RunUO Community

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

cant connect to my server

graverobbing

Sorceror
what IP are you using in order to connect it?

If you are connecting from your SAME computer you should use 127.0.0.1

Can you post your Serverlist.cs marking the lines you changed? It will speed things up.
 
Code:
using System;
using System.IO;
using System.Net;
using System.Net.NetworkInformation;
using System.Net.Sockets;
using Server;
using Server.Network;
 
namespace Server.Misc
{
    public class ServerList
    {
        /*
        * The default setting for Address, a value of 'null', will use your local IP address. If all of your local IP addresses
        * are private network addresses and AutoDetect is 'true' then RunUO will attempt to discover your public IP address
        * for you automatically.
        *
        * If you do not plan on allowing clients outside of your LAN to connect, you can set AutoDetect to 'false' and leave
        * Address set to 'null'.
        *
        * If your public IP address cannot be determined, you must change the value of Address to your public IP address
        * manually to allow clients outside of your LAN to connect to your server. Address can be either an IP address or
        * a hostname that will be resolved when RunUO starts.
        *
        * If you want players outside your LAN to be able to connect to your server and you are behind a router, you must also
        * forward TCP port 2593 to your private IP address. The procedure for doing this varies by manufacturer but generally
        * involves configuration of the router through your web browser.
        *
        * ServerList will direct connecting clients depending on both the address they are connecting from and the address and
        * port they are connecting to. If it is determined that both ends of a connection are private IP addresses, ServerList
        * will direct the client to the local private IP address. If a client is connecting to a local public IP address, they
        * will be directed to whichever address and port they initially connected to. This allows multihomed servers to function
        * properly and fully supports listening on multiple ports. If a client with a public IP address is connecting to a
        * locally private address, the server will direct the client to either the AutoDetected IP address or the manually entered
        * IP address or hostname, whichever is applicable. Loopback clients will be directed to loopback.
        *
        * If you would like to listen on additional ports (i.e. 22, 23, 80, for clients behind highly restrictive egress
        * firewalls) or specific IP adddresses you can do so by modifying the file SocketOptions.cs found in this directory.
        */
 
        public static readonly string Address = "206.255.77.32";
        public static readonly string ServerName = "Ultima Online";
 
        public static readonly bool AutoDetect = true;
 
        public static void Initialize()
        {
            if ( Address == null ) {
                if ( AutoDetect )
                    AutoDetection();
            }
            else {
                Resolve( Address, out m_PublicAddress );
            }
 
            EventSink.ServerList += new ServerListEventHandler( EventSink_ServerList );
        }
 
        private static IPAddress m_PublicAddress;
 
        private static void EventSink_ServerList( ServerListEventArgs e )
        {
            try
            {
                NetState ns = e.State;
                Socket s = ns.Socket;
 
                IPEndPoint ipep = (IPEndPoint)s.LocalEndPoint;
 
                IPAddress localAddress = ipep.Address;
                int localPort = ipep.Port;
 
                if ( IsPrivateNetwork( localAddress ) ) {
                    ipep = (IPEndPoint)s.RemoteEndPoint;
                    if ( !IsPrivateNetwork( ipep.Address ) && m_PublicAddress != null )
                        localAddress = m_PublicAddress;
                }
 
                e.AddServer( ServerName, new IPEndPoint( localAddress, localPort ) );
            }
            catch
            {
                e.Rejected = true;
            }
        }
 
        private static void AutoDetection()
        {
            if ( !HasPublicIPAddress() ) {
                Console.Write( "ServerList: Auto-detecting public IP address..." );
                m_PublicAddress = FindPublicAddress();
 
                if ( m_PublicAddress != null )
                    Console.WriteLine( "done ({0})", m_PublicAddress.ToString() );
                else
                    Console.WriteLine( "failed" );
            }
        }
 
        private static void Resolve( string addr, out IPAddress outValue )
        {
            if ( IPAddress.TryParse( addr, out outValue ) )
                return;
 
            try {
                IPHostEntry iphe = Dns.GetHostEntry( addr );
 
                if ( iphe.AddressList.Length > 0 )
                    outValue = iphe.AddressList[iphe.AddressList.Length - 1];
            }
            catch {
            }
        }
 
        private static bool HasPublicIPAddress()
        {
            NetworkInterface[] adapters = NetworkInterface.GetAllNetworkInterfaces();
 
            foreach ( NetworkInterface adapter in adapters ) {
                IPInterfaceProperties properties = adapter.GetIPProperties();
 
                foreach ( IPAddressInformation unicast in properties.UnicastAddresses ) {
                    IPAddress ip = unicast.Address;
 
                    if ( !IPAddress.IsLoopback( ip ) && ip.AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork( ip ) )
                        return true;
                }
            }
 
            return false;
 
 
            /*
            IPHostEntry iphe = Dns.GetHostEntry( Dns.GetHostName() );
 
            IPAddress[] ips = iphe.AddressList;
 
            for ( int i = 0; i < ips.Length; ++i )
            {
                if ( ips[i].AddressFamily != AddressFamily.InterNetworkV6 && !IsPrivateNetwork( ips[i] ) )
                    return true;
            }
 
            return false;
            */
        }
 
        private static bool IsPrivateNetwork( IPAddress ip )
        {
            // 10.0.0.0/8
            // 172.16.0.0/12
            // 192.168.0.0/16
 
            if ( ip.AddressFamily == AddressFamily.InterNetworkV6 )
                return false;
 
            if ( Utility.IPMatch( "192.168.*", ip ) )
                return true;
            else if ( Utility.IPMatch( "10.*", ip ) )
                return true;
            else if ( Utility.IPMatch( "172.16-31.*", ip ) )
                return true;
            else
                return false;
        }
 
        private static IPAddress FindPublicAddress()
        {
            try {
                WebRequest req = HttpWebRequest.Create( "http://www.runuo.com/ip.php" );
                req.Timeout = 15000;
 
                WebResponse res = req.GetResponse();
 
                Stream s = res.GetResponseStream();
 
                StreamReader sr = new StreamReader( s );
 
                IPAddress ip = IPAddress.Parse( sr.ReadLine() );
 
                sr.Close();
                s.Close();
                res.Close();
 
                return ip;
            } catch {
                return null;
            }
        }
    }
}
 

graverobbing

Sorceror
Everything seems correct to me but how about you grab a virgin copy of Serverlist.cs and replace it for the one you are having problems with?
After that just change the ip and server name again.

Maybe it will fix your problem.

Also this might sound stupid if your logging from the same computer you have your server, but check out that you have 2593 port open.
 
im so stupid lol it was simple my local ip wasnt static so it changed on me and fucked my port forwarding up i cant believe i did that lol
 

graverobbing

Sorceror
im so stupid lol it was simple my local ip wasnt static so it changed on me and fucked my port forwarding up i cant believe i did that lol
Glad that you fixed it dinamic IP's are a pain, my work here...

(•_•)

( •_•)>⌐■-■

(⌐■_■)

is done.
 
Top