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DARK
PAWNS

A Multi-User DungeonEST. 1994

Players can't connect

Find whether a connection failure comes from the world, the listening address, a firewall, or the client, then choose the next check.

Use this page when a player can't reach a running Dark Pawns server. Start with the address and port the server actually reports, then check the path from the player's network.

The operations log with synthetic warning and error entries from the local preview.

Why it happens: The host may be offline, the listener may be bound to loopback, or a firewall or router may block the port.

Fix it:

  1. On the server machine, open http://127.0.0.1:4350/health in a browser, replacing 4350 with the configured HTTP port. A response confirms the local HTTP listener answers.
  2. For telnet, run telnet 127.0.0.1 7777 from the server machine, replacing 7777 with the configured telnet port. A game prompt confirms that local listener answers.
  3. Check the listener's bind address in Staff tools → Configuration. A loopback-only bind accepts connections from the server machine, not remote players.
  4. If public access is intended, first choose the listener and interface you mean to expose. Then follow Portable hosting and adoption to configure the host firewall and router for that listener.

The web client opens, but can't reach the game

Section titled “The web client opens, but can't reach the game”

Why it happens: The HTTP page is available while the game's web socket or its configured origin is unreachable.

Fix it:

  1. Open http://127.0.0.1:4350/health on the server machine, replacing 4350 with the configured HTTP port.
  2. If the health check answers, open the web client from that same address and try again.
  3. Check browser origins in Staff tools → Configuration if the web client is hosted at a different address.
  4. Check the server log for a listener or connection error.

Why it happens: Telnet may be disabled, bound to loopback, or configured on a different port.

Fix it:

  1. Read the telnet listener status in Staff tools → Configuration.
  2. Give the player the configured telnet address and port.
  3. If TLS telnet is enabled, give the player its TLS port and a client that supports it.

Why it happens: The listener accepted the connection, but the game may have rejected the login or stopped during startup.

Fix it:

  1. Check the server log and current process status.
  2. Ask the player which client they used and what appeared before disconnect.
  3. Compare the attempt time with the server log.