Joining MP over a 4g LTE network

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sovietkiller
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Joining MP over a 4g LTE network

Post by sovietkiller »

My friend is trying to join our MP game however it always gives him the connection error message. He has also tried to connect to a dedicated public MP game and it will do the same thing. Even when ours and his firewalls are turned off we cannot get it to connect, he also gets the same issue when trying to use Evolve or Hamachi. He can play CSGO and Battlefield 1 just fine but i think it has to do with VPN or tunneling where the issue may be. Does anyone know why, when using a 4G LTE network, he cannot connect?

No he cannot just use another method of connecting to the internet so dont ask.

Code: Select all

0.003 2016-12-31 20:46:46; Factorio 0.14.21 (build 25327, win64, steam)
   0.003 Operating system: Windows 10 (version 1607) 
   0.003 Program arguments: "C:\Program Files (x86)\Steam\steamapps\common\Factorio\bin\x64\Factorio.exe" 
   0.003 Read data path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/data
   0.003 Write data path: C:/Users/Jason/AppData/Roaming/Factorio
   0.003 Binaries path: C:/Program Files (x86)/Steam/steamapps/common/Factorio/bin
   0.035 System info: [CPU: Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz, 4 cores, RAM: 8131MB]
   0.043 Display options: [FullScreen: 1] [VSync: 0] [UIScale: 100%] [MultiSampling: OFF] [Screen: 255]
   0.045 Available display adapters: 1
   0.045  [0]: \\.\DISPLAY1 - AMD Radeon HD 7900 Series {0x8080005, [0,0], 1920x1080, 32bit, 59Hz}
   0.045 Create display on adapter 0. Size 1280x720 at position [310, 162].
   0.104 Initialised Direct3D:[0] AMD Radeon HD 7900 Series; driver: aticfx64.dll 21.19.384.0
   0.107     Video memory size (dedicated video/dedicated system/shared system/available): 3053/0/4065/4088 MB
   0.140 DSound: Starting _dsound_update thread
   0.140 DSound: Enter _dsound_update; tid=2288
   0.140 Device reset internal.
   0.149 Desktop composition is active.
   0.149 Graphics options: [Graphics quality: normal] [Video memory usage: high] [Light scale: 100%] [DXT: false]
   0.262 Loading mod core 0.0.0 (data.lua)
   0.279 Loading mod base 0.14.21 (data.lua)
   0.640 Checksum for core: 1291735968
   0.640 Checksum for mod base: 786624017
   0.980 Info PlayerData.cpp:55: Local player-data.json available, timestamp 1483155247
   0.981 Info PlayerData.cpp:60: Cloud player-data.json available, timestamp 1481064524
   1.120 Initial atlas bitmap size is 16384
   1.121 Created atlas bitmap 16384x5589
   1.122 Created atlas bitmap 4096x968
   1.122 Created atlas bitmap 4096x3652
  16.483 Sprites loaded
  16.483 Convert atlas 4096x968 to: trilinear-filtering 
  16.499 Convert atlas 4096x3652 to: mipmap 
  16.676 Loading sounds...
  18.702 Custom inputs active: 0
  18.757 Factorio initialised
  37.525 Info ServerSynchronizer.cpp:27: nextHeartbeatSequenceNumber(0) initialized Synchronizer nextTickClosureTick(0).
  37.525 Info ServerMultiplayerManager.cpp:658: mapTick(-1) changing state from(Ready) to(PreparedToHostGame)
  37.526 Info ServerMultiplayerManager.cpp:658: mapTick(-1) changing state from(PreparedToHostGame) to(CreatingGame)
  37.528 Info Scenario.cpp:152: Map version 0.14.21-0
  37.594 Checksum for script C:/Users/Jason/AppData/Roaming/Factorio/temp/currently-playing/control.lua: 1057114497
  37.600 Info UDPSocket.cpp:27: Opening socket at (0.0.0.0:34197)
  37.601 Hosting game at 0.0.0.0:34197
  37.602 Info HttpSharedState.cpp:44: Downloading https://auth.factorio.com/generate-server-padlock
  37.833 Info HttpSharedState.cpp:111: Status code: 200
  37.833 Info AuthServerConnector.cpp:106: Obtained serverPadlock for serverHash (25ICpKfQt6gdajWsqEjM82WZo9kReVdR) from the auth server.
  37.833 Info ServerMultiplayerManager.cpp:658: mapTick(0) changing state from(CreatingGame) to(InGame)
  37.834 Info ServerRouter.cpp:604: Asking pingpong servers (pingpong1.factorio.com:34197, pingpong2.factorio.com:34197) for own address
  37.969 Info GameActionHandler.cpp:2556: MapTick(0) processed PlayerJoinGame peerID(0) playerIndex(0) mode(create)
  38.097 Info ServerRouter.cpp:497: Own address is 108.83.245.211:34197
  38.397 Info ServerMultiplayerManager.cpp:587: Matching server connection resumed
 211.482 Device reset external.
 290.085 Info ServerMultiplayerManager.cpp:115: Disconnecting multiplayer connection.
 290.086 Info ServerMultiplayerManager.cpp:658: mapTick(15102) changing state from(InGame) to(DisconnectingScheduled)
 290.120 Info ServerMultiplayerManager.cpp:658: mapTick(15102) changing state from(DisconnectingScheduled) to(Disconnecting)
 290.155 Info ServerMultiplayerManager.cpp:658: mapTick(15102) changing state from(Disconnecting) to(Disconnected)
 290.155 Info ServerMultiplayerManager.cpp:139: Quitting multiplayer connection.
 290.155 Info ServerMultiplayerManager.cpp:658: mapTick(15102) changing state from(Disconnected) to(Closed)
 290.221 Info HttpSharedState.cpp:44: Downloading https://multiplayer.factorio.com/remove-game/787104
 290.270 Info HttpSharedState.cpp:111: Status code: 200
 290.303 Info UDPSocket.cpp:235: Socket closed
 290.453 DSound: Stopping voice
 290.453 DSound: Joining thread
 290.458 DSound: Exit _dsound_update; tid=2288
 290.458 DSound: Waiting for voice to stop ... signaled
 290.458 DSound: Joined thread
 290.458 DSound: Destroying thread
 290.458 DSound: Thread destroyed
 290.458 DSound: Releasing buffer
 290.458 DSound: Voice stopped
 290.458 DSound: Deallocating voice
 290.458 DSound: Deallocated voice
 290.533 Steam API shutdown.
 290.549 Goodbye
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factorio-current.log
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Loewchen
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Re: Joining MP over a 4g LTE network

Post by Loewchen »

The log you posted shows a user creating a server and closing it again five minutes later. Post the logs of client and server trying to establish connection with each other.

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Smarty
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Re: Joining MP over a 4g LTE network

Post by Smarty »

I think it fails because of the 4g LTE network your friend uses.

Factorio uses NAT punching to create a port and keeps it active with periodic keepalive packets explained here
https://www.factorio.com/blog/post/fff-143

Now i did a quick google on 4g nat punching and found this.
http://stackoverflow.com/questions/1987 ... e-bypassed

This is what i found with a quick google and dont know if it is actually correct. Incase I'm wrong please correct me.

Loewchen
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Re: Joining MP over a 4g LTE network

Post by Loewchen »

NAT punching is used to determine the external IP/Port of the server, it is not used on the client side.

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