ARK: Survival Evolved

ARK: Survival Evolved

View Stats:
Rulin Sep 18, 2015 @ 10:31am
[?] UDP Socket Connection
Can someone please explain me how many rules I have to set for this new feature?
Option for server hosts to use direct UDP socket connections rather than Steam P2P, for significantly increased server network performance and stability! To enable direct UDP sockets mode on your dedicated server (for slightly increased networking performance & more optimized bandwidth utilization and potentially better long-term stability), use commandline option "?bRawSockets" (on Windows or Linux) -- you'll need to manually open ports 7777 & 7778 if you do so in order for your server to accept connections.
I'm using Windows Server 2012 R2 Standard OS with Windows Firewall.

It is a bit confusing because there are many ways to "open" ports.
Should I open these ports only for shootergame.exe or for all connections?
In- and/or outbound?
UDP and/or TCP?
Private, public and/or domain?

Part of the reason why I'm asking, is because one of the last patches screwed up my firewall settings. Server was waiting for puplication indefinitely, so I had to open all ports manually in order to have him online.

UPDATE
created a UDP 7778 port rule for each in- and outbound. Already had one for 7777.
Looks like it worked.
Also added "?bRawSockets" in the "additional args" field from my unofficial server manager.
Last edited by Rulin; Sep 18, 2015 @ 11:07am
< >
Showing 16-30 of 40 comments
Ranoko Sep 18, 2015 @ 12:20pm 
So if you use other ports to run the server say 27015, you must change back down to 7777 and 7778 in order to use the new UDP setting? just making sure : )
Last edited by Ranoko; Sep 18, 2015 @ 12:20pm
Out2kill Sep 18, 2015 @ 12:24pm 
Originally posted by TheRightHand:
For clarification:

If you ENABLE ?bRawSockets, you MUST FORWARD YOUR GAME PORTS (7777+ and 27015+) or your game will NOT be able to be joined.

If you want to leave everything EXACTLY AS IT HAS ALWAYS BEEN, you change nothing and just keep doing what you've been doing.

- The Right Hand

This was posted in the comments for the stickied update thread. Figured I'd quote it here for everyone to see if they still had questions.
Wolfman-RIP Sep 18, 2015 @ 1:54pm 
Originally posted by Theresa Barkskin:
Originally posted by Wolfman-RIP:
The official servers are a joke right now. The rubber banding and freezing happens server wide every couple mins and lasts 20 too 30 seconds each time. Everyone on the server experiences the server stuttering for 20+seconds every 2 or 3 mins.

The single worst thing in this game right now is the servers. Once you get over 15 players on any official server we have constant hangs.

I do wonder if Wildcard is doing anything to fix this issue on official servers as we havent heard anything.

You must be new. They're commented several times in the past they're working on it. They're still working on it. It's not something you snap your fingers and fix over night. Do you want to help fix the lag? Stop building so much on the server.

This issue has been around 2 months. Moving the servers didn't fix it like they stated it would.

As for your snarky comment about not building. In my experience the server hangs are directly related to player count thats currently on that server. When there is less than 15 players on there there is significantly less hangs. Once you get 30+ players online the server constantly hangs & rubber bands everyone at exactly the same time. 40+ and the server is a nightmare.

The servers simply can't hande that number of players online. This should be something that is number one on their list of issues. It's the one thing effectiving all players and what most gets complaints about.

It would not surprise me if the shoddy server performance is whats causing other bugs.
Alvega Sep 18, 2015 @ 3:08pm 
Originally posted by Jaybob32:
Ok. so I have bRawSockets=true under the serversettings section of my ini file. I was able to confirm that the server is indeed using UDP ports except for the RCON port which is TCP.
Hope this helps.

How did you confirm that?
.:Kreep:. Sep 18, 2015 @ 9:04pm 
Of note, if you have the ?port= argument, this argument is ignored and you do not get raw sockets... it will continue to use the P2P on whatever custom socket you had specified.

On windows server, to tell what sockets are actually being opened, start Resource Monitor, click on the Network tab, check off ShooterGameServer.exe and look at the list of listening ports at the bottom. This will also show you if you have you firewall rules configured correctly, in the last column for each port it should say "Allowed, not restricted"
fr1nk Sep 18, 2015 @ 9:48pm 
Originally posted by .:Kreep:.:
Of note, if you have the ?port= argument, this argument is ignored and you do not get raw sockets... it will continue to use the P2P on whatever custom socket you had specified.

On windows server, to tell what sockets are actually being opened, start Resource Monitor, click on the Network tab, check off ShooterGameServer.exe and look at the list of listening ports at the bottom. This will also show you if you have you firewall rules configured correctly, in the last column for each port it should say "Allowed, not restricted"

So basically, assuming firewall is configured properly to allow UDP, use "?bRawSockets" in the server command line, and "?port=" is no longer required?
Kilrath Sep 19, 2015 @ 1:10am 
ummm i run 2 servers on my dedi is this telling me that these idiot sticks limited the udp connections to a single port configuration instead of allowing udp on whatever ports the server is currently running on???
WookieSM Sep 19, 2015 @ 3:03am 
Originally posted by Alvega:
Originally posted by Jaybob32:
Ok. so I have bRawSockets=true under the serversettings section of my ini file. I was able to confirm that the server is indeed using UDP ports except for the RCON port which is TCP.
Hope this helps.

How did you confirm that?

I have just added this to my gameusersettings ini under server settings and i can confirm it does work with it in there to you can confirm it by using windows Resource Monitor as explaind by Kreep

Originally posted by .:Kreep:.:
Of note, if you have the ?port= argument, this argument is ignored and you do not get raw sockets... it will continue to use the P2P on whatever custom socket you had specified.

On windows server, to tell what sockets are actually being opened, start Resource Monitor, click on the Network tab, check off ShooterGameServer.exe and look at the list of listening ports at the bottom. This will also show you if you have you firewall rules configured correctly, in the last column for each port it should say "Allowed, not restricted"
Alvega Sep 19, 2015 @ 3:17am 
Originally posted by WookieSM:
Originally posted by Alvega:

How did you confirm that?

I have just added this to my gameusersettings ini under server settings and i can confirm it does work with it in there to you can confirm it by using windows Resource Monitor as explaind by Kreep

Originally posted by .:Kreep:.:
Of note, if you have the ?port= argument, this argument is ignored and you do not get raw sockets... it will continue to use the P2P on whatever custom socket you had specified.

On windows server, to tell what sockets are actually being opened, start Resource Monitor, click on the Network tab, check off ShooterGameServer.exe and look at the list of listening ports at the bottom. This will also show you if you have you firewall rules configured correctly, in the last column for each port it should say "Allowed, not restricted"

Hmm, i have a Nitrado server, can't run Resource Monitor there.
Shadow Sep 19, 2015 @ 3:45am 
Does someone find a tutorial to open port ect on linux please ?
Last edited by Shadow; Sep 19, 2015 @ 3:57am
Shadow Sep 19, 2015 @ 4:24am 
how do you know if it turns to udp ?
Jaybob32 Sep 19, 2015 @ 5:47am 
Originally posted by WookieSM:
Originally posted by Alvega:

How did you confirm that?

I have just added this to my gameusersettings ini under server settings and i can confirm it does work with it in there to you can confirm it by using windows Resource Monitor as explaind by Kreep

Originally posted by .:Kreep:.:
Of note, if you have the ?port= argument, this argument is ignored and you do not get raw sockets... it will continue to use the P2P on whatever custom socket you had specified.

On windows server, to tell what sockets are actually being opened, start Resource Monitor, click on the Network tab, check off ShooterGameServer.exe and look at the list of listening ports at the bottom. This will also show you if you have you firewall rules configured correctly, in the last column for each port it should say "Allowed, not restricted"

Yep what he said. It shows all shootergame.exe ports as UDP except for the RCON port, which is TCP
BigDally Sep 19, 2015 @ 6:06am 
Windows server admins can also run "netstat -ab" from a command prompt. Verify shootergameserver.exe is using UDP on ports 7777, 7778, and 27015. Otherwise you are probably stilling using P2P mode.
Majistic Sep 19, 2015 @ 7:52am 
For linux, if you've got SSH acces, you can do the following :
sudo lsof -i
It should show the following result with bRawSockets :
ShooterGa 5056 steam 11u IPv4 76072 0t0 UDP *:27015 ShooterGa 5056 steam 16u IPv4 76077 0t0 UDP *:7777 ShooterGa 5056 steam 17u IPv4 76084 0t0 TCP *:42042(LISTEN) ShooterGa 5056 steam 135u IPv4 76085 0t0 UDP *:7778
Last edited by Majistic; Sep 19, 2015 @ 7:52am
Wolfman-RIP Sep 19, 2015 @ 7:35pm 
Update is out and servers are WORSE than they were pre-patch which is saying something.

Now myself & my tribe mates are getting constant teleports 30 seconds back in time on official EU servers. It's getting to a point some people are thinking of quitting.
Last edited by Wolfman-RIP; Sep 19, 2015 @ 7:35pm
< >
Showing 16-30 of 40 comments
Per page: 1530 50

Date Posted: Sep 18, 2015 @ 10:31am
Posts: 40