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Networking & Port Forwarding

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Start by proving that the server works locally. Router changes will not fix a game that failed to start or has not finished its initial setup.

Which address should players use?

Player location Address to test
On the server PC Loopback/local connection when the game supports it
Another device on the same network Server PC's LAN address
Outside your network Your public address or the game's supported discovery/join method

Synix's connection information helps identify the selected server's endpoints. A private LAN address is not directly reachable from the internet.

Port types are game-specific

  • Game port: Gameplay traffic; protocol depends on the game.
  • Query port: Server information/discovery when the game supports that query protocol.
  • RCON/admin port: Optional administrative access, not usually required for players to join.
  • App/API port: A game-specific companion or management interface.

Do not assume all game ports are UDP, all administrative services share the same protocol, or every query field represents a real listener. Two different protocol listeners can use the same number; two servers cannot own the same conflicting endpoint.

The Game List shows Synix template defaults, not a universal router-opening checklist. Satisfactory's optional API uses its configured game/API port, and Dune's field labelled query in the catalog represents its RMQ deployment port rather than A2S.

Local checks first

  1. Confirm the game has finished loading and any initial setup is complete.
  2. Check the actual configured port and listening process.
  3. Test joining from the server PC, then another LAN device.
  4. Review the selected server's Readiness and game log.
  5. Resolve Windows Firewall access for the actual game executable and required network profile.

A process being present is not proof that gameplay is ready. A successful local test does not prove that every firewall profile or WAN path is open.

If internet players need direct access

  1. Give the server PC a stable LAN address, usually through your router's DHCP reservation feature.
  2. Use the game's current official dedicated-server instructions to identify required ports and TCP/UDP protocols.
  3. Forward only those necessary endpoints to the server PC's LAN address.
  4. Allow the corresponding game traffic through Windows Firewall on the network profiles you actually use.
  5. Test with someone on a genuinely separate internet connection.

Keep router and RCON/admin credentials private. Do not enable a router DMZ, disable the firewall, or expose every server-management port as a general fix.

Synix does not include a public relay or automatic remote web panel that removes these networking requirements.

Public test fails, but friends can join

A test from inside your network to its own public address may fail because of NAT loopback/hairpinning behavior. Use the LAN address locally and ask an outside player to test public access.

A failed in-PC WAN probe does not by itself prove that your server is inaccessible from the internet.

Port forwarding has no effect

Check for double NAT, another router upstream, or carrier-grade NAT (CGNAT). Compare your router's WAN information with your public address and ask your ISP if inbound connections are supported.

Router forwarding on your own device alone cannot open an ISP-controlled upstream NAT. A suitable public-address service, VPN/tunnel, or hosted solution may be required, but these are external services rather than built-in Synix features.

Player counts and connection tests

Synix uses supported query, TCP/UDP/HTTP, local API, and process checks according to the profile.

A successful low-level connectivity check is not equivalent to authenticated game access. Likewise, a reported count does not guarantee that the server exposes player names.

Some EOS-only or crossplay configurations cannot provide the information these tools need. N/A, a hidden test action, or unavailable Player Management can be intentional. Do not invent developer-only EOS credentials.

Steam server-browser visibility also depends on the game's registration/configuration and Valve's services; there is no guaranteed listing time. Use direct-connect testing and the game's official instructions.

Network Guard

Network Guard watches for unusual bandwidth/resource conditions and accounts for known SteamCMD activity to reduce false warnings.

It is an experimental warning system, not a firewall, traffic filter, or DDoS mitigation service. An alert does not identify an attacker or prove an attack occurred.

See Settings, Languages & Privacy and Troubleshooting & FAQs.

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