[gameprogrammer] Re: TCP/IP Problem: NAT

On Fri, 2004-11-19 at 15:20, Sebastian Beschke 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?

NAT stands for Network Address Translation. Each connection from inside
the LAN has a port address inside the lan and a different one outside
the lan and the NAT converts from one to the other. So, yes, from the
point of view of the game server each user behind the NAT is at the same
IP address but on a different port number. The actual TCP/IP port number
is assigned while the connection is being negotiated.

                Bob Pendleton

> 
> >             Bob Pendleton
> 
> -Sebastian
> 
> 
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