Port forwarding and SIP

Port forwarding and SIP

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Can you host?

Yes
14
56%
No, and it makes me very unhappy!
11
44%
 
Total votes: 25

10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Port forwarding and SIP

Post by 10053r »

I think we can all agree that one of the biggest problems that faces Spring right now is the issues with port forwarding and NATs. Many times I will wait online for a game at odd hours of the day, and there will be no games going. However, as soon as someone puts a game up, it quickly fills. This tells me that less than 25% of our population (given a game size of 4) has the connection neccesary to host a game.

For example, my ISP has me double NATed, so I have 0 chance of hosting. However, my VOIP phone has no problem receiving phone calls. This confused me, until I found out about a protocol called SIP. Basically this sets up auto port forwarding to make miniservers like Spring and VOIP phones "just work".

Has anyone with more skill than me investigated this, and if not, could they? I would love you lots, as you would save me the US$40 per month I would need to pay to get a real IP address. I'm sure lots of other users would love you for similar reasons...
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

.
.
.
I have a firewall box connected to my DSL. The connections
come of the back of my SWE box. I have a small miniPC with
3 nic cards in it. I have small firewall solution running on it.
Its called Smoothwall. Its linux based and it protects my
network on my side. Thats what I'm using I have no problems
setting up games or joining any. For more details about
Smoothwall .. http://www.smoothwall.org

I think the people with Linksys type routers need to setup
the DMZ on the router device. You need to setup rules so
that packet data is send to the proper IP that you setup
has your DMZ. Also, don't forget to setup it to UDP for
the game data. [/url]
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Smoothwall does rock, however, my dads upgraded to a hardwere firewall... Lots of games dont like it and it offten wont let IP's through that you tell it it. it sux.

i have to admit I cant join a game let alone host one.

aGorm
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

The issue is only partly for those who can't figure out how to configure their router. The bigger issue is for people who don't have permission to configure the necessary routers (such as double NATed people). So buying a random hardware firewall won't help those people.
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

I'm behind a Linksys router/firewall, and with port forwarding set up correctly I can host. Funnily enough, when I use the "test" function in the lobby, it tells me "failed", and that I won't be able to host with these settings, but actually I hosted several games with no problems.
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genblood
Posts: 862
Joined: 19 Jan 2005, 03:37

Post by genblood »

.


. I'm not being a trouble make 10053r ...


What do you mean about double nat ..ing ..?

You mean your ISP is using private addresses then converting
to real addresses?

More detail please ...
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

Yes. I mean that my ISP is not giving my router a real (public) IP address. But this isn't about 1053r's personal crappy DSL connection. This is about a technology that can potentially make Spring more available to the people who want to play it. The fact that I personally suffer from the problem which affects much of the community (judging by the quickness with which open games fill, and the lack of game availability) just makes me more interested in it.

So SY or Buggi or Ace07, could one of you investigate whether SIP can solve this problem? Please?
HiEnergy
Posts: 16
Joined: 22 Jun 2005, 20:01

Post by HiEnergy »

For me hosting games works fine. I'm on DSL and my ISP gives me a dynamic "real" address. I'm using a router/firewall running OpenBSD and added a port forwarding rule to its rulebase. Runs like a charm.
Place the following among your redirect rules in /etc/pf.conf and you're lucky:

rdr pass on $ext_if proto {tcp,udp} to ($ext_if) port 8452 -> $ta_spring_client_ip port 8452
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

I'm behind a router and i had a hard time before i could make it forward all connections to my «server»...

That's because my router has in it's configuration "Static Routing" that should be it, but it isn't, has a section for "Local Server" that is also not it and it should, then, we have to make the changes, then save them, then "Apply" them. It took me a while to manage how to do it.

Weirdly enough, i managed to configure it under the section "DMZ Software" when it also has "DMZ Hardware"...
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

Sorry if I am heading into flame territory, but I don't want this thread hijacked. This thread is not about how to configure a router. It is not about how you configured your router. It is not about anyone's personal experiences with routers and port forwarding.

What this thread IS about is SIP and making it so that people who are behind firewalls and routers can host games transparently or at all. If you have something to say about SIP, and why it would or would not work, and how hard you think it would be to implement, please post. If you have ever touched Spring's code, please post. Otherwise, please leave this thread alone, and go to the Help section.

Ace07, Buggi, SJ? Someone with something meaningful to say about SIP?
Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

Post by Fnordia »

If I'm not horribly mistaken, sip is a protocol used for the actual voip stuff, but the voip device uses upnp to set up the nat traversal stuff.

Anyway, that's just a technicality. So about implementing upnp support, I know there is a libupnp for linux, but not sure on windows. But it's probably available on newer windows versions. So this might be a good idea for the next lobby version. I don't personally have an upnp capable gateway though so it would be hard to test. Perhaps anyone else is willing? :)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Also it was advised for security reasons, that the UpNp service be disabled on all post windows 2000 OS's.
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

Also it was advised for security reasons, that the UpNp service be disabled on all post windows 2000 OS's.
From http://www.microsoft.com/windowsxp/usin ... uly22.mspx
NAT Traversal Technology

NAT traversal technology allows network applications to detect that they are behind a UPnP-enabled NAT device. Then the applications can learn the shared, globally-routable IP address, and configure port mappings to forward packets from the external port of the NAT to the internal port used by the application├óÔé¼ÔÇØand all automatically so the user doesn't have to manually configure port mappings or other such rigmarole. NAT traversal allows network devices or peer-to-peer applications to traverse a NAT gateway by dynamically opening and closings ports for communication with outside services.
and ...
UPnP Security Concerns

UPnP technology has been adopted by a wide range of device vendors due to its simplicity and adherence to open standards. The initial implementation of UPnP technology in Windows XP, however, had some security vulnerabilities, which an attacker could have used to slow the operation of your PC or, under very rare circumstances, obtain elevated privileges on your system. However, none of these issues would surface if you install a firewall on Windows XP. Windows XP, in fact, ships with the Internet Connection Firewall (ICF), which is installed by default on your Internet connection, thereby protecting you from attackers on the Internet. The security vulnerabilities found have since been fixed. Microsoft Security Bulletin MS01-059 discusses these issues and provides links to more information in Knowledge Base articles and to the patch download.

Note that if you've been faithfully using Windows Update, you will have been notified of the vulnerability and been offered the patch back in December.
It looks like this is EXACTLY what we need. And it looks like it is not disabled by default. I'm private messaging Ace07. He's building the new lobby, right?
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I think coryrc is the one more involved with the networking side of things.
coryrc
Posts: 81
Joined: 01 May 2005, 23:09

Post by coryrc »

Alantai Firestar wrote:I think coryrc is the one more involved with the networking side of things.
This still wouldn't solve the original poster's problem; however, it's still a good idea. I'll look into it.
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Ace07
Posts: 348
Joined: 21 Apr 2005, 20:46

Post by Ace07 »

coryrc wrote:
Alantai Firestar wrote:I think coryrc is the one more involved with the networking side of things.
This still wouldn't solve the original poster's problem; however, it's still a good idea. I'll look into it.
Yes, I like the idea of UPnP because it makes everything so easy. People don't have to know how to configure routers to host games!

However, UPnP probably doesn't have a platform-independent implimentation yet. Coryrc will find one if it exists though. =)
10053r
Posts: 297
Joined: 28 Feb 2005, 19:19

Post by 10053r »

http://www.kamiak.com/sdk.html#UseWinAPI
The Linux SDK for UPnP Devices is an open source project that allows one to build control points and devices that implement the Universal Plug and Play protocols. We've ported the SDK to Microsoft Windows, and released a patch.
Here you go. Please build! I can;t wait to actually host games!
coryrc
Posts: 81
Joined: 01 May 2005, 23:09

Post by coryrc »

10053r wrote:Here you go. Please build! I can;t wait to actually host games!
but you still wouldn't be able to change the ISP's NAT...
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