- https://forums.factorio.com/forum/vie ... =7&t=13558
- https://forums.factorio.com/forum/vie ... =7&t=13634
If it works for you guys please tell me if you're using IPv4 or IPv6 because I have reasons to believe that it's all related...
Thanks!
Because it's a peer-to-peer architecture, all peers have to be able to connect to every other peer. If someone doesn't have port 34197 forwarded multiplayer won't work for them.daniel34 wrote: Error MultiplayerManager.cpp:107: MultiplayerManager failed: "Failed to establish connection with peer 79.x.x.x:34197."
This is not the server ip and I've no idea why it would connect to a random peer on that port.
It seems it wants to connect to all other peers on that port, but I assume most won't have that port forwarded.
The log is also on the second page of the thread I linked.
I've started this public server because of the assumptions above (client only connects to server, doesn't need to have ports open), so I can't tell you about all the computers participating, but I'd guess some wouldn't have port 34197 open.Oxyd wrote:Is there any firewall active on any of these computers? Is it possible it's dropping the UDP datagrams?
Verified with the user that 69.249.xxx.xxx is indeed our Pennsylvania player, and I verified myself that 23.226.xxx.xxx is my server. From what I see in the log, and my admittedly basic understanding of how the networking is handled, it looks like my client is mixing up the server and our Pennsylvania player. I have no idea why that might happen.124.972 Info MultiplayerManager.cpp:1160: networkTick(3218) mapTick(1260413) stopping mapAlign
124.972 Info MultiplayerManager.cpp:1654: performing map align task (SendPlayerJoinGameAlignTask)
124.972 Info MultiplayerManager.cpp:848: networkTick(3218) mapTick(1260413) changing state from(InGameWaitingForOthers) to(InGame)
124.972 Info MultiplayerManager.cpp:1470: networkTick(3218) mapTick(1260413) peerID(1) fullStateLog: local state(InGame) local peers(((peerID(0) state(InGameWaitingForOthers) mapAlignTick(-1))
((peerID(1) state(InGameWaitingForOthers) mapAlignTick(-1))
)
125.044 Info MultiplayerManager.cpp:989: networkTick(3224) mapTick(1260418) received stateChanged peerID(0) oldState(InGameWaitingForOthers) newState(InGame)
125.044 Info MultiplayerManager.cpp:989: networkTick(3224) mapTick(1260418) received stateChanged peerID(1) oldState(InGameWaitingForOthers) newState(InGame)
125.099 Info NetworkInputHandler.cpp:703: mapTick(1260422) networkTick(3228) connecting to player(creodor).
125.099 Info NetworkInputHandler.cpp:561: assigning playerIndex(0) to peer(1)
125.099 Info GameActionHandler.cpp:1913: MapTick(1260422) processed PlayerJoinGame peerID(1) playerIndex(0) mode(connect)
175.444 Info Router.cpp:648: networkTick(6235) adding peer(2) address(69.249.xxx.xxx.34197) sending connectionAccept(false)
175.444 Info Synchronizer.cpp:491: networkTick(6235) adding peer(2) success(true).
175.535 Warning Router.cpp:202: Parsed peerID(2) expected address(69.249.xxx.xxx.34197) doesn't match received address(23.226.xxx.xxx:34197)
175.564 Warning Router.cpp:202: Parsed peerID(2) expected address(69.249.xxx.xxx:34197) doesn't match received address(23.226.xxx.xxx:34197)
175.570 Warning Router.cpp:202: Parsed peerID(2) expected address(69.249.xxx.xxx:34197) doesn't match received address(23.226.xxx.xxx:34197)
just out of curiosity, which port is your client using? As you mentioned you have other servers running for test purposes - does shutting them down and ensuring your client is the only active game on your local network have any effect ont he outcome at all? (just throwing it out there, not really expecting it to have an impact but who knows )creodor wrote:(For clarity, 34197 | 34198 is the port range, start | end. I cut that part off in the screenshot. I have more than one server running, to test things, but these logs and tests were done on the main non-testing server instance)