Multiplayer Manual: Difference between revisions
| Line 43: | Line 43: | ||
Some firewalls can detect when an application needs a port opened, and will kindly ask your permission to open the port. Consult the manual for your firewall to add an entry. | Some firewalls can detect when an application needs a port opened, and will kindly ask your permission to open the port. Consult the manual for your firewall to add an entry. | ||
==Starting a MultiPlayer Session== | |||
After starting a new simulation, the Dispatcher Center menu item should be visible. (If it is not, enable the MultiPlayer system as explained in Section 2 of this document.) | |||
From the Dispatcher Center menu, choose Begin. The following window will be shown: | |||
'''insert image here''' | |||
Your name and the name of your server (Dispatcher Center Name) are filled automatically. In the example, the names have been changed from their defaults. | |||
You may not wish to use your real name, but choose a name for yourself and your server that are unique and descriptive. Your name cannot contain any unusual characters or | |||
spaces – think of it as a username. Your server name, however, can contain spaces and punctuation. | |||
Only specify a password if you want to restrict who can access your server. If you specify a password, you will need to give that password to the players with which you want to dispatch. | |||
At the bottom of the window are some advanced options. When running a public server, take care to limit the number of players, as each additional player puts a strain on your network connection and will reduce the quality of the simulation experience for all involved. | |||
There are three tabs in the middle – Dispatcher Center, Local (LAN) Server and Expert Server. Each of these requires some explanation. | |||
Revision as of 07:07, 20 March 2011
Introduction
One of the most interesting features of the Post T and Stellwerk simulation series is the ability for a player to host a multiplayer dispatching session, that is, other players on different computers are all able to dispatch simultaneously within the same simulation. Dispatching information is sent between players via a computer network, either a local area network (LAN) like you’ll find in your home and workplace, or via the Internet.
A player initiating a session is called a server operator. A player wanting to join a session uses the client computer application to connect to the server. Only the server operator needs to have purchased Post T or Stellwerk simulation – the client application (Post T MultiPlayer) is free.
Connecting to a server is usually easy; setting up a server often requires some configuration. This document aims to help you to set up a multiplayer server.
Enabling MultiPlayer
The multiplayer system within the dispatching simulation adds some computational overhead; it is disabled by default. In order to access the MultiPlayer controls from within the simulation, the multiplayer option needs to be enabled. To enable the MultiPlayer system, navigate to the Dispatcher Center in the Settings menu, and ensure that the checkbox is checked
ínsert image here
When MultiPlayer is enabled, the Dispatcher Center menu item is available during a simulation.
Things to Know and Do Before Starting
Ports
When one computer sends data to another computer via a network, the data is usually sent from, and to, specified ports. Network ports aren’t like physical ports you find at the back of your computer for connecting monitors and keyboards – network ports are “software addresses” that allow computer programs to be specific about where in the target machine the data is to be sent.
If you’re surfing the web with a browser, while simultaneously chatting using an instant messaging application, web data is sent to a different port than the data coming in from the person you’re chatting with.
Post T / Stellwerk simulation series expects data to arrive via a specific port – you can specify which port to use, but by default, port 55386 is used.
Post T / Stellwerk simulations use port 55386 by default for incoming traffic.
Port Forwarding
The router in a typical LAN acts as a gateway between computers in that LAN, and other machines outside of the LAN. Normally, requests for data from outside a LAN are rejected by the router for security purposes.
In order to instruct the router that traffic destined for Post T / Stellwerk simulation should be allowed, port forwarding must be turned on. In simple terms, the router must be told to allow traffic destined for a specific port (in this case, 55386) to be forwarded to your specific IP address.
Consult your router’s manual, or visit PortForward.Com to see if your router is listed. For convenience, sample port forwarding is shown below:
insert imgae here
The simulation strictly uses TCP for all multiplayer traffic. The computer to which data is forwarded is specified by an IP address. It is recommended that your computer’s LAN IP address be static – consult your operating system’s manual to learn how to configure your machine to use a static IP. Refer to the Section "Other Helpful Resources" for some online resources that will help you set up a static IP and port forwarding.
Firewalls
Computers often, and frankly, should, have firewalls installed and configured to provide additional network security. If you are using a firewall on your computer, ensure that the port you are using (typically, 55386) is open. If it is not, you’ll discover that no one will be able to connect to you.
Some firewalls can detect when an application needs a port opened, and will kindly ask your permission to open the port. Consult the manual for your firewall to add an entry.
Starting a MultiPlayer Session
After starting a new simulation, the Dispatcher Center menu item should be visible. (If it is not, enable the MultiPlayer system as explained in Section 2 of this document.) From the Dispatcher Center menu, choose Begin. The following window will be shown: insert image here Your name and the name of your server (Dispatcher Center Name) are filled automatically. In the example, the names have been changed from their defaults.
You may not wish to use your real name, but choose a name for yourself and your server that are unique and descriptive. Your name cannot contain any unusual characters or spaces – think of it as a username. Your server name, however, can contain spaces and punctuation.
Only specify a password if you want to restrict who can access your server. If you specify a password, you will need to give that password to the players with which you want to dispatch.
At the bottom of the window are some advanced options. When running a public server, take care to limit the number of players, as each additional player puts a strain on your network connection and will reduce the quality of the simulation experience for all involved.
There are three tabs in the middle – Dispatcher Center, Local (LAN) Server and Expert Server. Each of these requires some explanation.