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BDS-83

Bedrock Alpha Server for Linux

Ubuntu Server 18.04 LTS

 

Linux Bedrock Dedicated Server Alpha starts when you issue the command "LD_LIBRARY_PATH=. ./bedrock_server" but does not open a port to listen for incoming connections.

NO LOG FILE! - setting up server logging...
NO LOG FILE! - [2018-09-19 15:28:21 INFO] Starting Server
NO LOG FILE! - [2018-09-19 15:28:21 INFO] Version 1.6.1.0
NO LOG FILE! - [2018-09-19 15:28:21 INFO] Level Name: WholeNewWorld
NO LOG FILE! - [2018-09-19 15:28:21 INFO] Game mode: 0 Survival
NO LOG FILE! - [2018-09-19 15:28:21 INFO] Difficulty: 2 NORMAL
NO LOG FILE! - [2018-09-19 15:28:22 INFO] IPv4 supported, port: 19132
NO LOG FILE! - [2018-09-19 15:28:22 INFO] IPv6 not supported
NO LOG FILE! - [2018-09-19 15:28:22 INFO] Listening on IPv6 port: 19133
NO LOG FILE! - [2018-09-19 15:28:22 INFO] Listening on IPv4 port: 19132

root@dc:/bedrock# netstat --tcp --listen --numeric-ports
Active Internet connections (only servers)
Proto Recv-Q Send-Q Local Address Foreign Address State
tcp 0 0 0.0.0.0:25565 0.0.0.0:* LISTEN
tcp 0 0 localhost:53 0.0.0.0:* LISTEN
tcp 0 0 0.0.0.0:22 0.0.0.0:* LISTEN
tcp 0 0 localhost:631 0.0.0.0:* LISTEN
tcp 0 0 localhost:58618 0.0.0.0:* LISTEN
tcp6 0 0 [::]:443 [::]:* LISTEN
tcp6 0 0 localhost:8005 [::]:* LISTEN
tcp6 0 0 [::]:80 [::]:* LISTEN
tcp6 0 0 dc.rowley.local:36885 [::]:* LISTEN
tcp6 0 0 [::]:22 [::]:* LISTEN
root@dc:/bedrock#

Comments 21

Please use the Bedrock Dedicated Server project

Please use the Bedrock Dedicated Server project

Please use the Bedrock Dedicated Server project

This is the BDS Project!

This is the BDS Project!

11 more comments

I do not work for Mojang so can't speak for why they actually switched to using UDP for the Bedrock versions; however, it is often better to use for real-time games as it doesn't get caught up on dropped packets or their sequential order but instead continues with the newest state of the game.
When a packet is dropped with TCP it will essentially "pause" until it has successfully recovered the packet and then processes all backlogged packets in their "proper" order all at once.
Without this restriction, you can process new packets as they come in and if there are occasional important packets you can build a system to detect, re-transmit, and process those at a later time instead should they go missing in transit.
Due to Bedrock being available on mobile platforms (Android/iOS/Nintendo Switch) that are mobile/wireless-only (barring adapters), TCP's handling of dropped packets can make the experience much worse than a properly setup UDP system that can simply ignore them and process out of order.

There are other reasons to use either over the other as well so it just depends on what they were going for.

I do not work for Mojang so can't speak for why they actually switched to using UDP for the Bedrock versions; however, it is often better to use for real-time games as it doesn't get caught up on dropped packets or their sequential order but instead continues with the newest state of the game.
When a packet is dropped with TCP it will essentially "pause" until it has successfully recovered the packet and then processes all backlogged packets in their "proper" order all at once.
Without this restriction, you can process new packets as they come in and if there are occasional important packets you can build a system to detect, re-transmit, and process those at a later time instead should they go missing in transit.
Due to Bedrock being available on mobile platforms (Android/iOS/Nintendo Switch) that are mobile/wireless-only (barring adapters), TCP's handling of dropped packets can make the experience much worse than a properly setup UDP system that can simply ignore them and process out of order.

There are other reasons to use either over the other as well so it just depends on what they were going for.

Please close the issue...was able to connect via UDP on the local network.

Please close the issue...was able to connect via UDP on the local network.

Please close the issue...was able to connect via UDP on the local network.

Scott Rowley

(Unassigned)

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