StormCrow 0 Posted December 16, 2001 I know Unreal Tournament does. This is for those people who have a small LAN behind a router and want to log onto a remote server with a couple of computers. Anybody know? Share this post Link to post Share on other sites
rekrul 7 Posted December 16, 2001 Sure, as long as you don't host multiple servers there. Running multiple servers is possible, but only DS or one hosted. -Rekrul Share this post Link to post Share on other sites
StormCrow 0 Posted December 17, 2001 Rekrul, thanks for your reply but I'm not sure about your answer. I'm not wanting to be the host. I just want to get on All Seeing Eye and find a good server and then log on with both my computers. I have two copies of the game and when I try this, as soon as the second computer logs on, it boots off the first. My cable modem has plenty of bandwidth and everything else works. Share this post Link to post Share on other sites
Mister Frag 0 Posted December 17, 2001 I don't think you can do it if you use NAT/PAT. The reason for this is that the firewall/router would forward all traffic for a certain port to one machine on your local home network. The host on the Internet should have no problem with more than one connection from the same public IP, but that doesn't solve the previous problem. Check out <a href="http://www.practicallynetworked.com/ and" target="_blank">http://www.practicallynetworked.com/ and</a> see if you find anything useful there. Share this post Link to post Share on other sites
tlx 0 Posted December 17, 2001 Mister Frag is right. BIS needs to add client-side port-settings to deal with this issue. Share this post Link to post Share on other sites
BigQEd 0 Posted December 17, 2001 I concur... Mr Frag is correct If you are utilizing a NAT on your cable connection instead of externally routable IPs (you would need to contact your cable provider to obtain more IPs) you can only have one connection to the outside world until BIS solves this issue. Share this post Link to post Share on other sites
rekrul 7 Posted December 17, 2001 No, Mr. Frag is wrong. Unless he has the world's crappiest router this is no problem. This is because when the clients send packets to the router the IP header has both source and destination IP, this is then handled by the router and the information is added to the router's NAT table. I can go into detail about how this works, but I don't see any point. Conclusion: Unless the router sucks, or BIS has made the code anti-NAT wich I can't see why anyone want to, it will work. -Lurker Share this post Link to post Share on other sites
tlx 0 Posted December 17, 2001 Rekrul, don't think so. The problem will be that all clients will send on the same port and the server can't distinguish between the clients if all requests are coming from one source ip and one source port. Share this post Link to post Share on other sites
rekrul 7 Posted December 17, 2001 The source port will be different as the router makes this indiviual for each open connection and according to it's own NAT routing table. (remember that the router repacks/changes the packets (IP header and checksum)). Â However if there's no client ID in the packets (wich I can't see why it shouldn't be) you're in trouble. I can't think of a game that doesn't use client ID so I doubt that BIS don't use it. -Rekrul (Edited by Rekrul at 9:20 pm on Dec. 17, 2001) Share this post Link to post Share on other sites
StormCrow 0 Posted December 17, 2001 I guess my router(linksys befsr41 v.2) is crappy then because i cant connect at the same time to OFP or some other games ive tried. The only way I can do it is to set up DMZ and host on one and join with the other to my own server. When I join a remote server with one computer and then I join with the other, it kicks off the first one. Maybe I dont have something configured right...i dont know Share this post Link to post Share on other sites
rekrul 7 Posted December 17, 2001 Hmmm, no I would rather put my money on BIS nothing having Client ID in their packets since it works with UT. I'll see if I can test it here later and/or set up a packet sniffer and look at the payload if I can analyze it, but don't hold your breath on that one. It's wierd that they wouldn't have a client ID tho, but I guess BIS have to answer why this doesn't work. It's not the router's fault tho, if you run NAT. -Rekrul Share this post Link to post Share on other sites
StormCrow 0 Posted December 18, 2001 According to my router manual UT and some other games work with a NAT but some don't. I am guessing OFP doesn't, but Rekrul if you can figure out a way to make it work would be great. If not I will just have to host all the time. Share this post Link to post Share on other sites
BigQEd 0 Posted December 18, 2001 Some software is able to (re)negiotiate a different client side port with the server. Apparently OFP is not capable of this. Share this post Link to post Share on other sites
rekrul 7 Posted December 18, 2001 BigQEd: Actually when running NAT this is not relevant. When you're running NAT, the client sends a packet to the router (the gateway) with DestIP, DestPort, SourceIP and SourcePort. This packet is then 'repacked' or modified by the router. It changes the SourceIP and SourcePort (as 192.168.x.x or whatever LAN IPs you use are not Global IP adr.) to the router's WAN IP (so the packet is returned correctly). It then stores this in the NAT table. It records this info, so it can see "Oh I got a packet from e.g. 1.2.3.4 on port 12345. That was the packet from 192.168.1.4" it then repacks/modifies the packet and sends it back to the client. For the client it would appear as the router is the OFP server while the OFP server thinks it's talking to the client, not the router. The problem here (if it actually is a problem and not a configuration error on StormCrow's part) is prolly that there is no Client ID in the packets sent to the OFP server wich means that the OFP server use the client's IP adr. as the client ID wich is kinda strange, since it already operates with a client (user) ID in the game itself. This might be done because BIS wants to reduce the size of the packets tho. I can't say for sure so a comment from BIS would be most helpful (hint, hint). -Rekrul Share this post Link to post Share on other sites
BigQEd 0 Posted December 18, 2001 heh... I have to admit... I am so used to using completely routable IP's because I have so many at my disposal I am not as up on NAT as I should be I guess. Rekrul... you are probably correct. However, if NAT works like a proxy which I know it does... I would believe if BIS' software was not able to communicate with several different ports to the client you would have some issues when using it on multiple systems... Share this post Link to post Share on other sites
rekrul 7 Posted December 18, 2001 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from BigQEd on 7:16 pm on Dec. 18, 2001 heh... I have to admit... I am so used to using completely routable IP's because I have so many at my disposal I am not as up on NAT as I should be I guess. Rekrul... you are probably correct. However, if NAT works like a proxy which I know it does... I would believe if BIS' software was not able to communicate with several different ports to the client you would have some issues when using it on multiple systems...<span id='postcolor'> Well it would depend. If it sends back on ports you didn't transmit them on, then yes. Then the NAT would kick in and drop the packets. However if you send out on e.g. 10 diff. ports and the software responds to these same ports, it wouldn't be a problem. I still would like BIS' comment on the issue tho... -Rekrul Share this post Link to post Share on other sites