Add a basic troubleshooting section.
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README.md
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README.md
@ -597,6 +597,38 @@ script to promote yourself to admin, similar to this command:
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./dbutils --config config/server.yaml add-admin --username <your-name-here>
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./dbutils --config config/server.yaml add-admin --username <your-name-here>
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```
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```
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## Troubleshooting
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If you followed the above instructions, the network should "Just Work" for you. However
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there are several gotchas and caveats that might not be obvious to a first-time user of
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this software. If you run into trouble these troubleshooting steps may help.
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> Logs show that games only request the initial services packet. Additional packets
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> are not sent and games do not go online.
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The initial services packet is akin to a DNS request. The response tells games where to
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go for each service. The values sent by the server are controlled in `config/server.yaml`.
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Make sure the domain or IP in the `server.address` config entry is correct for the
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computer you're running services on. Make sure that the IP the DNS entry resolves to,
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or the literal IP you've typed in this setting is routable from the game's perspective.
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Make sure that the port setting in `server.port` is the same as you've specified in your
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command line if you are launching the debug program, or the same as your webserver
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config if you are setting up a production instance. Make sure that the specified port
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is unblocked in any firewall running on the computer you're running services on.
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> Games connect to the server, logs show successful exchanges, there are no exceptions
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> and the game boots fine but freezes on the attract screen or refuses to mark itself
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> as "online".
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Even if 100% of the network packets are responded to correctly, if the game itself can't
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ping the keepalive host it will refuse to enable online services. Verifiy the
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`server.keepalive` setting in `config/server.yaml` to make sure that it points at a
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computer that can be reached by the game. Make sure that that computer has enabled ICMP
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replies such as ping. Routers often block ping requests. It is recommended that you leave
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this as `127.0.0.1` as it will cause the game to ping itself and get a successful reply.
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This removes the usefulness of the network test screen outside of the IP setup but it is
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known to work.
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## Production Setup
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## Production Setup
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As alluded to several times in this README, the recommended way to run a production
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As alluded to several times in this README, the recommended way to run a production
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