Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-29 Thread Formologic23
I still have an issue behind NAT and sv_steamgroup_exclusive 0. No members
from my steam community can join the server.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of William Stillwell
Sent: Monday, November 24, 2008 9:11 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] L4D Dedicated server behind NAT problems?

This bug only appears when you run the following in server.cfg

sv_steamgroup xx
sv_steamgroup_exclusive 1

otherwise, l4d behind nat works fine.

Again, l4d using above, doesn't allow remote clients to connect via public
nat'd ip.
Setting exclusive to 1 works fine if your server has a public ip assigned
to it.
Setting exclusive to 0 works but your server is not at all restricted to
the steamgroup, any user can connect and whim.






-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid
Sent: Monday, November 24, 2008 11:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Dedicated server behind NAT problems?

I have a Netgear router in between that computer and the cable modem.  I've
set up port forwarding for that computer's IP for ports 27000-27050
TCP/UDP.  Here's my startup command:

*srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map
l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2*

I've also used that same command line without +ip and -port.  SRCDS is good
about detecting the IP and it works just as well without those two variables
in the command line.  It defaults to port 27015 without a -port defined, but
that's what I want it on, so I'm good with that.

I'm not really doing anything special with my server.cfg.  I've used
sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic
either way.  This command was removed and re-added(I think), but the
functionality of it remains unclear.

Are you hosting the server on the same machine that you're playing Left 4
Dead on?

-Richard Eid


On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell
[EMAIL PROTECTED]wrote:


  To William - you can solve the connecting problem by using +ip
  ... and +hostport x in the startup line. This is
  what I have to do to allow friends to connect,  but this doesn't solve
  the problem of it not being detected by matchmaking.

 Already have that, :-)

 I want the matchmaking to work as well... I and just about everyone else
 will have to wait :-)


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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-29 Thread AnAkIn .
Yahn Bernier (VALVe) posted on the Steam Forums that a fix for this would
come in the next update (but there was already an update after he said this,
so it might be for the next update).

2008/11/29 Formologic23 [EMAIL PROTECTED]

 I still have an issue behind NAT and sv_steamgroup_exclusive 0. No
 members
 from my steam community can join the server.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of William
 Stillwell
 Sent: Monday, November 24, 2008 9:11 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] L4D Dedicated server behind NAT problems?

 This bug only appears when you run the following in server.cfg

 sv_steamgroup xx
 sv_steamgroup_exclusive 1

 otherwise, l4d behind nat works fine.

 Again, l4d using above, doesn't allow remote clients to connect via public
 nat'd ip.
 Setting exclusive to 1 works fine if your server has a public ip assigned
 to it.
 Setting exclusive to 0 works but your server is not at all restricted to
 the steamgroup, any user can connect and whim.






 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid
 Sent: Monday, November 24, 2008 11:34 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] L4D Dedicated server behind NAT problems?

 I have a Netgear router in between that computer and the cable modem.  I've
 set up port forwarding for that computer's IP for ports 27000-27050
 TCP/UDP.  Here's my startup command:

 *srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map
 l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2*

 I've also used that same command line without +ip and -port.  SRCDS is good
 about detecting the IP and it works just as well without those two
 variables
 in the command line.  It defaults to port 27015 without a -port defined,
 but
 that's what I want it on, so I'm good with that.

 I'm not really doing anything special with my server.cfg.  I've used
 sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic
 either way.  This command was removed and re-added(I think), but the
 functionality of it remains unclear.

 Are you hosting the server on the same machine that you're playing Left 4
 Dead on?

-Richard Eid


 On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell
 [EMAIL PROTECTED]wrote:

 
   To William - you can solve the connecting problem by using +ip
   ... and +hostport x in the startup line. This is
   what I have to do to allow friends to connect,  but this doesn't solve
   the problem of it not being detected by matchmaking.
 
  Already have that, :-)
 
  I want the matchmaking to work as well... I and just about everyone else
  will have to wait :-)
 
 
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[hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread Ian Barr
I'm glad there's a fix for this, but if you're on the same network as 
the server, you have to use port forwarding/DMZ to connect to it 
yourself, plus it kills rcon and for some odd reason, they didn't 
include rcon_address in the game.

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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread William Stillwell
I am not aware of a fix yet? Can you direct us to this fix?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ian Barr
Sent: Monday, November 24, 2008 12:22 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] L4D Dedicated server behind NAT problems?

I'm glad there's a fix for this, but if you're on the same network as 
the server, you have to use port forwarding/DMZ to connect to it 
yourself, plus it kills rcon and for some odd reason, they didn't 
include rcon_address in the game.

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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread Richard Eid
I'm on the same network as my server and I don't have to DMZ it.  I had some
difficulty getting connected sometimes, but those problems have been
eliminated.

If the server is empty, I can connect to it with no issues.  If the server
has players on, but an open slot, I cannot join from any method besides
one...the LAN tab in the server browser.

Let's say there's 3/4 slots full.  If I open the LAN tab in the server
browser and double-click on my server, it takes me to the loading screen
with the movie posters, but it just sits there.  I have to open the server
browser again and double-click on it one more time to kick it in gear and
then I load in just fine.

I have noticed something amiss.  If I'm the first one to join(not using the
server browser), then it seems that matchmaking is ignoring my server(for
lack of a better word).  The only time people come in is when I give them
the IP of my server and they use:  connect xxx.xxx.xxx.xxx:x in their
console.  Now that myself and another are on, if someone from that person's
Friends list right-clicks on their Friend and clicks Join Game, they can
join.

If people on -my- Friends list right-click me in Friends and try to Join
Game, they get the problem where it tries to connect to my internal IP
address and not my external.

Bleh, I'm kind of all over the map there, but the point is to try connecting
to your server through the LAN tab of the server browser.  It may fail/hang
the first time, so open it back up while it's still trying to connect and
double-click again and you should be able to join.  I'm able to do this by
binding a key to the CVar 'openserverbrowser'.  Example:

bind F4 openserverbrowser

I'm sure all the details of this are being worked out, so try to be
patient.  Hopefully, the method I outlined works for you.  I'm satisfied
that I can get into my server for now, so I can wait for whatever fix may be
coming our way.

If you're still not able to connect to your server, you may be configuring
it incorrectly.  Report back in if you still have issues.

-Richard Eid


On Mon, Nov 24, 2008 at 12:22 PM, Ian Barr [EMAIL PROTECTED]wrote:

 I'm glad there's a fix for this, but if you're on the same network as
 the server, you have to use port forwarding/DMZ to connect to it
 yourself, plus it kills rcon and for some odd reason, they didn't
 include rcon_address in the game.

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[hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread Ian Barr
To William - you can solve the connecting problem by using +ip 
... and +hostport x in the startup line. This is 
what I have to do to allow friends to connect,  but this doesn't solve 
the problem of it not being detected by matchmaking.

To Richard - Do you use +ip in your startup options, and what's between 
your server and the net? Other people can't connect unless I use the 
command, and that's what's causing me to have to DMZ just to connect 
locally, regardless of whether or not other people need it.

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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread William Stillwell

 To William - you can solve the connecting problem by using +ip 
 ... and +hostport x in the startup line. This is 
 what I have to do to allow friends to connect,  but this doesn't solve 
 the problem of it not being detected by matchmaking.

Already have that, :-)

I want the matchmaking to work as well... I and just about everyone else
will have to wait :-)


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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread Richard Eid
I have a Netgear router in between that computer and the cable modem.  I've
set up port forwarding for that computer's IP for ports 27000-27050
TCP/UDP.  Here's my startup command:

*srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map
l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2*

I've also used that same command line without +ip and -port.  SRCDS is good
about detecting the IP and it works just as well without those two variables
in the command line.  It defaults to port 27015 without a -port defined, but
that's what I want it on, so I'm good with that.

I'm not really doing anything special with my server.cfg.  I've used
sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic
either way.  This command was removed and re-added(I think), but the
functionality of it remains unclear.

Are you hosting the server on the same machine that you're playing Left 4
Dead on?

-Richard Eid


On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell
[EMAIL PROTECTED]wrote:


  To William - you can solve the connecting problem by using +ip
  ... and +hostport x in the startup line. This is
  what I have to do to allow friends to connect,  but this doesn't solve
  the problem of it not being detected by matchmaking.

 Already have that, :-)

 I want the matchmaking to work as well... I and just about everyone else
 will have to wait :-)


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-24 Thread William Stillwell
This bug only appears when you run the following in server.cfg

sv_steamgroup xx
sv_steamgroup_exclusive 1

otherwise, l4d behind nat works fine.

Again, l4d using above, doesn't allow remote clients to connect via public
nat'd ip.
Setting exclusive to 1 works fine if your server has a public ip assigned
to it.
Setting exclusive to 0 works but your server is not at all restricted to
the steamgroup, any user can connect and whim.






-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Richard Eid
Sent: Monday, November 24, 2008 11:34 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Dedicated server behind NAT problems?

I have a Netgear router in between that computer and the cable modem.  I've
set up port forwarding for that computer's IP for ports 27000-27050
TCP/UDP.  Here's my startup command:

*srcds.exe -console -game left4dead +ip myinternalip -port 27015 +map
l4d_hospital01_apartment.bsp +sv_lan 0 +sv_pure 2*

I've also used that same command line without +ip and -port.  SRCDS is good
about detecting the IP and it works just as well without those two variables
in the command line.  It defaults to port 27015 without a -port defined, but
that's what I want it on, so I'm good with that.

I'm not really doing anything special with my server.cfg.  I've used
sv_allow_lobby_connections_only 0 and 1 and I get just as much traffic
either way.  This command was removed and re-added(I think), but the
functionality of it remains unclear.

Are you hosting the server on the same machine that you're playing Left 4
Dead on?

-Richard Eid


On Mon, Nov 24, 2008 at 11:00 PM, William Stillwell
[EMAIL PROTECTED]wrote:


  To William - you can solve the connecting problem by using +ip
  ... and +hostport x in the startup line. This is
  what I have to do to allow friends to connect,  but this doesn't solve
  the problem of it not being detected by matchmaking.

 Already have that, :-)

 I want the matchmaking to work as well... I and just about everyone else
 will have to wait :-)


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-23 Thread Brad
I would really love to see a fix for this. More than likely, however, it is
not a bug, but a lack of functionality.  This problem existed in all other
valve games as well.  What we really need is some kind of cvar that would
dictate what ip address was broadcasted to the valve matchmaking system.
Something like sv_broadcast_ip xxx.xxx.xxx.xxx would be perfect or even
better, using an automated external IP detection system.  The problem at the
moment is that source servers, as the system presently stands, send out the
IP of the NIC they use to connect to the internet to the Valve server list
servers.

On Wed, Nov 19, 2008 at 8:24 AM, William Stillwell - KI4SWY 
[EMAIL PROTECTED] wrote:


 This is a confirmed bug on steampowerd forumshttp://
 forums.steampowered.com/forums/showthread.php?t=751344
 - Dedicated servers behind NAT/router with local LAN IPs are unconnectable
 via direct 'connect'-command through console, or Steam Group Servers-list.
 These NATted servers can be connected via the normal matchmaking lobby.
 Checking the console after a failed connect reveals the cause: [L4DMM]
 CMatchmaking::ResolveDedicatedAddress(192.168.0.12 :27015).
 L4D matchmaker somehow digs up the internal IP address, instead of the
 external one, even if the game does connect to the correct external IP
 initially (console shows the external IP as well, before resolving it again
 to the internal one). Was present in the demo, and is still present in the
 full version. [confirmed]
 -Original Message-
 From: William Stillwell - KI4SWY [EMAIL PROTECTED]
 Sent 11/19/2008 9:04:52 AM
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I have same
 problem, and had been tearing my hair out for over a week, it
 didn't work in the demo version either.
 -Original Message-
 From: Brian Hashman [EMAIL PROTECTED]
 Sent 11/19/2008 7:45:09 AM
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I'm
 seeing the same thing on one of my servers that has to use NAT. Leaving
 it open to the public lets people join fine, and so does using the connect
 command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't
 let anyone join from the Steam Group Servers section, it just drops them to
 a lobby.
 Brian
 On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote:
  Hey all,
 
  I'm trying to set up a dedicated server for my steamgroup but I'm having
  trouble actually using it...
 
  I've set it to be exclusive to my steam group but when I connect to it I
  see this:
 
  109.079:  Sending UDP connect to 217.115.196.210:27015
  Server using lobbies #2, requiring pw no, lobby id 0
  Server approved grace request...
  Retrying connection to 217.115.196.210:27015, server requires lobby
  reservation but is unreserved.
  Received game details information from 217.115.196.210:27015...
  [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, ,  )
  [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 )
  [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
  [L4DUI] CL4DBasePanel::CloseAllWindows()
  [L4DUI] After close all windows:
  [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev
 = 1, setActive
  1, wt=22, wpri=0 )
  [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL -
  MMSTATE_SESSION_DISCONNECTING )
  [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
  [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) (
  MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL )
  [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
  [L4DMM] CMatchGame::RemoveAllPlayers
  [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
  [L4DMM] CMatchGame::RemoveAllPlayers
  [L4DUI] CL4DBasePanel::CloseAllWindows()
  [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 )
  [L4DUI] After close all windows:
  [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev
 = 0, setActive
  = 1, wt=10, wpri=0 )
  [L4DUI] Starting lobby... game slots = 4
   game mode = 0
   public slots = 4
   difficulty = 1
   experience = 0
   skill0 = 0
   skill1 = 0
   skill2 = 0
   skill3 = 0
   skill4 = 0
  [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL -
  MMSTATE_CREATING )
  [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING)
  [L4DUI] StartPartyLobby: lobby started = true
  [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED,
 0, 0)
  [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009
  [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009
  [L4DMM] CMatchmaking(state = 2)::SessionNotification(
 17(CREATED_HOST), 0 )
  [L4DUI] CUIGameData::SessionNotification( 17, 0 )
  Host: CreateSession successful

Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-23 Thread William Stillwell
What is funny, is it only crops up when using exclusive = 1, 0 it works
fine.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brad
Sent: Sunday, November 23, 2008 11:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Dedicated server behind NAT problems?

I would really love to see a fix for this. More than likely, however, it is
not a bug, but a lack of functionality.  This problem existed in all other
valve games as well.  What we really need is some kind of cvar that would
dictate what ip address was broadcasted to the valve matchmaking system.
Something like sv_broadcast_ip xxx.xxx.xxx.xxx would be perfect or even
better, using an automated external IP detection system.  The problem at the
moment is that source servers, as the system presently stands, send out the
IP of the NIC they use to connect to the internet to the Valve server list
servers.

On Wed, Nov 19, 2008 at 8:24 AM, William Stillwell - KI4SWY 
[EMAIL PROTECTED] wrote:


 This is a confirmed bug on steampowerd forumshttp://
 forums.steampowered.com/forums/showthread.php?t=751344
 - Dedicated servers behind NAT/router with local LAN IPs are
unconnectable
 via direct 'connect'-command through console, or Steam Group Servers-list.
 These NATted servers can be connected via the normal matchmaking lobby.
 Checking the console after a failed connect reveals the cause: [L4DMM]
 CMatchmaking::ResolveDedicatedAddress(192.168.0.12 :27015).
 L4D matchmaker somehow digs up the internal IP address, instead of the
 external one, even if the game does connect to the correct external IP
 initially (console shows the external IP as well, before resolving it
again
 to the internal one). Was present in the demo, and is still present in the
 full version. [confirmed]
 -Original Message-
 From: William Stillwell - KI4SWY [EMAIL PROTECTED]
 Sent 11/19/2008 9:04:52 AM
 To: Half-Life dedicated Win32 server mailing list 
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I have same
 problem, and had been tearing my hair out for over a week, it
 didn't work in the demo version either.
 -Original Message-
 From: Brian Hashman [EMAIL PROTECTED]
 Sent 11/19/2008 7:45:09 AM
 To: Half-Life dedicated Win32 server mailing list
 hlds@list.valvesoftware.com
 Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I'm
 seeing the same thing on one of my servers that has to use NAT. Leaving
 it open to the public lets people join fine, and so does using the connect
 command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't
 let anyone join from the Steam Group Servers section, it just drops them
to
 a lobby.
 Brian
 On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote:
  Hey all,
 
  I'm trying to set up a dedicated server for my steamgroup but I'm having
  trouble actually using it...
 
  I've set it to be exclusive to my steam group but when I connect to it I
  see this:
 
  109.079:  Sending UDP connect to 217.115.196.210:27015
  Server using lobbies #2, requiring pw no, lobby id 0
  Server approved grace request...
  Retrying connection to 217.115.196.210:27015, server requires lobby
  reservation but is unreserved.
  Received game details information from 217.115.196.210:27015...
  [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, ,  )
  [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 )
  [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
  [L4DUI] CL4DBasePanel::CloseAllWindows()
  [L4DUI] After close all windows:
  [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev
 = 1, setActive
  1, wt=22, wpri=0 )
  [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL -
  MMSTATE_SESSION_DISCONNECTING )
  [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
  [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) (
  MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL )
  [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
  [L4DMM] CMatchGame::RemoveAllPlayers
  [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
  [L4DMM] CMatchGame::RemoveAllPlayers
  [L4DUI] CL4DBasePanel::CloseAllWindows()
  [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 )
  [L4DUI] After close all windows:
  [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev
 = 0, setActive
  = 1, wt=10, wpri=0 )
  [L4DUI] Starting lobby... game slots = 4
   game mode = 0
   public slots = 4
   difficulty = 1
   experience = 0
   skill0 = 0
   skill1 = 0
   skill2 = 0
   skill3 = 0
   skill4 = 0
  [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL -
  MMSTATE_CREATING )
  [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING)
  [L4DUI] StartPartyLobby: lobby started = true
  [L4DUI] CUIGameData::Notify

[hlds] L4D Dedicated server behind NAT problems?

2008-11-19 Thread ainmosni
Hey all,

I'm trying to set up a dedicated server for my steamgroup but I'm having
trouble actually using it...

I've set it to be exclusive to my steam group but when I connect to it I
see this:

109.079:  Sending UDP connect to 217.115.196.210:27015
Server using lobbies #2, requiring pw no, lobby id 0
Server approved grace request...
Retrying connection to 217.115.196.210:27015, server requires lobby
reservation but is unreserved.
Received game details information from 217.115.196.210:27015...
[L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, ,  )
[L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 )
[L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
[L4DUI] CL4DBasePanel::CloseAllWindows()
[L4DUI] After close all windows:
[L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive =
1, wt=22, wpri=0 )
[L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL -
MMSTATE_SESSION_DISCONNECTING )
[L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
[L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) (
MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL )
[L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
[L4DMM] CMatchGame::RemoveAllPlayers
[L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
[L4DMM] CMatchGame::RemoveAllPlayers
[L4DUI] CL4DBasePanel::CloseAllWindows()
[L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 )
[L4DUI] After close all windows:
[L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive
= 1, wt=10, wpri=0 )
[L4DUI] Starting lobby... game slots = 4
  game mode = 0
  public slots = 4
  difficulty = 1
  experience = 0
  skill0 = 0
  skill1 = 0
  skill2 = 0
  skill3 = 0
  skill4 = 0
[L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL -
MMSTATE_CREATING )
[L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING)
[L4DUI] StartPartyLobby: lobby started = true
[L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED, 0, 0)
[L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009
[L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009
[L4DMM] CMatchmaking(state = 2)::SessionNotification( 17(CREATED_HOST), 0 )
[L4DUI] CUIGameData::SessionNotification( 17, 0 )
Host: CreateSession successful
[L4DMM] CMatchGame::AddPlayer( 11100a0df55 )
[L4DMM] CMatchmaking::SwitchToState( 2 - 4 ) ( MMSTATE_CREATING -
MMSTATE_ACCEPTING_CONNECTIONS )
[L4DMM] CSession::SwitchToState( 1 - 3 ) (CREATING - IDLE)
[L4DMM] Avatar assignment:
Player 1: [[Awesome] ainmosni |BRB.u|]: Louis
[L4DMM] CMatchmaking::ResolveDedicatedAddress(172.29.36.210:27015)
maxplayers set to 14
[L4DUI] CUIGameData::Notify( DEDICATED_RESERVATION_FAILURE, 0, 0)
[L4DUI] OnOpen( `GenericConfirmation`, caller = `GameLobby`, hidePrev =
0, setActive = 0, wt=13, wpri=1 )
[L4DUI] GenericConfirmation::SetWindowTitle :
#L4D360UI_MsgBx_ConnectionFailed
[L4DUI] GenericConfirmation::SetMessageText : #L4D360UI_MsgBx_NoServersFound
[L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 )
[L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) - Activated `GameLobby`,
pri=0
[L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )


One thing that I notice is that it shows its non-routable IP... that's
something it should not do afaik... The weird thing is though when I set
the server to public it gets random lobby people in there within seconds...

Here is some extra information:

* The ports are correctly let through, I use a 1:1 NAT from the servers
public IP to its private IP.
* I can't connect to it if I just set a password.
* I can't connect to it if I set it to steamgroup exclusive.
* If I set it to open it gets filled with lobby people within seconds.
* I could connect to the demo server when it was passworded.
* The TF2 server I ran on this machine worked perfectly for many months,
it used the same IP and port.

Anybody know what the problem could be?

This is my server config:

[quote]
hostname brbuninstalling.com #1: Left4Dead European server

// Rcon Cvars
rcon_password notmyrealrconpass//Set?s remote control password
// Server Cvars
sv_contact [EMAIL PROTECTED] //Contact email for server sysop

sv_steamgroup 322605 //this is your group?s steam group id.. allows
members to join from main menu add
sv_steamgroup_exclusive 1 //to make it exclusive and private
[/quote]

Thanks for any help/suggestions.

___
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Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-19 Thread Brian Hashman
I'm seeing the same thing on one of my servers that has to use NAT. Leaving
it open to the public lets people join fine, and so does using the connect
command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't
let anyone join from the Steam Group Servers section, it just drops them to
a lobby.

Brian

On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote:

 Hey all,

 I'm trying to set up a dedicated server for my steamgroup but I'm having
 trouble actually using it...

 I've set it to be exclusive to my steam group but when I connect to it I
 see this:

 109.079:  Sending UDP connect to 217.115.196.210:27015
 Server using lobbies #2, requiring pw no, lobby id 0
 Server approved grace request...
 Retrying connection to 217.115.196.210:27015, server requires lobby
 reservation but is unreserved.
 Received game details information from 217.115.196.210:27015...
 [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, ,  )
 [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 )
 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
 [L4DUI] CL4DBasePanel::CloseAllWindows()
 [L4DUI] After close all windows:
 [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive =
 1, wt=22, wpri=0 )
 [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL -
 MMSTATE_SESSION_DISCONNECTING )
 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
 [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) (
 MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL )
 [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
 [L4DMM] CMatchGame::RemoveAllPlayers
 [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
 [L4DMM] CMatchGame::RemoveAllPlayers
 [L4DUI] CL4DBasePanel::CloseAllWindows()
 [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 )
 [L4DUI] After close all windows:
 [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive
 = 1, wt=10, wpri=0 )
 [L4DUI] Starting lobby... game slots = 4
  game mode = 0
  public slots = 4
  difficulty = 1
  experience = 0
  skill0 = 0
  skill1 = 0
  skill2 = 0
  skill3 = 0
  skill4 = 0
 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL -
 MMSTATE_CREATING )
 [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING)
 [L4DUI] StartPartyLobby: lobby started = true
 [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED, 0, 0)
 [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009
 [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009
 [L4DMM] CMatchmaking(state = 2)::SessionNotification( 17(CREATED_HOST), 0 )
 [L4DUI] CUIGameData::SessionNotification( 17, 0 )
 Host: CreateSession successful
 [L4DMM] CMatchGame::AddPlayer( 11100a0df55 )
 [L4DMM] CMatchmaking::SwitchToState( 2 - 4 ) ( MMSTATE_CREATING -
 MMSTATE_ACCEPTING_CONNECTIONS )
 [L4DMM] CSession::SwitchToState( 1 - 3 ) (CREATING - IDLE)
 [L4DMM] Avatar assignment:
Player 1: [[Awesome] ainmosni |BRB.u|]: Louis
 [L4DMM] CMatchmaking::ResolveDedicatedAddress(172.29.36.210:27015)
 maxplayers set to 14
 [L4DUI] CUIGameData::Notify( DEDICATED_RESERVATION_FAILURE, 0, 0)
 [L4DUI] OnOpen( `GenericConfirmation`, caller = `GameLobby`, hidePrev =
 0, setActive = 0, wt=13, wpri=1 )
 [L4DUI] GenericConfirmation::SetWindowTitle :
 #L4D360UI_MsgBx_ConnectionFailed
 [L4DUI] GenericConfirmation::SetMessageText :
 #L4D360UI_MsgBx_NoServersFound
 [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 )
 [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) - Activated `GameLobby`,
 pri=0
 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )


 One thing that I notice is that it shows its non-routable IP... that's
 something it should not do afaik... The weird thing is though when I set
 the server to public it gets random lobby people in there within seconds...

 Here is some extra information:

 * The ports are correctly let through, I use a 1:1 NAT from the servers
 public IP to its private IP.
 * I can't connect to it if I just set a password.
 * I can't connect to it if I set it to steamgroup exclusive.
 * If I set it to open it gets filled with lobby people within seconds.
 * I could connect to the demo server when it was passworded.
 * The TF2 server I ran on this machine worked perfectly for many months,
 it used the same IP and port.

 Anybody know what the problem could be?

 This is my server config:

 [quote]
 hostname brbuninstalling.com #1: Left4Dead European server

 // Rcon Cvars
 rcon_password notmyrealrconpass//Set?s remote control password
 // Server Cvars
 sv_contact [EMAIL PROTECTED] //Contact email for server sysop

 sv_steamgroup 322605 //this is your group?s steam group id.. allows
 members to join from main menu add
 sv_steamgroup_exclusive 1 //to make it exclusive and private
 [/quote]

 Thanks for any help/suggestions.

 

Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-19 Thread William Stillwell - KI4SWY

I have same problem, and had been tearing my hair out for over a week, it 
didn't work in the demo version either.
-Original Message-
From: Brian Hashman [EMAIL PROTECTED]
Sent 11/19/2008 7:45:09 AM
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I'm seeing the 
same thing on one of my servers that has to use NAT. Leaving
it open to the public lets people join fine, and so does using the connect
command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't
let anyone join from the Steam Group Servers section, it just drops them to
a lobby.
Brian
On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote:
 Hey all,

 I'm trying to set up a dedicated server for my steamgroup but I'm having
 trouble actually using it...

 I've set it to be exclusive to my steam group but when I connect to it I
 see this:

 109.079:  Sending UDP connect to 217.115.196.210:27015
 Server using lobbies #2, requiring pw no, lobby id 0
 Server approved grace request...
 Retrying connection to 217.115.196.210:27015, server requires lobby
 reservation but is unreserved.
 Received game details information from 217.115.196.210:27015...
 [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, ,  )
 [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 )
 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
 [L4DUI] CL4DBasePanel::CloseAllWindows()
 [L4DUI] After close all windows:
 [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev = 1, setActive
 1, wt=22, wpri=0 )
 [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL -
 MMSTATE_SESSION_DISCONNECTING )
 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
 [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) (
 MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL )
 [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
 [L4DMM] CMatchGame::RemoveAllPlayers
 [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
 [L4DMM] CMatchGame::RemoveAllPlayers
 [L4DUI] CL4DBasePanel::CloseAllWindows()
 [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 )
 [L4DUI] After close all windows:
 [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev = 0, setActive
 = 1, wt=10, wpri=0 )
 [L4DUI] Starting lobby... game slots = 4
  game mode = 0
  public slots = 4
  difficulty = 1
  experience = 0
  skill0 = 0
  skill1 = 0
  skill2 = 0
  skill3 = 0
  skill4 = 0
 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL -
 MMSTATE_CREATING )
 [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING)
 [L4DUI] StartPartyLobby: lobby started = true
 [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED, 0, 0)
 [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009
 [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009
 [L4DMM] CMatchmaking(state = 2)::SessionNotification( 17(CREATED_HOST), 0 )
 [L4DUI] CUIGameData::SessionNotification( 17, 0 )
 Host: CreateSession successful
 [L4DMM] CMatchGame::AddPlayer( 11100a0df55 )
 [L4DMM] CMatchmaking::SwitchToState( 2 - 4 ) ( MMSTATE_CREATING -
 MMSTATE_ACCEPTING_CONNECTIONS )
 [L4DMM] CSession::SwitchToState( 1 - 3 ) (CREATING - IDLE)
 [L4DMM] Avatar assignment:
Player 1: [[Awesome] ainmosni |BRB.u|]: Louis
 [L4DMM] CMatchmaking::ResolveDedicatedAddress(172.29.36.210:27015)
 maxplayers set to 14
 [L4DUI] CUIGameData::Notify( DEDICATED_RESERVATION_FAILURE, 0, 0)
 [L4DUI] OnOpen( `GenericConfirmation`, caller = `GameLobby`, hidePrev
 0, setActive = 0, wt=13, wpri=1 )
 [L4DUI] GenericConfirmation::SetWindowTitle :
 #L4D360UI_MsgBx_ConnectionFailed
 [L4DUI] GenericConfirmation::SetMessageText :
 #L4D360UI_MsgBx_NoServersFound
 [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 )
 [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 ) - Activated `GameLobby`,
 pri=0
 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )


 One thing that I notice is that it shows its non-routable IP... that's
 something it should not do afaik... The weird thing is though when I set
 the server to public it gets random lobby people in there within seconds...

 Here is some extra information:

 * The ports are correctly let through, I use a 1:1 NAT from the servers
 public IP to its private IP.
 * I can't connect to it if I just set a password.
 * I can't connect to it if I set it to steamgroup exclusive.
 * If I set it to open it gets filled with lobby people within seconds.
 * I could connect to the demo server when it was passworded.
 * The TF2 server I ran on this machine worked perfectly for many months,
 it used the same IP and port.

 Anybody know what the problem could be?

 This is my server config:

 [quote]
 hostname brbuninstalling.com #1: Left4Dead European server

 // Rcon Cvars
 rcon_password notmyrealrconpass//Set?s remote

Re: [hlds] L4D Dedicated server behind NAT problems?

2008-11-19 Thread William Stillwell - KI4SWY

This is a confirmed bug on steampowerd 
forumshttp://forums.steampowered.com/forums/showthread.php?t=751344
- Dedicated servers behind NAT/router with local LAN IPs are unconnectable via 
direct 'connect'-command through console, or Steam Group Servers-list. These 
NATted servers can be connected via the normal matchmaking lobby. Checking the 
console after a failed connect reveals the cause: [L4DMM] 
CMatchmaking::ResolveDedicatedAddress(192.168.0.12 :27015).
L4D matchmaker somehow digs up the internal IP address, instead of the external 
one, even if the game does connect to the correct external IP initially 
(console shows the external IP as well, before resolving it again to the 
internal one). Was present in the demo, and is still present in the full 
version. [confirmed] 
-Original Message-
From: William Stillwell - KI4SWY [EMAIL PROTECTED]
Sent 11/19/2008 9:04:52 AM
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I have same 
problem, and had been tearing my hair out for over a week, it
didn't work in the demo version either.
-Original Message-
From: Brian Hashman [EMAIL PROTECTED]
Sent 11/19/2008 7:45:09 AM
To: Half-Life dedicated Win32 server mailing list
hlds@list.valvesoftware.com
Subject: Re: [hlds] L4D Dedicated server behind NAT problems?I'm
seeing the same thing on one of my servers that has to use NAT. Leaving
it open to the public lets people join fine, and so does using the connect
command. Setting our steamgroup and having sv_steamgroup_exclusive 1 won't
let anyone join from the Steam Group Servers section, it just drops them to
a lobby.
Brian
On Wed, Nov 19, 2008 at 4:49 AM, ainmosni [EMAIL PROTECTED] wrote:
 Hey all,

 I'm trying to set up a dedicated server for my steamgroup but I'm having
 trouble actually using it...

 I've set it to be exclusive to my steam group but when I connect to it I
 see this:

 109.079:  Sending UDP connect to 217.115.196.210:27015
 Server using lobbies #2, requiring pw no, lobby id 0
 Server approved grace request...
 Retrying connection to 217.115.196.210:27015, server requires lobby
 reservation but is unreserved.
 Received game details information from 217.115.196.210:27015...
 [L4DUI] CL4DBasePanel::OnLevelLoadingFinished( No Error, ,  )
 [L4DUI] CL4DBasePanel::OnFrameClosed( 2, 21 )
 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
 [L4DUI] CL4DBasePanel::CloseAllWindows()
 [L4DUI] After close all windows:
 [L4DUI] OnOpen( `MainMenu`, caller = `NULL`, hidePrev
= 1, setActive
 1, wt=22, wpri=0 )
 [L4DMM] CMatchmaking::SwitchToState( 0 - 10 ) ( MMSTATE_INITIAL -
 MMSTATE_SESSION_DISCONNECTING )
 [L4DUI] CL4DBasePanel::OnGameUIActivated( delay = 0 )
 [L4DMM] CMatchmaking::SwitchToState( 10 - 0 ) (
 MMSTATE_SESSION_DISCONNECTING - MMSTATE_INITIAL )
 [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
 [L4DMM] CMatchGame::RemoveAllPlayers
 [L4DMM] CSession::SwitchToState( 0 - 0 ) (NONE - NONE)
 [L4DMM] CMatchGame::RemoveAllPlayers
 [L4DUI] CL4DBasePanel::CloseAllWindows()
 [L4DUI] CL4DBasePanel::OnFrameClosed( 0, 22 )
 [L4DUI] After close all windows:
 [L4DUI] OnOpen( `GameLobby`, caller = `NULL`, hidePrev
= 0, setActive
 = 1, wt=10, wpri=0 )
 [L4DUI] Starting lobby... game slots = 4
  game mode = 0
  public slots = 4
  difficulty = 1
  experience = 0
  skill0 = 0
  skill1 = 0
  skill2 = 0
  skill3 = 0
  skill4 = 0
 [L4DMM] CMatchmaking::SwitchToState( 0 - 2 ) ( MMSTATE_INITIAL -
 MMSTATE_CREATING )
 [L4DMM] CSession::SwitchToState( 0 - 1 ) (NONE - CREATING)
 [L4DUI] StartPartyLobby: lobby started = true
 [L4DUI] CUIGameData::Notify( SERVERS_USER_GROUPS_SEARCH_COMPLETED,
0, 0)
 [L4DMM] CSession::GetSessionId() = sessionid = 184010d6b02a009
 [L4DMM] CSession::UpdateCreating() = sessionid = 184010d6b02a009
 [L4DMM] CMatchmaking(state = 2)::SessionNotification(
17(CREATED_HOST), 0 )
 [L4DUI] CUIGameData::SessionNotification( 17, 0 )
 Host: CreateSession successful
 [L4DMM] CMatchGame::AddPlayer( 11100a0df55 )
 [L4DMM] CMatchmaking::SwitchToState( 2 - 4 ) ( MMSTATE_CREATING -
 MMSTATE_ACCEPTING_CONNECTIONS )
 [L4DMM] CSession::SwitchToState( 1 - 3 ) (CREATING - IDLE)
 [L4DMM] Avatar assignment:
Player 1: [[Awesome] ainmosni |BRB.u|]: Louis
 [L4DMM] CMatchmaking::ResolveDedicatedAddress(172.29.36.210:27015)
 maxplayers set to 14
 [L4DUI] CUIGameData::Notify( DEDICATED_RESERVATION_FAILURE, 0, 0)
 [L4DUI] OnOpen( `GenericConfirmation`, caller =
`GameLobby`, hidePrev
 0, setActive = 0, wt=13, wpri=1 )
 [L4DUI] GenericConfirmation::SetWindowTitle :
 #L4D360UI_MsgBx_ConnectionFailed
 [L4DUI] GenericConfirmation::SetMessageText :
 #L4D360UI_MsgBx_NoServersFound
 [L4DUI] CL4DBasePanel::OnFrameClosed( 1, 13 )
 [L4DUI] CL4DBasePanel