick succession may end up overwriting each other in the server list
Replies: 2
Views: 544

[Oxyd] [1.1.6] Servers started in quick succession may end up overwriting each other in the server list

I am developing a server manager for Clusterio and one of the features I implemented was automatically starting up a bunch of servers in a short period of time. When doing this the servers are started one by one and there's typically a bit over 1 second between each startup, but I often see that ser...
by Hornwitser
Tue Nov 24, 2020 1:46 am
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Main menu box dragged to the bottom of the screen can't be dragged back up
Replies: 13
Views: 942

Re: Main menu box dragged to the bottom of the screen can't be dragged back up

Can confirm as well. If you turn on the GUI debug features (CTRL+F6/CTRL+F5) you can see a hidden frame of the quickbar being lifted above it when the background scene changes.
by Hornwitser
Tue Nov 17, 2020 1:27 am
Forum: Technical Help
Topic: Multiplayer game inside GUI binds to temporary IPv6
Replies: 10
Views: 687

Re: Multiplayer game inside GUI binds to temporary IPv6

I don't believe this is the case on Linux, where I can connect to a VPN address or public IP. Linux is what I experienced it on. It might be that only happened on my really weird network setup, where the same interface was part of two subnets, I don't remember if both had a default route to the int...
by Hornwitser
Mon Nov 16, 2020 6:08 pm
Forum: Technical Help
Topic: Multiplayer game inside GUI binds to temporary IPv6
Replies: 10
Views: 687

Re: Multiplayer game inside GUI binds to temporary IPv6

This problem also exists for multi-homed IPv4 hosts. The server listens on every address but only replies back from one. So if the server has has for example both 192.168.1.4 and 10.0.0.20 as IPv4 addresses, it chooses one and only ever use that as the source address to reply back with even if the p...
by Hornwitser
Thu Oct 15, 2020 8:57 pm
Forum: Implemented Suggestions
Topic: Option to Reset mod settings at load fail.
Replies: 19
Views: 2662

Re: Option to Reset mod settings at load fail.

What if the problem comes from a combination of things? Like changed setting of mod and then updated mod. Or more complex: changed setting of mod A, then changed mod B, then changed mod C, which is not compatible with change of mod A. Then include which mods were loaded too in previous configuratio...
by Hornwitser
Thu Oct 15, 2020 8:41 pm
Forum: Outdated/Not implemented
Topic: New api in a OOP language?
Replies: 38
Views: 1920

Re: New api in a OOP language?

another reason to use python, perhaps, which is pretty good at mt. Python is not good at multithreading. CPython, the defacto implementation of the Python interpreter, has a something called the Global Interpreter Lock (GIL). Whenever a thread is executing Python code it holds the GIL and prevents ...

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