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robur

Joined: 13 Feb 2008 Posts: 346 Location: North Idaho
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Posted: Mon Jun 22, 2009 6:04 pm Post subject: ** Major Master Server Issues ** |
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I believe it was around a year ago that Unity's official master server began experiencing major issues that caused it to randomly drop servers and be practically unusable.
To resolve this problem, a new master server was set up - and it has been working great!
A month ago, this beta server was taken down because it was causing too much load and crashing Unity's web server - and I switched my game to running off my own hosted master server, version 0.1.0, which is still listed as current on Unity's master server download page.
Since then, everything has been terrible.
My game went from around 70 players online at a time average to around 20 - with new players appearing and disappearing all time - just like Unity's main server was doing a year ago.
I just released a beta version of my game pointing to Unity's current, official master server - and it seems to be doing the same thing.
First of all, was the fixed master server code on the beta server ever applied to Unity's main master server - or is it the same server that didn't work at all a year ago?
Second of all, where can I download the working beta code so I can get my master server operational again?
Thanks very much,
-Aubrey _________________ Aubrey Falconer ~ of ATI Design
Mars Explorer FTW!
Last edited by robur on Sat Jun 27, 2009 11:39 pm; edited 1 time in total |
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Leepo

Joined: 09 Mar 2008 Posts: 484 Location: The Netherlands
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robur

Joined: 13 Feb 2008 Posts: 346 Location: North Idaho
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robur

Joined: 13 Feb 2008 Posts: 346 Location: North Idaho
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Posted: Thu Jun 25, 2009 5:22 pm Post subject: |
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Pardon my brevity, but someone representing Unity really needs to take a look at this!
• The beta master server has been offline for a month, yet it's thread is still stickied as if nothing had happened.
• The official Unity hosted master server is practically unusable.
• Custom hosted implementations of the current official master server release are highly unstable.
Thanks!
-Aubrey _________________ Aubrey Falconer ~ of ATI Design
Mars Explorer FTW! |
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larus Unity Networking Developer
Joined: 12 Oct 2007 Posts: 167
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Posted: Tue Jun 30, 2009 3:03 pm Post subject: |
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I'm sorry about the trouble with this, this project ground to a halt a while ago but we're working on releasing an update to the MasterServer in the near future (next few weeks). We're also sending the beta source to the people who request it, so drop me an email and I will get it to you.
However also please note that the "official" MasterServer which we run is for testing only, and has no guaranteed uptime (or any guarantees at all for that matter). It's running on a small virtual server at the moment and may may not be able to handle a case where several popular large games use it at the same time.
The server hosting the beta server had been experiencing some issues about a month ago and was stripped down to it's most vital uses only, so the beta server got the axe. I'm sorry a new instance was not set up sooner, it is now running on the same server as the production one but I have added dns cnames to make future changes easier (might take a moment to propagate), so masterserverbeta.unity3d.com, port 23457 and facilitatorbeta.unity3d.com, port 50002. |
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robur

Joined: 13 Feb 2008 Posts: 346 Location: North Idaho
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Posted: Tue Jun 30, 2009 3:42 pm Post subject: |
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Many thanks Larus!
I will be running some more extensive tests in the near future (including installing the beta on my server), but after pointing my game to the latest Unity hosted beta master server, everything appears to be working great.
The beta NAT Facilitator always returns "ConnectionTesterStatus.Error" whenever I run Network.TestConnection(). Perhaps it isn't online at the moment?
All the best,
-Aubrey _________________ Aubrey Falconer ~ of ATI Design
Mars Explorer FTW! |
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larus Unity Networking Developer
Joined: 12 Oct 2007 Posts: 167
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Posted: Tue Jun 30, 2009 4:10 pm Post subject: |
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| robur wrote: |
The beta NAT Facilitator always returns "ConnectionTesterStatus.Error" whenever I run Network.TestConnection(). Perhaps it isn't online at the moment?
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Ah, the connection tester itself and your machine must be using the same facilitator, I'm guessing you are still using the production connection tester (as there is no beta connection tester . I've set up a separate connection tester (identical to the production one at the moment) which is pointed to the beta facilitator, at connectiontesterbeta.unity3d.com, port 10777. It is the same server as the production one. |
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robur

Joined: 13 Feb 2008 Posts: 346 Location: North Idaho
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Posted: Tue Jun 30, 2009 4:52 pm Post subject: |
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Larus;
I am now hosting my own beta Master Server and Connection Tester, and they are working great!
Thanks for resolving this issue. Looking forward to the final master server release, so all the community can benefit from the latest version!
-Aubrey _________________ Aubrey Falconer ~ of ATI Design
Mars Explorer FTW! |
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robur

Joined: 13 Feb 2008 Posts: 346 Location: North Idaho
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Posted: Tue Jul 21, 2009 11:55 pm Post subject: |
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Unfortunately, a new issue has appeared - and it's just as strange as the one that has been fixed.
As time progressed after deploying and utilizing a private beta master server, I began to receive reports with greater and greater frequency that players occasionally couldn't connect to it. Recently, I have begun to experience this first hand.
Instead of receiving a list of games from the master server, Unity calls OnFailedToConnectToMasterServer() inside my game.
The issue always resolves itself within a couple minutes - often within seconds, and generally occurs at different time to different players. It's not like the server is down during this period - it is just inaccessible to certain players and working fine for others.
I just pointed my game to Unity's beta server, and am experiencing the same problem as on my own server - with roughly the same frequency of occurrence.
Is anyone else suffering from this? Where should I begin attempting to isolate the problem?
In case of any problems reproducing this, I have plenty of players who experience this on a regular basis - and who would love to help sort it out.
Thanks,
-Aubrey _________________ Aubrey Falconer ~ of ATI Design
Mars Explorer FTW! |
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Tommigun

Joined: 08 Apr 2010 Posts: 10
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Posted: Mon Apr 19, 2010 10:22 pm Post subject: |
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| robur wrote: | Unfortunately, a new issue has appeared - and it's just as strange as the one that has been fixed.
As time progressed after deploying and utilizing a private beta master server, I began to receive reports with greater and greater frequency that players occasionally couldn't connect to it. Recently, I have begun to experience this first hand.
Instead of receiving a list of games from the master server, Unity calls OnFailedToConnectToMasterServer() inside my game.
The issue always resolves itself within a couple minutes - often within seconds, and generally occurs at different time to different players. It's not like the server is down during this period - it is just inaccessible to certain players and working fine for others.
I just pointed my game to Unity's beta server, and am experiencing the same problem as on my own server - with roughly the same frequency of occurrence.
Is anyone else suffering from this? Where should I begin attempting to isolate the problem?
In case of any problems reproducing this, I have plenty of players who experience this on a regular basis - and who would love to help sort it out.
Thanks,
-Aubrey |
robur - that is exactly the same problem we are encountering. We are hosting our own master server and connection tester/nat facilitator and about once every hour I have troubles connecting to it for about five minutes while others can connect to it just fine.
When this happens, both the connection tester AND the master server are failing on the client! In other words when the error happens neither master server, nor connection tester requests are going through from the client's point of view. The log on the server says this:
19-04-2010 22:57:39 Facilitator: New connection established to xxx:56705
19-04-2010 22:57:41 New connection established to xxx:56705
19-04-2010 22:57:41 xxx:56705 has diconnected
19-04-2010 22:57:41 Facilitator: xxx:56705 has diconnected
19-04-2010 22:57:42 MasterServer: New connection established to xxx:56139
19-04-2010 22:57:42 Query request from xxx:56139
19-04-2010 22:57:42 Version 0.1.0 connected
19-04-2010 22:57:42 Fetching existing table Game name
19-04-2010 22:57:51 Query request from xxx:56139
19-04-2010 22:57:51 Version 0.1.0 connected
19-04-2010 22:57:51 Fetching existing table Game name
Note that the server says/thinks that the client is disconnecting, which is totally false. Even a restart of the client during this 'down period' will not remedy the situation as the server still thinks that the client disconnects after the reboot. Once about 5 minutes has passed then all is fine and dandy again.
Also note that the server thinks that the client fetched the games successfully after a few attempts but this is also false, as the client gets an error connecting both to nat facilitator/connection tester and master server.
Can we please get an official word on what is going on?
Also, can my team get the sources to the latest Master Server build (along with the newest connection tester)?
Thanks,
Tommi |
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Tommigun

Joined: 08 Apr 2010 Posts: 10
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Posted: Mon Apr 19, 2010 10:35 pm Post subject: |
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Also, sometimes I get this lone line in the log on the client:
Timeout during connection test
No stack trace, no extra info, no nothing. The scary part is that once that happens the connection tester (Network.TestConnection()) is still reporting it's status as undetermined (instead of returning an error), so there is NO way to react to this! In essence the client just sits in the menu with a "Determining network capabilities" dialog indefinitely, as no error is reported!
Well, I'll file a bug report but word from the devs on this and the other issues I've had would be nice. |
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larus Unity Networking Developer
Joined: 12 Oct 2007 Posts: 167
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Posted: Wed Apr 21, 2010 4:09 pm Post subject: |
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| Tommigun wrote: | Can we please get an official word on what is going on?
Also, can my team get the sources to the latest Master Server build (along with the newest connection tester)?
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It's odd if a client cannot connect to neither the master server nor the connection tester, as those two are completely different processes with quite different logic. They have RakNet in common but that's about it.
I've emailed you a link to the beta version, give that a try and let me know if the problem persists.
| Tommigun wrote: | Also, sometimes I get this lone line in the log on the client:
Timeout during connection test
No stack trace, no extra info, no nothing. The scary part is that once that happens the connection tester (Network.TestConnection()) is still reporting it's status as undetermined (instead of returning an error), so there is NO way to react to this! In essence the client just sits in the menu with a "Determining network capabilities" dialog indefinitely, as no error is reported!
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If you get that consistently you could file a bug report and we'll have a look at it (you don't have to, I'll set this up in there for testing/verification later). It should of course return an error if the connection attempt times out during the connection test. A workaround could be to wrap this into a coroutine and on your side set an error value if the test is returned as undetermined for some amount of time. |
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Tommigun

Joined: 08 Apr 2010 Posts: 10
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Posted: Wed Apr 21, 2010 4:21 pm Post subject: |
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| larus wrote: | | Tommigun wrote: | Can we please get an official word on what is going on?
Also, can my team get the sources to the latest Master Server build (along with the newest connection tester)?
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It's odd if a client cannot connect to neither the master server nor the connection tester, as those two are completely different processes with quite different logic. They have RakNet in common but that's about it.
I've emailed you a link to the beta version, give that a try and let me know if the problem persists.
| Tommigun wrote: | Also, sometimes I get this lone line in the log on the client:
Timeout during connection test
No stack trace, no extra info, no nothing. The scary part is that once that happens the connection tester (Network.TestConnection()) is still reporting it's status as undetermined (instead of returning an error), so there is NO way to react to this! In essence the client just sits in the menu with a "Determining network capabilities" dialog indefinitely, as no error is reported!
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If you get that consistently you could file a bug report and we'll have a look at it (you don't have to, I'll set this up in there for testing/verification later). It should of course return an error if the connection attempt times out during the connection test. A workaround could be to wrap this into a coroutine and on your side set an error value if the test is returned as undetermined for some amount of time. |
Thank you very much for your reply!
We will give the new build a spin and see how it goes. About the master server and connection tester issues - they always happen in tandem so if one of them fails the other will also fail. Not once has the master server failed without the connection tester failing and vice versa.
About using a timer - yes naturally but an arbitrary timer would not be as robust as a correct error code, but that was more of an academic issue than a real show stopper. In any case the bugs are filed and I will mail you the bug report numbers.
Thanks again for your reply! Greatly appreciated.
Tommi |
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sohail
Joined: 19 Jun 2010 Posts: 1
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Posted: Sat Jun 19, 2010 6:38 am Post subject: |
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Ethan

Joined: 02 Jan 2008 Posts: 167 Location: Munich (Germany)
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Posted: Sat Jun 19, 2010 9:22 am Post subject: |
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Strange i missed this thread i think
Everything already said here, my own masterserver & contester do have the same problems, what really bugs my players.
Any chance i could betatest this masterserver beta too?
Cheers
Ethan _________________ Coop Multiplayer Football Game
made with Unity Pro!
www.blobfoot.de
http://twitter.com/blobfoot |
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