OpenGamePanel / OGP-Website

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SQUAD 64 win- update required #621

Closed ancientevil closed 10 months ago

ancientevil commented 10 months ago

https://github.com/OpenGamePanel/OGP-Website/blob/master/modules/config_games/server_configs/squad_win64.xml

Squad has updated and we cant get server to work with multihomesetting at startupline. If i start squad with a bat file without that setting everything works.

Squad developer also switched from steam to epic connections EOS, cant see anything else that´s not working.

DESCRIPTION: Startupline with -Multihome not working. I need to remove this setting to get game to work Is it possible to remove setting -MULTIHOME=X.X.X.X or make it "optional" for the servers startupline?

Zorrototo commented 10 months ago

Isn't this setting required to set the IP you want to use for the game server? Is there official statement about the issue?

ancientevil commented 10 months ago

Ok i´ll write official statements first

-beaconport= is the flag you need to have set in your commandline. You may place this anywhere, but recommend being towards the end of the commandline next to -log - without the flag, it will default to having a "silent" -beaconport=15000, and it is a UDP listen port. If you only have one server, this will be fine. If you have more than one server, you will need to give each a unique beacon port. Recommend 5 port spaces to be safe ie. Server1 has -beaconport=15000, Server2 has -beaconport=15005, etc etc

I would like an option to disable/ enable-multihome because some errors occur

Zorrototo commented 10 months ago

No, I'm saying is there any official statement (link to it?) explaining why we should not use a widely known UE parameter for setting the IP that is binding to the game server on start. I'm not talking about how to run multiple servers on the same IP. As far as I know the "multihome" parameter is used for a lot of game servers and I'm surprised you're asking to remove it as it would remove the ability to decide the IP the game server is run on. also, more details on the errors would be appreciated (logs? description of issue?).

Maybe we should remove the parameter, maybe the issue is on your side.

ancientevil commented 10 months ago

Yeah you are right multihome is a problem my side. I dont like epic game services. Steam is so much easier

But the other statements is correct. -beaconport (default is 15000)

Zorrototo commented 10 months ago

If there is an issue globally with how it is now, let's fix it, but without more information I see it just as someone who want to modify something in OGP for their convenience and it may affect others negatively without proper reason. Provide more information if this is the case.

ancientevil commented 10 months ago

Sure i will but still -beaconport needs to be added as a input parameter. It works if you put it in commandline manually but this is stated officially

Zorrototo commented 10 months ago

Beacon port should be added as an automatic parameter then, calculated from the port set in Panel (like other games servers like Killing Floor where multiple ports are set depending on the game port).

//EDIT: try this, I removed the Home Name currently forced to be the game server name (we should not do this, most people would want to have a name in the Panel for sorting servers depending on owner, or whatever, and a separate in game server name), and I added automatic Beacon Port. Test and tell if it works for you:

https://pastebin.com/qsA2n65n

Zorrototo commented 10 months ago

Now that I think about it, I hosted a bunch of Squad servers and there was never an issue about this beaconport parameter not being set, and the Squad server wiki doesn't even list the beacon port as being needed to be opened in the firewall. Again, do you have a link to some official statement explaining the need for this parameter? What happens if you do not set it?

ancientevil commented 10 months ago

No it´s because as i wrote before OWI has implemented epic online services instead of steam. I dont they have had time to update their wiki yet. But still -beaconport is a must

ancientevil commented 10 months ago

Nowadays it´s not easy to host that server behind NAT because it must have public ip connected to server or you have to have good settings of NAT punchthrough and DNS throughput for hosting it behind NAT.

Zorrototo commented 10 months ago

At some point if you cannot reply to my request I can't and will not help more.

ancientevil commented 10 months ago

The official statement is behind a "locked" discord for hosting partners. And as i said I think they haven´t had time to update their wiki yet. Still we (DADS) have problems hosting this behind NAT- to sad they integrated this EOS instead of steamservices that worked flawless because of the public IP setting to get it to work behind NAT

About EOS integration is found here: https://joinsquad.com/2023/12/12/squad-7-0-live-release-notes/ "System & Gameplay Updates Integrated Epic Online Services"

From discord that is only for "approved partners "

You need to have ICMPv4 open in your firewall (This is a "ping") for latency to report correctly in the server browser. The test for this is to try to ping the IP for your server.

You need to be punching through NAT. If you don't it won't work due to the above. Particularly a thing for home-hosters.

-beaconport= is the flag you need to have set in your commandline. You may place this anywhere, but recommend being towards the end of the commandline next to -log - without the flag, it will default to having a "silent" -beaconport=15000, and it is a UDP listen port.

If you only have one server, this will be fine. If you have more than one server, you will need to give each a unique beacon port.

Recommend 5 port spaces to be safe ie. Server1 has -beaconport=15000, Server2 has -beaconport=15005, etc etc The -beaconport= flag is mobile - you can change your beaconport to wherever you wish, though it would be recommended to stay in the 15000-15050 range as that's what has been tested. Your Game Port (commandline argument PORT=) whichever it is, must be exposed and contactable. You cannot have this locked down, and a firewall rule must be in place to allow traffic to pass. You must have DNS throughput to the box. Otherwise it can't resolve EOS things. You must allow the beacon port through the firewall - your server may show up, but it will not be joinable unless you do.

Is this enough information? @Zorrototo

Zorrototo commented 10 months ago

So the information about the server is locked behind private Discord? What a great dev team..

What about the testing I asked for.

ancientevil commented 10 months ago

If i don´t set any -beaconport in startup-parameter, log says: Created socket for bind address: 192.168.2.2 on port 15000 anyways.

Still we have problems of testing server properly because we are behind NAT on our server and we cant figure how to configure NAT punchtrhrough and DMZ is not actual on this server and server needs publicIP adress binded to gameserver.

ancientevil commented 10 months ago

If i add public ip to server then i get the winsockerror on port 15000. But that is because we are behind NAT.

I hope i explained as good as i can for now :=).

If we cant fix this NAT punchtrough to get server working properly we probably skip our license and not host it anymore because of EPIC online services integration :(

We dont wanna rent a server for 100+ dollars/month just for squad

Zorrototo commented 10 months ago

I'm not sure about your NAT issue. Sounds like just NAT.

So... about the testing...

EDIT: try this, I removed the Home Name currently forced to be the game server name (we should not do this, most people would want to have a name in the Panel for sorting servers depending on owner, or whatever, and a separate in game server name), and I added automatic Beacon Port. Test and tell if it works for you:

https://pastebin.com/qsA2n65n

I swear it's getting frustrating to talk to a wall.

If you cannot do test for the things you request I don't think we can go further.

own3mall commented 10 months ago

Please use forums to figure this out further.