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Unable to connect via TCP/IP

Posted: Tue Aug 26, 2008 12:25 am
by Redpossum
Iced and I just tried it for about half an hour.

When he hosted, we got nothing, just dumped back to the main menu.

When I hosted, we both got as far as the spinny circles, and then just waited and waited and nothing ever happened. We tried four times, and the last time I timed our wait as 7 minutes plus, from the time we both saw spinny circles.

My connection is cable modem direct to network card, no router anywhere in the system. Windows firewall running, but asked to allow CEAW and told yes. I double-checked that it was on the allowed list and it was.

I think Iced said he had his firewall completely disabled.

Any suggestions would be appreciated.

Oh and when you said ports 6770 and 6771, you didn't say TDP or UDP...

Posted: Mon Sep 01, 2008 4:49 pm
by Redpossum
Guys, no answer at all? TDP or UDP?

C'mon, I asked a week ago :)

Posted: Mon Sep 01, 2008 5:18 pm
by IainMcNeil
Johan must have missed this one - I'm sure bumping it will help :)

I've never heard of TDP. I thought it used TCP/IP :)

Posted: Mon Sep 01, 2008 5:42 pm
by Redpossum
iainmcneil wrote:Johan must have missed this one - I'm sure bumping it will help :)

I've never heard of TDP. I thought it used TCP/IP :)
OK, I guess I was having a blonde moment. The question is TCP or UDP, I was seeing TDP/UDP and wondering, wtf, over?

Now it makes sense, UDP is User Datagram Protocol as defined in RFC 768 and sometimes called Universal Datagram Protocol or even Unreliable Datagram Protocol. UDP is used for DNS and streaming media like VoIP, and also for many online games.

So I understand what is going on now, but the question is still valid and needs an answer, please, sir :)

Posted: Mon Sep 01, 2008 7:27 pm
by firepowerjohan
It is not the code for sure, so there is something with your network. But also, ensure you have the same version of CEAW and also same scripts. Why do not you take the data folder, compress it and mail it to your opponet so that you are sure you are using the same data for the game prior start.

If someone of you have used custom scenarios, maps or gameplay script it is not unusual for that to cause something.

Posted: Tue Sep 02, 2008 8:49 am
by IainMcNeil
If Johan doesnt specify anything in the code it almost certainly uses TCP/IP. UDP is faster but much harder to manage. TCP/IP is guaranteed so it means you know every message that is sent has arived as it confirms delivery. UDP is not, so it fires off messages and hopes for the best and your code has to deal with whether messages arrive or not and ask for them to be resent manually.

Posted: Tue Sep 02, 2008 8:52 am
by firepowerjohan
Yes, it is TcpIP for sure