I have been able to reproduce the previously reported behaviour where one successful authenticated client connection after BDS startup causes subsequent LAN console joins to begin working.
Environment:
BDS 1.26.63.1
transport=nethernet
online-mode=true
allow-list=true
Xbox joining through normal LAN discovery
Initial failure: Boat / InitialConnection-145
After each BDS restart, the Xbox can see the server through LAN discovery but cannot join.
I tested using bedboo, an authenticated Bedrock/NetherNet client library. A small client signs in using a Microsoft/Xbox account, connects directly to the BDS on port 19132, reaches Player Spawned, then disconnects.
BDS log then shows:
Player connected Player Spawned Player disconnected
Immediately afterwards, the Xbox can join normally through the LAN-visible server.
Restarting BDS resets the problem, and another successful bedboo connection is required.
I have now automated the process so that after the scheduled BDS restart, the client waits for the server to become healthy, connects once, spawns and disconnects. This has also been proven during an unattended scheduled restart.
This appears to confirm that the first successful authenticated NetherNet client connection changes some server/session state required for subsequent LAN-console joins.
The workaround does not require disabling authentication or the allow-list. Both remain enabled.
I have been able to reproduce the previously reported behaviour where one successful authenticated client connection after BDS startup causes subsequent LAN console joins to begin working.
Environment:
BDS 1.26.63.1
transport=nethernet
online-mode=true
allow-list=true
Xbox joining through normal LAN discovery
Initial failure: Boat / InitialConnection-145
After each BDS restart, the Xbox can see the server through LAN discovery but cannot join.
I tested using bedboo, an authenticated Bedrock/NetherNet client library. A small client signs in using a Microsoft/Xbox account, connects directly to the BDS on port 19132, reaches Player Spawned, then disconnects.
BDS log then shows:
Player connected
Player Spawned
Player disconnected
Immediately afterwards, the Xbox can join normally through the LAN-visible server.
Restarting BDS resets the problem, and another successful bedboo connection is required.
I have now automated the process so that after the scheduled BDS restart, the client waits for the server to become healthy, connects once, spawns and disconnects. This has also been proven during an unattended scheduled restart.
This appears to confirm that the first successful authenticated NetherNet client connection changes some server/session state required for subsequent LAN-console joins.
The workaround does not require disabling authentication or the allow-list. Both remain enabled.