<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Kicked players in lobby (connection) + a few other things]]></title><description><![CDATA[<p dir="auto">Is this known?</p>
<p dir="auto">Connections from kicked players remain active until they click OK themselves.<br />
Only then is the ICE adapter of the kicked player closed and the connections to the players in the lobby disconnected.</p>
<p dir="auto">This is not a visual bug, as the traffic can be traced with Wireshark.</p>
<p dir="auto">Is it possible to automatically close the ICE adapter of the kicked client when the host kicks them?</p>
<p dir="auto"><img src="/assets/uploads/files/1762050210650-lobby111.jpg" alt="lobby111.jpg" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1762050210660-iceadapter2222.jpg" alt="iceadapter2222.jpg" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1762054746781-wireshark3333.jpg" alt="wireshark3333.jpg" class=" img-fluid img-markdown" /><br />
51.38.36.80 is the VPN IP I use.</p>
<p dir="auto">Possible connections or just placebo:<br />
There is a belief that you have to manually kick all observers as the host before starting a game, because if you automatically kick the existing observers (start game (Launch) -&gt; autokick obs), the host will experience a client crash (sometimes).<br />
I've experienced this myself. But the question is whether it's just coincidence or a real bug.</p>
<p dir="auto">If we consider this in relation to the initial topic, connections are only disconnected when the kicked observers close their ForgedAlliance.exe, thereby closing the ice adapter.<br />
And everyone is familiar with the problems that arise in-game when players leave a match in progress, as this often disrupts connections (lag).<br />
Assuming that auto-kicked observers only close the game on their own a few minutes after the game has started (because they are AFK or for other reasons), could this affect the ongoing game and break the connections?<br />
Unless the host crashes at the start of the game <em>cough</em>...</p>
<p dir="auto">Is there an option to prevent observers (all slots are occupied and a player tries to connect but is prevented from doing so -&gt; game is full)?<br />
Is it possible to implement something like this?</p>
<p dir="auto">Thanks again to @Mettler0618 for helping with the testing.<br />
Traffic continued. Only when the game was closed by Mettler0618 did traffic stop:<br />
<img src="/assets/uploads/files/1762054080941-2auto.jpg" alt="2auto.jpg" class=" img-fluid img-markdown" /> <img src="/assets/uploads/files/1762054080949-3iceadapter.jpg" alt="3iceadapter.jpg" class=" img-fluid img-markdown" /></p>
<p dir="auto">Btw: Something else I've noticed since I started using the ICE Adapter Debugger.<br />
The connections displayed in the lobby don't match what the ICE Adapter Debugger shows.<br />
In other words: the debugger shows “Connected,” but in the lobby you see the typical “Connecting...” message for the corresponding player.<br />
I'm going to trust the debugger more than the lobby display.<br />
But the host can't start the game here.<br />
So: Not really connected or a bug in the lobby server (which has outdated connection data?) and therefore won't let the game start?</p>
]]></description><link>https://forum.faforever.com/topic/9616/kicked-players-in-lobby-connection-a-few-other-things</link><generator>RSS for Node</generator><lastBuildDate>Fri, 05 Jun 2026 12:42:12 GMT</lastBuildDate><atom:link href="https://forum.faforever.com/topic/9616.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 02 Nov 2025 03:43:46 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Kicked players in lobby (connection) + a few other things on Sun, 02 Nov 2025 17:03:08 GMT]]></title><description><![CDATA[<p dir="auto">Looks like you did your homework! One of the devs will have to taker a look.</p>
]]></description><link>https://forum.faforever.com/post/70052</link><guid isPermaLink="true">https://forum.faforever.com/post/70052</guid><dc:creator><![CDATA[IndexLibrorum]]></dc:creator><pubDate>Sun, 02 Nov 2025 17:03:08 GMT</pubDate></item><item><title><![CDATA[Reply to Kicked players in lobby (connection) + a few other things on Sun, 02 Nov 2025 15:05:50 GMT]]></title><description><![CDATA[<p dir="auto">said in <a href="/post/70045">Kicked players in lobby (connection) + a few other things</a>:</p>
<blockquote>
<p dir="auto">Btw: Something else I've noticed since I started using the ICE Adapter Debugger.<br />
The connections displayed in the lobby don't match what the ICE Adapter Debugger shows.<br />
In other words: the debugger shows “Connected,” but in the lobby you see the typical “Connecting...” message for the corresponding player.<br />
I'm going to trust the debugger more than the lobby display.<br />
But the host can't start the game here.<br />
So: Not really connected or a bug in the lobby server (which has outdated connection data?) and therefore won't let the game start?</p>
</blockquote>
<p dir="auto"><img src="/assets/uploads/files/1762095754485-1223424connecting.jpg" alt="1223424Connecting.jpg" class=" img-fluid img-markdown" /></p>
<p dir="auto">This seems to be the case when there are local and remote relay connections.</p>
]]></description><link>https://forum.faforever.com/post/70049</link><guid isPermaLink="true">https://forum.faforever.com/post/70049</guid><dc:creator><![CDATA[Sturmgewehr]]></dc:creator><pubDate>Sun, 02 Nov 2025 15:05:50 GMT</pubDate></item></channel></rss>