nhac
8th Nov 04, 6:55 AM
Hi all,
I'm dead sure this has been covered but I think I need to post it anyway just to affirm to Relic that this bug IS REALLY IRRITATING TO A LOT OF PEOPLE. By now I'm sure some of you have tried playing direct connect games with limited success. Why?
The answer is NAT, Network Address Translation. It's what happens when your router replaces your private (eg 192.168.0.2) address with it's public IP, and lets you access the internet. NAT totally screws up DOW's direct connect games, and to be honest, I have no idea why; I'm guessing it's something to do with the joining players reporting a private IP address to the server in the software, but whatever. Point is, the bug as it appears to me, is that after a NAT'd player joins, no-one else can. So the maximum players sitting behind a router using SNAT is 2, including the one hosting. And, given that most people on some sort of broadband are (or should be) using private IP addresses and a router, this presents a big problem. Especially in the environment that I'm trying to run a server in, which is basically, hosted on a content network at an IX that only has connectivity to the networks of the participants of the multi-lateral peering, and no access to the general internet and hence gamespy.
Is this being acknowledged? I've read the 'how to beat NAT' in the faq.. doesn't work. I, and everyone else I know who've tried to make this go, have failed miserably. The last time I tried it, I couldn't even telnet to port 6112 and get a connection opened. If I, and every person I know are just giant morons and there's some trick to this that was glaringly obvious, by all means tell me to shut up, but if I'm not, should this have at least been mentioned as something that's planned to be fixed? I may not be too flash on my server coding anymore but I don't think this should be too hard to fix.
PLEASE, everyone who has experienced this problem reply or start your own thread, or all jump on me and tell me how to fix it.
I'm dead sure this has been covered but I think I need to post it anyway just to affirm to Relic that this bug IS REALLY IRRITATING TO A LOT OF PEOPLE. By now I'm sure some of you have tried playing direct connect games with limited success. Why?
The answer is NAT, Network Address Translation. It's what happens when your router replaces your private (eg 192.168.0.2) address with it's public IP, and lets you access the internet. NAT totally screws up DOW's direct connect games, and to be honest, I have no idea why; I'm guessing it's something to do with the joining players reporting a private IP address to the server in the software, but whatever. Point is, the bug as it appears to me, is that after a NAT'd player joins, no-one else can. So the maximum players sitting behind a router using SNAT is 2, including the one hosting. And, given that most people on some sort of broadband are (or should be) using private IP addresses and a router, this presents a big problem. Especially in the environment that I'm trying to run a server in, which is basically, hosted on a content network at an IX that only has connectivity to the networks of the participants of the multi-lateral peering, and no access to the general internet and hence gamespy.
Is this being acknowledged? I've read the 'how to beat NAT' in the faq.. doesn't work. I, and everyone else I know who've tried to make this go, have failed miserably. The last time I tried it, I couldn't even telnet to port 6112 and get a connection opened. If I, and every person I know are just giant morons and there's some trick to this that was glaringly obvious, by all means tell me to shut up, but if I'm not, should this have at least been mentioned as something that's planned to be fixed? I may not be too flash on my server coding anymore but I don't think this should be too hard to fix.
PLEASE, everyone who has experienced this problem reply or start your own thread, or all jump on me and tell me how to fix it.