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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


Tagged:

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.
  • Mohammed_hashimMohammed_hashim Posts: 78 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: 78 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: 45
    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: 78 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.
  • Mohammed_hashimMohammed_hashim Posts: 78 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.
  • Mohammed_hashimMohammed_hashim Posts: 78 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: 78 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
  • Mohammed_hashimMohammed_hashim Posts: 78 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.
  • Mohammed_hashimMohammed_hashim Posts: 78 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: 45
    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: 78 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)

  • Mohammed_hashimMohammed_hashim Posts: 78 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.
  • Mohammed_hashimMohammed_hashim Posts: 78 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.
  • Mohammed_hashimMohammed_hashim Posts: 78 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.
  • Mohammed_hashimMohammed_hashim Posts: 78 Oculus Start Member
    @imperativity 
    A quick update, just made the test with two different PC (no VM) and the result was same. so its either
    1-My code is wrong.
    2- There is still a bug in Oculus online system.
    2- Or some kind of regional port is locked but if there was something like that i wouldn't able to find the session in the first place.

    So please let the engineer look at my project that i attached in the previews comment and see if he can spot any missing part. and since i already mentioned that my app id is in the project engine ini he can check my account and see my pool config. 

    Thanks.

  • brandon6ensebrandon6ense Posts: 11
    NerveGear
    edited November 2018
    I believe the issue is resolved. @imperativity thank you for all the help!
  • Mohammed_hashimMohammed_hashim Posts: 78 Oculus Start Member
    @Mohammed_hashim

    I am still looking into this issue with some engineers as we can't quite nail down why you and another developer are outliers here. I'll be sure to have this issue addressed sometime this week or next.
    imperativity
    Have you let the team to take a look on my project file i attached earlier please? mine still not working and probably my BP code is missing something from the beginning and its not problem on Oculus server end. 

  • Mohammed_hashimMohammed_hashim Posts: 78 Oculus Start Member
    edited December 2018
    @Mohammed_hashim

    Definitely---sorry about the delay here. We entered a holiday period and several of our engineers were out. I'll be looking into this issue actively this week.
    Hi @imperativity
    I finally able to find the root of the problem, and i were able to make a successful matchmaking connection that server can see the client with event post login and the client traveled to listen server map. it explain why some dev got their project working and why others like me stuck with the problem.
    Seems at the end the problem was on the plugin itself of OnlineSubsystemOculus somehow the matchmaking is broken on version >1.20 so if you build your project on any version lower than official epic launcher 4.19 (which contain 1.20 of Oculus plugin) it will work that's why  some dev had problem and others didn't. 
    Since yesterday i tried to manually upgrade Oculus online plugin 1.20 from 4.19 to 4.21 as my game is in final stage on 4.21 but i failed so could you ask one of the engineer of your team to quickly compile 1.20 version for me for 4.21 for my project as i'm very late on my game its been a month on this subject. till you guys fix it in final version which might take more time. 

    BTW with 1.20 the plugin works perfectly and the client travel to the listen server map without executing open level on client just like the doc described it and the post login in game-mode fire as it should unlike 1.24 version which make fake connection between and the server never see the client connection and post login never fire on game-mode from server side.

    please let me know if you need any farther information.

  • pushmatrixpushmatrix Posts: 6
    NerveGear
    @imperativity
    I am in the same boat as @Mohammed_hashim. I have a 4.21 project running on the latest OculusVR github branch, and even though join session is marked as a success, the client never travels to the server's map. After 60 seconds, it times out. 

    I check the room debugger, and indeed there are two people in the room. But in game, they are not connected.

    The 4.20 version of my game works fine.
    Any thoughts?

    @Mohammed_hashim, have you had any luck?
  • Mohammed_hashimMohammed_hashim Posts: 78 Oculus Start Member
    edited December 2018
    @imperativity
    I am in the same boat as @Mohammed_hashim. I have a 4.21 project running on the latest OculusVR github branch, and even though join session is marked as a success, the client never travels to the server's map. After 60 seconds, it times out. 

    I check the room debugger, and indeed there are two people in the room. But in game, they are not connected.

    The 4.20 version of my game works fine.
    Any thoughts?

    @Mohammed_hashim, have you had any luck?
    @pushmatrix, Nope,  the problem is on the plugin itself and i don't have the knowledge to fix it myself so hopefully Oculus team will fix it. and since the API changed i cant manually compile the plugin from 4.20 to 4.21. 
    @imperativity
    here is the latest update, i don't know why the codes of Oculus plugins on official epic engine and OculusVR github branch have different version but still both of them keep same version number which makes a lot of confusion. so below you will find my latest update on which engine work and which one doesn't, somehow both engine of epic and oculus git regarding 4.20 have same version but Oculus version work and epic one doesn't, so you cant just relay on the version number which i mentioned on my previews post. hopeful below will help you more to fix the issue ASAP.
    OculusVR github branch 4.18, 4.19, 4.20 ----------->Works
    OculusVR github branch 4.21--------------------------> Doesn't works

    Epic launcher only 4.18 works, any version above 4.18 doesn't work.

    So please let the team fix 4.21 for us on github. or give us a workaround on which part of the code we need to change on the source of the plugin 4.20 so we can compile it on 4.21 if fix is going to take much more time.
     
  • Mosel3yMosel3y Posts: 6
    NerveGear
    @Mohammed_hashim
    I was getting this issue too, and I believe I have fixed it. I don't think Oculus review pull requests, but I opened one here anyway so you can see the changes:

    https://github.com/Oculus-VR/UnrealEngine/pull/25

    Can you try that and see if it fixes the issue for you?
  • Mohammed_hashimMohammed_hashim Posts: 78 Oculus Start Member
    Mosel3y said:
    @Mohammed_hashim
    I was getting this issue too, and I believe I have fixed it. I don't think Oculus review pull requests, but I opened one here anyway so you can see the changes:

    https://github.com/Oculus-VR/UnrealEngine/pull/25

    Can you try that and see if it fixes the issue for you?
    You really made it, your next pizza on me :) it worked. 
    @imperativity Good news, looks like Mosel3y fixed this headache for us so thank you guys both for wonderful job. now we can get back to our work :)
  • pushmatrixpushmatrix Posts: 6
    NerveGear
    Incredible work @Mosel3y ! Thanks a ton.

    Out of curiosity, how did you end up figuring out that was the fix?
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