[gameprogrammer] Re: TCP/IP Problem: NAT

To expound on Trey's possibly cryptic statement... Counterstrike is a 
client server model.  The client opens the connection to the server, and 
they can communicate just fine over that connection.

I assume the NAT assigns a port for that computer for that connection, or 
something similar.

Peer to peer games have horrendous problems with NAT (as evidenced in 
current Dawn of War multiplayer) since other players will attempt to 
connect to machines behind the NAT.  Port forwarding can open access to one 
machine, but when you have two people playing behind the NAT, things don't 
work as well.  I believe games like Starcraft would have this problem with 
NAT as well, but I don't have any personal experience with that.



At 03:59 PM 11/19/2004, you wrote:
>outgoing connections are fine.
>
>At 10:20 PM 11/19/2004 +0100, you wrote:
> >Hi,
> >
> >Bob Pendleton wrote:
> > >
> > > This problem has no solution. NAT is designed to hide all the boxes on
> > > one side of the box behind a single IP address. The result is that they
> > > cannot be addressed from the other side of the box. NATs can be
> > > configured to send requests for specific ports to specific machines
> > > behind the NAT. That is handy for hiding servers behind a NAT and for
> > > redirecting traffic to different servers. But, it is not a solution to
> > > your problem.
> >
> >Just out of interest: At a lan party, a couple of friends managed to all
> >join a counterstrike server and play online - from behind the same NAT.
> >How does the game manage this if the NAT only forwards to a single
> >computer inside the LAN? Does every player get his own random port number?
> >
> > >               Bob Pendleton
> >
> >-Sebastian
> >
> >
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