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MATCHMAKING Sessions Timeout/Fail to Connect.

Hey Unreal Oculus Community,

Our matchmaking sessions started breaking recently, it seems to have happened from under us as we have many old builds that used to work that no longer. They all fail in the same way...

Here is the gist of it:
1. Create a session and set the host as a listen server. (Either open the level with the parameter listen or reload the level with listen)
** We are using a browse pool, with no options. As simple as can be.
2. On the Client join the session with the same pool name.
3. Session is joined successfully (on success branch gets hit) but fails to complete as it times out, the session will end itself.
4. The host never sees the player, never even gets a sniff that they tried to connect.

We have tried this with multiple machines, one on the same LAN, one not.

We have a sample project ready to send to you via DropBox as well.

This is in 4.18.3 using the Oculus GitHub version of the source to create a Distribution build that we have been using for many months. This problem recently showed up with NO code or content changes.

Thx,Brandon


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Comments

  • brandon6ensebrandon6ense Posts: 11
    NerveGear
    Relevant Logs...

    Please note this comes after the OnSuccess branch of the Join Session Node
    and of course after successfully finding the session.

    [2018.11.07-23.34.15:708][670]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection. Elapsed: 60.00, Real: 60.00, Good: 60.00, DriverTime: 60.00, Threshold: 60.00, [UNetConnection] RemoteAddr:  [My User Number].oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL

    [2018.11.07-23.34.15:708][670]LogNet: Warning: Network Failure: PendingNetDriver[ConnectionTimeout]: UNetConnection::Tick: Connection TIMED OUT. Closing connection. Elapsed: 60.00, Real: 60.00, Good: 60.00, DriverTime: 60.00, Threshold: 60.00, [UNetConnection] RemoteAddr: [My User Number].oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL[2018.11.07-23.34.15:708][670]LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection. Elapsed: 60.00, Real: 60.00, Good: 60.00, DriverTime: 60.00, Threshold: 60.00, [UNetConnection] RemoteAddr: [My User Number].oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL'
    [2018.11.07-23.34.15:708][670]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr:  [My User Number].oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, Channels: 2, Time: 2018.11.07-23.34.15
    [2018.11.07-23.34.15:708][670]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr:  [My User Number].oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL
    [2018.11.07-23.34.15:708][670]LogNet: DestroyNamedNetDriver OculusNetDriver_0 [PendingNetDriver]

  • brandon6ensebrandon6ense Posts: 11
    NerveGear
    Fails similarily after upgrading the test project to 4.20.3 using Oculus GitHub version of UE4.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @brandon6ense

    We have four reports of this issue now. I am escalating this internally for priority assistance. I will update you as soon as I have further information to share.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @brandon6ense

    We are trying to track this behavior down on our end currently.

    Can you provide me the following extra information (?):

    1) Does this occur every time or when it first connects?

    2) Do future connects fail until the host close the game and reopens it?


  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    Hi brandon6ense
    Did you able to fix the issue or still? i'm having same issue, spent 2 days with experimenting and can't tell if Oculus server is down or the plugin have a bug or the problem is from my side.
  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    Hi @brandon6ense
    just made a comment not sure where did it go, anyway did you able to fix the issue or still? 
  • ginopelosoginopeloso Posts: 43
    Brain Burst
    As far as I know it's their problem... Also me I'm experimenting the very same problem since last week (with 4.19.2 and r.40.1)
  • brandon6ensebrandon6ense Posts: 11
    NerveGear
    Hi @brandon6ense
    just made a comment not sure where did it go, anyway did you able to fix the issue or still? 
    It is still an issue. I am sure many games in the store are now broken as well. We are all waiting on a fix.
  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    Hi @brandon6ense
    just made a comment not sure where did it go, anyway did you able to fix the issue or still? 
    It is still an issue. I am sure many games in the store are now broken as well. We are all waiting on a fix.
    Yes seems it is, i just got a replay to my ticket from Ouclus team and they said they are working on it. Hope they fix it soon.
  • imperativityimperativity Posts: 3,587 Valuable Player
    We are actively working on addressing this internally right now. I'll post an update to this thread once a fix has been pushed to address this.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @Mohammed_hashim

    @brandon6ense

    @ginopeloso


    Can you guys let me know what version of Oculus runtime you are using?
  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    @Mohammed_hashim

    @brandon6ense

    @ginopeloso


    Can you guys let me know what version of Oculus runtime you are using?
    Hi, I used epic launcher UE4 latest 4.21 based on the official release note it say (Oculus Runtime: 1.28  )
    Btw I tested on UE4 4.20 and 4.16 which i 'm sure both have different Runtime version.
    As for Oculus software package installed on my win10 its the latest one 1.32 since autoupdate is enabled but i don't know how to check the runtime version of it,  i'm sure you guys can find that out based on the Software version i mentioned.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @Mohammed_hashim

    It is possible to have a different oculus runtime version as new versions are rolled out gradually. This is why I am asking you to check. Thanks for the additional details.
  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    @Mohammed_hashim

    It is possible to have a different oculus runtime version as new versions are rolled out gradually. This is why I am asking you to check. Thanks for the additional details.
    Are you referring to the runtime thats installed with the Oculus software? if so how could you tell me how can i check it?

    Thanks
  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    This is what i get when i right click on the icon and see the detail, not sure if its what you are looking for, if not let me know and i will get you the right info.
    https://i.imgur.com/77mmkgo.png

    BR
  • imperativityimperativity Posts: 3,587 Valuable Player
    @Mohammed_hashim

    Right here:
    As for Oculus software package installed on my win10 its the latest one 1.32 since autoupdate is enabled
    Yes, the runtime is the oculus software/home itself. You'd find the version in the settings menu. 1.32 is the version you are on and we are now pushing a fix to address this issue.




  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    edited November 2018
    @Mohammed_hashim

    Right here:
    As for Oculus software package installed on my win10 its the latest one 1.32 since autoupdate is enabled
    Yes, the runtime is the oculus software/home itself. You'd find the version in the settings menu. 1.32 is the version you are on and we are now pushing a fix to address this issue.




    I see, glad you guys found the issue. let me know if you need any test/help/info later.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @Mohammed_hashim

    The issue has been resolved. Can you check and confirm that matchmaking is now functional at this time? Thanks!
  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    @Mohammed_hashim

    The issue has been resolved. Can you check and confirm that matchmaking is now functional at this time? Thanks!
    Should i get an update on Oculus software? as i didn't get one till now even after restarting the software, and just made a test and still i have same problem.


  • ginopelosoginopeloso Posts: 43
    Brain Burst
    @Mohammed_hashim

    The issue has been resolved. Can you check and confirm that matchmaking is now functional at this time? Thanks!
    Should i get an update on Oculus software? as i didn't get one till now even after restarting the software, and just made a test and still i have same problem.


    For us it is working again, without any updates and without restarting the Oculus app.

    Thanks @imperativity for the support

  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    Still same for me as i found out i get same timeout log after 1 min. 

    [2018.11.14-16.34.32:749][ 90]LogNet: Warning: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 60.02, Real: 60.00, Good: 60.00, DriverTime: 60.02, Threshold: 60.00, [UNetConnection] RemoteAddr: 2270842802956973.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
    [2018.11.14-16.34.32:749][ 90]LogNet: Warning: Network Failure: PendingNetDriver[ConnectionTimeout]: UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 60.02, Real: 60.00, Good: 60.00, DriverTime: 60.02, Threshold: 60.00, [UNetConnection] RemoteAddr: 2270842802956973.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
    [2018.11.14-16.34.32:749][ 90]LogNet: NetworkFailure: ConnectionTimeout, Error: 'UNetConnection::Tick: Connection TIMED OUT. Closing connection.. Elapsed: 60.02, Real: 60.00, Good: 60.00, DriverTime: 60.02, Threshold: 60.00, [UNetConnection] RemoteAddr: 2270842802956973.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID'
    [2018.11.14-16.34.32:749][ 90]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: 2270842802956973.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 2, Time: 2018.11.14-16.34.32
    [2018.11.14-16.34.32:749][ 90]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 2270842802956973.oculus, Name: OculusNetConnection_0, Driver: PendingNetDriver OculusNetDriver_0, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
    [2018.11.14-16.34.32:749][ 90]LogNet: DestroyNamedNetDriver OculusNetDriver_0 [PendingNetDriver]
    [2018.11.14-16.34.32:765][ 91]LogNet: Browse: /Game/Maps/map1?closed
    [2018.11.14-16.34.32:765][ 91]LogNet: Connection failed; returning to Entry
    [2018.11.14-16.34.32:765][ 91]LogLoad: LoadMap: /Game/Maps/map1?closed
    [2018.11.14-16.34.32:770][ 91]LogNet: UChannel::CleanUp: ChIndex == 0. Closing connection. [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: 2270842802956973.oculus, Name: None, Driver: PendingNetDriver None, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
    [2018.11.14-16.34.32:771][ 91]LogNet: UNetConnection::PendingConnectionLost. [UNetConnection] RemoteAddr: 2270842802956973.oculus, Name: None, Driver: PendingNetDriver None, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID bPendingDestroy=0 
    [2018.11.14-16.34.32:771][ 91]LogStreaming: Display: Flushing async loaders.
    [2018.11.14-16.34.32:777][ 91]LogAIModule: Creating AISystem for world map1
    [2018.11.14-16.34.32:778][ 91]LogLoad: Game class is 'NewBlueprint1_C'
    [2018.11.14-16.34.32:779][ 91]LogWorld: Bringing World /Game/Maps/map1.map1 up for play (max tick rate 0) at 2018.11.14-19.34.32
    [2018.11.14-16.34.32:779][ 91]LogWorld: Bringing up level for play took: 0.000577
    [2018.11.14-16.34.32:780][ 91]LogOnlineVoice: Oculus: Stopping networked voice for user: 0
    [2018.11.14-16.34.32:780][ 91]LogLoad: Took 0.015110 seconds to LoadMap(/Game/Maps/map1)

  • imperativityimperativity Posts: 3,587 Valuable Player
    @Mohammed_hashim

    I'm having an engineer scope out your log files this week. I'll be in touch for more information if necessary to unblock you. Thanks for your patience here!
  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    @imperativity Thanks a lot, really appreciated.

    BR
    MH
  • DOODLYDOODOODLYDOO Posts: 5
    NerveGear
    @imperativity The issue is still occurring for us as well. I am working on the same project as Brandon6ense.
  • imperativityimperativity Posts: 3,587 Valuable Player
    edited November 2018
    @Mohammed_hashim

    @kmoodie

    @brandon6ense


    Can you provide me the client logs for both clients you're attempting to p2p?

  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    edited November 2018
    @imperativity 

    Please find mine, both logs for client and listen server, btw this is new clean project on official launcher version UE4 4.21
    I attached the project file too so your team can check it and see if anything missing. (Press "L" to create session, Press "i" to find and join session). (matchmaking variable set in dashboard with name "sample" as "Browse" mode)
    I uploaded this test build to my RC channel so if you team need to test it send me their email and i will add it to the channel for real time test from their side. 
    and My app id is mentioned in the engine ini file so your team can check my account and see if there is anything wrong from pool config.

    matchmaking
     
    As for the problem same as before, client find the session of the listen server but nothing happen after success join then timeout after 60 sec. BTW i tested the project while my Firewall on my win10 off. 
     
    Let me know if you need any farther information.

    Thanks

  • DOODLYDOODOODLYDOO Posts: 5
    NerveGear
    I tried again today, using the same builds as before, and currently the client can connect to a host's session, but it can occasionally take a very long time between joining the session and traveling to the host's map, appearing to the player as though no session was joined. It seems to be getting better each time I attempt it, and there are other issues, such as losing all audio once connecting to the other player, but that seems to only occur on one of our machines. I will investigate further and report back if I need more assistance.
  • imperativityimperativity Posts: 3,587 Valuable Player
    edited November 2018
    @Mohammed_hashim

    You rock! Passing this along pronto.

    @kmoodie

    Thanks for the extra information here. Can you keep trying and see if the behavior improves? We aren't seeing anything on our end that would be hard blocking you at this time.
  • imperativityimperativity Posts: 3,587 Valuable Player
    @Mohammed_hashim

    My engineer has a question for you:

    "he might be somehow establishing p2p with himself instead of another user. Can you have him check his setup?"
  • Mohammed_hashimMohammed_hashim Posts: 47 Oculus Start Member
    edited November 2018
    @imperativity
    I made another account and hosted another windows with VM and i got same result which is the log i sent you. in short words its not 2 instance at the same PC. please let him send his email so i add him on my RC channel if he want so he can do the test from his side and see the log himself. btw i added "[email protected]" on my RC channel so if he have the access to that user i'm sure he can access to my build. BTW log show 2 different Oculus account.
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