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Failing to connect: Server/Client don't seem to make contact.


Gacrux

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So I've got my server all setup; the SQL DB is working, everything compiled correctly and everything seems to connect and run smoothly.

With the exception of the client.

I'm using a no-ip redirect (derpro.servegame.com) to overcome the fact that my ISP doesn't issue users a static IP address.

All the necessary ports are open, I've set everything up in my *_confs as follows:

 

//--------------------------------------------------------------
//rAthena Map-Server Configuration File
//--------------------------------------------------------------

// Note: "Comments" are all text on the right side of a double slash "//"
// Whatever text is commented will not be parsed by the servers, and serves
// only as information/reference.

//--------------------------------------------------------------
//                     Configuration Info
//--------------------------------------------------------------
// Interserver communication passwords, set in account.txt (or equiv.)
userid: derpro
passwd:

// Character Server IP
// The map server connects to the character server using this IP address.
// NOTE: This is useful when you are running behind a firewall or are on
// a machine with multiple interfaces.
char_ip: 192.168.1.7

// The map server listens on the interface with this IP address.
// NOTE: This allows you to run multiple servers on multiple interfaces
// while using the same ports for each server.
//bind_ip: 127.0.0.1

// Character Server Port
char_port: 6121

// Map Server IP
// The IP address which clients will use to connect.
// Set this to what your server's public IP address is.
map_ip: derpro.servegame.com

// Map Server Port
map_port: 5121

//Time-stamp format which will be printed before all messages.
//Can at most be 20 characters long.
//Common formats:
// %I:%M:%S %p (hour:minute:second 12 hour, AM/PM format)
// %H:%M:%S (hour:minute:second, 24 hour format)
// %d/%b/%Y (day/Month/year)
//For full format information, consult the strftime() manual.
//timestamp_format: [%d/%b %H:%M]

//If redirected output contains escape sequences (color codes)
stdout_with_ansisequence: no

//Makes server log selected message types to a file in the /log/ folder
//1: Log Warning Messages
//2: Log Error and SQL Error messages.
//4: Log Debug Messages
//Example: "console_msg_log: 7" logs all 3 kinds
//Messages logged by this overrides console_silent setting
console_msg_log: 0

//Makes server output more silent by ommitting certain types of messages:
//1: Hide Information messages
//2: Hide Status messages
//4: Hide Notice Messages
//8: Hide Warning Messages
//16: Hide Error and SQL Error messages.
//32: Hide Debug Messages
//Example: "console_silent: 7" Hides information, status and notice messages (1+2+4)
console_silent: 0

//Where should all database data be read from?
db_path: db

// Enable the @guildspy and @partyspy at commands?
// Note that enabling them decreases packet sending performance.
enable_spy: no

// Read map data from GATs and RSWs in GRF files or a data directory
// as referenced by grf-files.txt rather than from the mapcache?
use_grf: no

// Console Commands
// Allow for console commands to be used on/off
// This prevents usage of >& log.file
console: off

// Database autosave time
// All characters are saved on this time in seconds (example:
// autosave of 60 secs with 60 characters online -> one char is saved every 
// second)
autosave_time: 300

// Min database save intervals (in ms)
// Prevent saving characters faster than at this rate (prevents char-server 
// save-load getting too high as character-count increases)
minsave_time: 100

// Apart from the autosave_time, players will also get saved when involved
// in the following (add as needed):
// 1: after every successful trade
// 2: after every vending transaction
// 4: after closing storage/guild storage.
// 8: After hatching/returning to egg a pet.
// 16: After successfully sending a mail with attachment
// 32: After successfully submitting an item for auction
// 64: After successfully get/delete/complete a quest
// NOTE: These settings decrease the chance of dupes/lost items when there's a
// server crash at the expense of increasing the map/char server lag. If your 
// server rarely crashes, but experiences interserver lag, you may want to set
// these off.
save_settings: 127

// Message of the day file, when a character logs on, this message is displayed.
motd_txt: conf/motd.txt

// When @help or @h is typed when you are a gm, this is displayed for helping new gms understand gm commands.
help_txt: conf/help.txt
help2_txt: conf/help2.txt
charhelp_txt: conf/charhelp.txt

// Maps:
import: conf/maps_athena.conf

import: conf/import/map_conf.txt

// Athena Character configuration file.

// Note: "Comments" are all text on the right side of a double slash "//"
// Whatever text is commented will not be parsed by the servers, and serves
// only as information/reference.

// Server Communication username and password.
userid: derpro
passwd: 

// Server name, use alternative character such as ASCII 160 for spaces.
// NOTE: Do not use spaces or any of these characters which are not allowed in 
//       Windows filenames \/:*?"<>|
//       ... or else guild emblems won't work client-side!
server_name: DerpRO

// Wisp name for server: used to send wisp from server to players (between 4 to 23 characters)
wisp_server_name: DerpRO

// Login Server IP
// The character server connects to the login server using this IP address.
// NOTE: This is useful when you are running behind a firewall or are on
// a machine with multiple interfaces.
login_ip: 192.168.1.7

// The character server listens on the interface with this IP address.
// NOTE: This allows you to run multiple servers on multiple interfaces
// while using the same ports for each server.
//bind_ip: 127.0.0.1

// Login Server Port
login_port: 6900

// Character Server IP
// The IP address which clients will use to connect.
// Set this to what your server's public IP address is.
char_ip: derpro.servegame.com

// Character Server Port
char_port: 6121

//Time-stamp format which will be printed before all messages.
//Can at most be 20 characters long.
//Common formats:
// %I:%M:%S %p (hour:minute:second 12 hour, AM/PM format)
// %H:%M:%S (hour:minute:second, 24 hour format)
// %d/%b/%Y (day/Month/year)
//For full format information, consult the strftime() manual.
//timestamp_format: [%d/%b %H:%M]

//If redirected output contains escape sequences (color codes)
stdout_with_ansisequence: no

//Makes server output more silent by ommitting certain types of messages:
//1: Hide Information messages
//2: Hide Status messages
//4: Hide Notice Messages
//8: Hide Warning Messages
//16: Hide Error and SQL Error messages.
//32: Hide Debug Messages
//Example: "console_silent: 7" Hides information, status and notice messages (1+2+4)
console_silent: 0

// Console Commands
// Allow for console commands to be used on/off
// This prevents usage of >& log.file
console: off

// Type of server.
// No functional side effects at the moment.
// Displayed next to the server name in the client.
// 0=normal, 1=maintenance, 2=over 18, 3=paying, 4=P2P
char_maintenance: 0

// Enable or disable creation of new characters.
// Now it is actually supported [Kevin]
char_new: 1

// Display (New) in the server list.
char_new_display: 0

// Maximum users able to connect to the server.
// Set to 0 to disable users to log-in. (-1 means unlimited)
max_connect_user: -1

// Group ID that is allowed to bypass the server limit of users.
// Default: -1 = nobody (there are no groups with ID < 0)
// See: conf/groups.conf
gm_allow_group: 99

// How often should the server save all files? (In seconds)
// Note: Applies to all data files on TXT servers.
// On SQL servers, it applies to guilds (character save interval is defined on the map config)
autosave_time: 60

// Display information on the console whenever characters/guilds/parties/pets are loaded/saved? 
save_log: yes

// Start point, Map name followed by coordinates (x,y)
start_point: new_1-1,53,111

// Starting weapon for new characters
start_weapon: 1201

// Starting armor for new characters
start_armor: 2301

// Starting zeny for new characters
start_zeny: 0

// Size for the fame-lists
fame_list_alchemist: 10
fame_list_blacksmith: 10
fame_list_taekwon: 10

// Guild earned exp modifier.
// Adjusts taxed exp before adding it to the guild's exp. For example, if set 
// to 200, the guild receives double the player's taxed exp.
guild_exp_rate: 100

// Name used for unknown characters
unknown_char_name: Unknown

// To log the character server?
log_char: 1

// Allow or not identical name for characters but with a different case (upper/lower):
// example: Test-test-TEST-TesT; Value: 0 not allowed (default), 1 allowed
name_ignoring_case: no

// Manage possible letters/symbol in the name of character. Control character (0x00-0x1f) are never accepted. Possible values are:
// NOTE: Applies to character, party and guild names.
// 0: no restriction (default)
// 1: only letters/symbols in 'char_name_letters' option.
// 2: Letters/symbols in 'char_name_letters' option are forbidden. All others are possibles.
char_name_option: 1

// Set the letters/symbols that you want use with the 'char_name_option' option.
// Note: Don't add spaces unless you mean to add 'space' to the list.
char_name_letters: abcdefghijklmnopqrstuvwxyz ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890

// How many Characters are allowed per Account ? (0 = disabled)
// You can not exceed the limit of MAX_CHARS slots, defined in mmo.h
// Doing that, chars_per_account will be default to MAX_CHARS.
chars_per_account: 0

// Restrict character deletion by BaseLevel
// 0: no restriction (players can delete characters of any level)
// -X: you can't delete chars with BaseLevel <= X
// Y: you can't delete chars with BaseLevel >= Y
// e.g. char_del_level: 80 (players can't delete characters with 80+ BaseLevel)
char_del_level: 0

// Amount of time in seconds by which the character deletion is delayed.
// Default: 86400 (24 hours)
// NOTE: Requires client 2010-08-03aragexeRE or newer.
char_del_delay: 86400

// What folder the DB files are in (item_db.txt, etc.)
db_path: db

//===================================
// Pincode system
//===================================
// NOTE: Requires client 2011-03-09aragexeRE or newer.
// A window is opened before you can select your character and you will have to enter a pincode by using only your mouse.
// Default: yes
pincode_enabled: yes

// How often does a user have to change his pincode?
// 0: never (default)
// X: every X days
pincode_changetime: 0

// How often can a user enter the wrong pincode?
// Default: 3 (client maximum)
pincode_maxtry: 3

// Are users forced to use a pincode when the system is enabled?
// Default: yes
pincode_force: yes

//===================================
// Addon system
//===================================
// Character moving
// NOTE: Requires client 2011-09-28aragexeRE or newer.
// Allows users to move their characters between slots.
// Default: yes
char_move_enabled: yes

// Allow users to move a character to a used slot?
// If enabled the characters are exchanged.
// Default: yes
char_movetoused: yes

// Allow users to move characters as often as they like?
char_moves_unlimited: no

import: conf/import/char_conf.txt

// Subnet support file
// Format is:
// subnet: net-submask:char_ip:map_ip
// you can add more than one subnet 

subnet: 255.0.0.0:192.168.1.7:192.168.1.7
subnet: 255.0.0.0:derpro.servegame.com:derpro.servegame.com

My clientinfo.xml looks like this:
 

<?xml version="1.0" encoding="euc-kr" ?>
<clientinfo>
<servicetype>korea</servicetype>
<servertype>sakray</servertype>
   <connection>
      <display>Derp RO</display>
      <balloon>Muffin!</balloon>
      <address>derpro.servegame.com</address>
      <port>6900</port>
      <version>20</version>
      <langtype>1</langtype>
      <registrationweb>derpro.servegame.com/controlpanel</registrationweb>
   </connection>
</clientinfo>

(And yes, the password fields are properly filled out, I just blanked them in this post.)


I'm using the client from 2012-04-10 properly diffed (with DNS support enabled and WITHOUT "read data folder first" and "read lua before lub"). Furthermore I've got everything packed away in a grf and my data.ini looks like this:
 

[Data]
0=DERPRO.grf
1=data.grf
2=rdata.grf
3=DERPROPAL.grf


More specifically the client in question is the one posted here:

http://rathena.org/board/topic/70962-recommended-client-setup/

as UNDIFFED + CHANGES.

I know the client is reading the clientinfo.xml because it's displaying the <display /> and <balloon /> tags.

2whfarr.jpg

But it just doesn't seem to find the server. Or maybe the server just seems to be ignoring the client entirely as I don't even get a hint of connection on the login server.

1531kxk.jpg

The only thing I haven't checked this morning is if the packetver lines up... because I know it does from having checked it before compiling the server!

I'm stuck. Any ideas?

Thanks in advance for any and all help and suggestions.

P.S.: I'll be gone for the next few days to a place without an internet connection, so sorry in advance if I don't reply for a while.
 

Edited by Gacrux
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maybe its the lub or lua files? correct me if Im wrong

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Alright, thanks for the suggestion. I'm rather new to the whole LUA/LUB thing, and from previous experience with them in 2011 clients they didn't seem to affect connectivity. So I didn't consider that a set that didn't match the client could pose a connection issue. I'll go get the LUA/LUB files for the client I'm using and report back if they work.

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subnet: 255.0.0.0:192.168.1.7:192.168.1.7

subnet: 255.0.0.0:derpro.servegame.com:derpro.servegame.com

 

Hi Gacrux, 

 

255.0.0.0 is an unusual subnet for a private IP address of 192.168.1.7, usually its /24 netmask (255.255.255.0)

Anyway have you tried using derpro.servegame.com or using your public IP address on all (char, login, map)?

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Sorry for the delay in replying. I decided to switch OS to improve server security and while doing the whole setup for a second time, I came across the problem. In the end it turned out to be the combination of a bad subnet (thanks for that ccjosh!) and my router acting up (despite being forwarded to the host machine, some ports would reset the IP entered as the router itself).

Thanks a ton for the help you two.

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