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Hosting a LAN Game behind a proxy

Posted: Wed Oct 12, 2016 4:01 pm
by FunkTheMonk
I'm trying to set up a spare machine to run a LAN game that people can join, however it is behind some proxies and firewalls that I don't have control over.

Version is 0.13.20

If I run the game client normally and create a multiplayer game, people can join fine and everything is grand.
If I try to run it with --start-server I get:

Code: Select all

   0.743 Info WindowsUDPSocket.cpp:61: Opening socket at port (34197)
   0.744 Info Router.cpp:594: Router state -> Connected
   0.744 Info Synchronizer.cpp:56: NetworkTick(0) initialized Synchronizer local
 peer(0) latency(6).
   0.745 Hosting game at port 34197, peerID 0, session magic 388
   0.745 Info HttpSharedState.cpp:44: Downloading https://auth.factorio.com/gene
rate-server-padlock
   0.750 code:6, 6; Couldn't resolve host name -- Could not resolve host: auth.f
actorio.com
   0.751 Info HttpSharedState.cpp:108: Status code: 0
   0.751 Info AuthServerConnector.cpp:15: Downloading from auth server failed: C
ouldn't resolve host name -- Could not resolve host: auth.factorio.com
   0.752 Error MultiplayerManager.cpp:129: MultiplayerManager failed: "Couldn't
reach the auth server."
   0.753 Info MultiplayerManager.cpp:1000: networkTick(0) mapTick(-1) changing s
tate from(CreatingGame) to(InitializationFailed)
I don't want to keep putting the server up and down when people want to play, but since people can join when running it from in-game, is there a way to get the server to not need to contact auth.factorio.com?
I tried

Code: Select all

"verify_user_identity": false
in the server-setting.json, in the hopes that it would stop it, but didn't seem to do anything

Re: Hosting a LAN Game behind a proxy

Posted: Wed Oct 12, 2016 6:36 pm
by posila
Have you also changed visibility?

Code: Select all

"visibility":"lan",

Re: Hosting a LAN Game behind a proxy

Posted: Thu Oct 13, 2016 7:43 am
by FunkTheMonk
I was using hidden, but having another look at the json file, it seems that I had a 1 in the username and password properties (I don't think I added this from the example file..), removing that (and possibly setting it to LAN) made it work, thanks!