networking with the Monk
Published on January 31, 2008 By the_Monk In Technical

I have already posted this information to several other forums including the World in Conflict forums where it has received much attention and helped many people with posts such as "I can't connect to servers" , "I can't see all the servers" , "my friends can't see/connect to my server" etc. I have decided to post it again and hopefully it'll be made into a sticky!

I work in IT (design complex NAT/network structures for coporate clients) so that's how I know what I'm talking about. Second, I've had my server the Monk's [PROVING GROUNDS] running a dedicated server for most multiplayer games released since HW1/Operation Flashpoint, so anyone with game hosting issues, ask away! NAT and the misconceptions/inability to configure it are the single largest cause for people not being able to see/connect to/host internet servers today!

 

A quick lesson on NAT:

NAT (Strict) - Port AND Address-restricted NAT (the router/firewall insists that the packet return from both the same IP Address AND Port the packet was originally sent out to)

NAT (Moderate) - Port-restricted NAT (the router/firewall insists that the packet return from the same Port the packet was originally sent out to but doesn't care if the IP Address isn't the same)

NAT (OPEN) - Port AND Address independent NAT (the router/firewall doesn't care which Port OR IP Address the return packet comes from and simply forwards the data packet on to the internal IP you will have specified in your "port-forwarding") Obviously OPEN-NAT is the least secure and also by extension the most flexible for hosting/connecting-to games.

MOST games will work having TCP set to STRICT and UDP set to MODERATE. ALL games will work setting both TCP and UDP NAT filtering to OPEN. (your routers may or may not even let you modify NAT filtering, many SOHO routers do not!) I have "real" routers/firewalls (very expensive also ) so I have granular control over many things that many SOHO routers don't even reference such as the above.

If your router DOES allow NAT control then my suggestions above willwork! Plain and simple. NAT, when not implemented with any sort of controls (like on many SOHO routers, and crappy retail anti-malware/firewall software) is the single biggest reason for sour gamers!

Happy gaming/hosting, monk out!

xfire: the1monk

 

EDIT: here is a link a "networking guide for the gamer" I wrote which may also come in handy the "[url=http://www.themonk.ca/Monk/Networking_for_the_Gamer_by_the_Monk.pdf]Networking for the Gamer[/url]" guide I compiled of all the "generic" networking information I posted to various forums.

EDIT:

Here is the link to my SINS-specific guide "Networking and SINS" (version 1.0 written Feb 14/2008) which contains all information necessary in order to play/host SINS!

http://themonk.ca/Monk/Networking_and_Sins_by_the_Monk.pdf


Comments (Page 2)
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on Feb 05, 2008
Hi Everyone,

I had problem playing Sins in multuplayer cause my Norton '08 saw it as a risk so I had to go in n give it permission to run over the internet. Just n FYI.


Sirz
on Feb 05, 2008
Very nice guide monk. As always
on Feb 05, 2008
Very nice guide monk. As always



You know me    always ready to help.


Speaking of, here's the information for my own private TeamSpeak server that will be online and available to the public everytime I'm also hosting a SINS game!

IP: 24.78.232.135
port: 8788

login: your username (make sure the bullet is in "anonymous")
p/w: temp

This is my own TS Server (the clan TS is online 24/7) so its not online all of the time. I will have it up whenever I'm hosting (anyone feel free to login) and whenever anyone needs help with networking issues.   

the Monk
on Feb 05, 2008
monk, gotta say this again. You rock! Thanks for hosting the games even when you couldn't play.
on Feb 06, 2008
monk, gotta say this again. You rock! Thanks for hosting the games even when you couldn't play.



Anytime.    If you see me online I'll always be up for hosting. I'll also run a TeamSpeak server next time so that anyone in-game on my server can also be using voice-chat.

contact me via xfire to coordinate future games if you want.

xfire: the1monk


on Feb 06, 2008
Thanks for the help monk. Our stats are showing that a lot of people aren't able to host due to router or firewall setup problems. Any ideas on making it easier for everyone?
on Feb 06, 2008

Now that I've had the opportuninty to host a few games for community members I have been able to de-generalize (is that even a word? hehe) some of my networking information.

Here is all pertinent network-config related information for SINS as I see it.

1. I have seen no evidence that both TCP and UDP port 6112 need to be forwarded to your PC's IP address. All of my testing indicates that forwarding TCP port 6112 to your PC's IP is sufficient.

2. I have also seen TCP port 6000 "listening" for traffic on my host (I'm assuming this is the connection to IronClad Online) so it wouldn't hurt to forward that port to your PC's IP as well.

3. MAKE SURE that any/all security software (that means all firewalls, anti-virus, anti-spam, privacy-protection, internet-monitors, etc.) is set with the proper "exceptions" for SINS or if you don't know how to do that properly then disable it completely. I speak from experience when I say that as long as you're behind a router and not in the DMZ your security software is actually only protecting you from yourself.

**Important** Anyone currently a high-speed internet subscriber and not behind a router is doing themselves and their computer system as huge diservice period.

If I told you that I was going to leave all of my windows and doors unlocked and wide open but that I'd have my burglar alarm on (so I'm safe) and would vacuum the house everyday to clean up the daily dust & debris you'd look at me like I'm crazy! Well....that's how I look at anyone who doesn't see the need for a router....   

4. I can absolutely confirm that the Windows Firewall is in no way blocking SINS. I have hosted ALL of the games that I've hosted from behind a properly configured and running Windows Firewall.


To re-cap:

Ports that need forwarding for SINS (client&host):

TCP 6112 < --- port the game.exe listens on
TCP 6000 < --- port I'm assuming IronClad Online uses

the above ports will need to be forwarded through any network device hardware (router) you have between your computer and the internet as well as allowed connection through any software firewall along the same path.

Having said all of the above. There is still the issue of NAT. What I mean by that is. How "seriously" your router/firewall takes NAT (its job). The best (most pc-user-friendly) explanation I can give on NAT-filtering etc. I've already presented in my first post in this thread as well as in the "easy-to-read" guide linked from this thread. Should anyone however have any more in-depth questions I'll be glad to invite you onto my TeamSpeak server so I can talk you through your issues. For the TS server information please contact my via xfire (the1monk).

Thank you,

now I'm off to bed..  

the Monk 
on Feb 06, 2008
I remember HW2 had this issue much worse when it was first released. I wish i knew what they did to help fix the firewall/router ect issue. Must say this was mild compaired to ver 1.0 lol i think bout 3 or 4 could host at the time but i digress. The other problem becomes is how the other persons side is configured. HW2 could only take 1 person that wasnt right then any one else that had issues couldnt join.
on Feb 06, 2008
I remember HW2 had this issue much worse when it was first released. I wish i knew what they did to help fix the firewall/router ect issue. Must say this was mild compaired to ver 1.0 lol i think bout 3 or 4 could host at the time but i digress. The other problem becomes is how the other persons side is configured. HW2 could only take 1 person that wasnt right then any one else that had issues couldnt join.


That's what I mean when I say "NAT-filtering" and how seriously your routers/firewalls are taking their job of NAT-ing.

Please give my guide a read and I'm sure it'll make sense. What many games end-up doing is "encapsulating" their game-traffic (sort of like ssl-tunnels work) which gets the traffic past the "offending" router.

Okay, now I really am off to bed....... or I won't be going to that shareholders meeting tomorrow...  
on Feb 06, 2008
Yup, I'm having a terrible time connecting too. I can get to the lobby (a room in the 90's usu) and see dozens of people sitting there, but only 2 games in the join list, both of which have been looking for people for the last half hour. Seems I am not the only one with issues.

When I try and host a game I get that popup saying there is something wrong with my router/firewall settings and most people will not be able to join.

I've disabled my Norton, set Windows Firewall to allow Sins + ports 6112 and 6000 for both TCP and UDP, gone into my router and set 6000 and 6112 to forwarding and made sure UPNP was turned on. Still no go.

I really hope there is something the ICO guys can figure out soon, multiplayer is a huge draw to this game (especially since the single player mode is so atypical). And as much as I want to play I am not going to download third party programs to alter my ini and services to do so.
on Feb 06, 2008
Yup, I'm having a terrible time connecting too. I can get to the lobby (a room in the 90's usu) and see dozens of people sitting there, but only 2 games in the join list, both of which have been looking for people for the last half hour. Seems I am not the only one with issues.

When I try and host a game I get that popup saying there is something wrong with my router/firewall settings and most people will not be able to join.

I've disabled my Norton, set Windows Firewall to allow Sins + ports 6112 and 6000 for both TCP and UDP, gone into my router and set 6000 and 6112 to forwarding and made sure UPNP was turned on. Still no go.

I really hope there is something the ICO guys can figure out soon, multiplayer is a huge draw to this game (especially since the single player mode is so atypical). And as much as I want to play I am not going to download third party programs to alter my ini and services to do so.



I'm in the exact same situation.
on Feb 06, 2008
Well the trick is .. You somtimes have to be RUNNING the isntaled firewall for games to work .. (remember one time spending half of lan party trying to figure out whats wrong with on PC not connecting to others)

but I'm still having the same problem as above... no firewall TCP UDP 6000-6120 port range forwarded ... Battlenet (warcraft 3) Works great (can host and all)
Civ4 also.
SoaSE gives me firewall nonsence (refused by host when joining and Warning message then trying to Host)
running Vista 64
on Feb 06, 2008
I'm getting so irritated. I am having the same problems. I've tried configuring my router and I get the same nonsense.
on Feb 06, 2008
uTorrent says ports 6000 6112 6101(I set as game port) are open when I test them.
.. anyway I SHOULD be able to atleast JOIN the games even if im behind a firewall
on Feb 06, 2008

@ EVERYONE - IMPORTANT

I have seen that message from IronClad "...Most people will not be able to join your game...." everytime I've hosted since the first 2 or three games I hosted (and I haven't changed anything on my end). The games I host are still able to be joined by EVERYONE and everything works like a charm! What this means is, that IronClad have intruduced a "connection checking" method on their end which takes into consideration WAN ping, IDENT (maybe), open ports, etc. If you fail even one of those, their message pops up. While ping and ident are an easy way to see if a host is online or not, they're not required at all for the actual "connection process".

To re-cap, seeing that message from IronClad doesn't at all mean that it won't work. Ever since they setup their "connection-testing" I've been getting that message as well. I don't allow WAN ping or IDENT so I'm assuming that's why my setup "fails". In any case, I am able (and have many times now) to HOST without any issues whatsoever!   

the Monk
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