Comments (1)
This should be resolved when sockets are refactored to actually connect asynchronously.
In the meantime, a workaround to mitigate the issue is to use RenX.Listen to have the game servers connect to Jupiter (instead of Jupiter connecting to the game server), and to then relay the traffic further up to the server list using RenX.Relay.
Note that the issue can resurface using the above workaround if RenX.Relay itself then fails to connect to the upstream server list bot, since that connection also has the same issue with Jupiter's socket implementation using a blocking connect(). This workaround also requires that the bot be hosted on the same IP address as the game server, or that the node hosting the bot proxy traffic to/from the game server, which currently would have to be configured outside of the scope of Jupiter.
from jupiter-bot.
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