I know what IP spoofing is, but the problem seems to be that your server assigns you an internet IP instead of your local IP (e.g. 192.168.x.y). It always assigns local IP for me. Try this: let the host be from a LAN computer that is NOT running the server. This might help, as server tries to resolve 127.0.0.1 (localhost) to outside IP, which seems to be internet IP in your case (and 192.168... in my case). Tell me if it helps.
I don't understand what you mean by having one PC run the server and another one be the host. Do you mean have a different pc start the lobby room and the other serve the game when it starts?
When I said server or host I meant the same thing. My writing skills suck, lol.
Since I cant explain things well, I will just play out two scenarios. My setup with spoofing on and spoofing off.
Scenario 1 - Spoofing protection OFF
My firewall has the IP address 12.241.193.87 which is gets from my ISP.
My firewall has port 8452 forwarded to IP address 192.168.0.101
LAN PC 1 gets IP address 192.168.0.101 from the firewall.
LAN PC 2 gets IP address 192.168.0.102 from the firewall.
LAN PC 1 loads TASClient and opens a battleroom.
The TAS server that LAN PC 1 connects to sees that LAN PC 1 has the IP address 12.241.193.87 because of the firewall's Network Address Translation.
LAN PC 2 joins the battleroom.
The game is launched.
LAN PC 2 is told by TASClient that the game server, LAN PC 1, has the IP address 12.241.193.87.
LAN PC 2 attempts to connect the 12.241.193.87. Since the address is not on LAN PC 2's network determined by its netmask (255.255.255.0) it sends the packets to its gateway, the firewall.
The firewall reads the packets as from 192.168.0.102 determines they go to the firewall's Internet IP address. The router also reads the recievers port number as 8452 and knows to forward the packets to 192.168.0.101.
LAN PC 1 recieves the packets and is able to make the connection.
The game starts and everything is great.
Scenario 2 - Spoofing protection ON
My firewall has the IP address 12.241.193.87 which is gets from my ISP.
My firewall has port 8452 forwarded to IP address 192.168.0.101
LAN PC 1 gets IP address 192.168.0.101 from the firewall.
LAN PC 2 gets IP address 192.168.0.102 from the firewall.
LAN PC 1 loads TASClient and opens a battleroom.
The TAS server that LAN PC 1 connects to sees that LAN PC 1 has the IP address 12.241.193.87 because of the firewall's Network Address Translation.
LAN PC 2 joins the battleroom.
The game is launched.
LAN PC 2 is told by TASClient that the game server, LAN PC 1, has the IP address 12.241.193.87.
LAN PC 2 attempts to connect the 12.241.193.87. Since the address is not on LAN PC 2's network determined by its netmask (255.255.255.0) it sends the packets to its gateway, the firewall.
The firewall reads the packets as from 192.168.0.102 determines they go to the firewall's Internet IP address. The router also reads the recievers port number as 8452 and knows to forward the packets to 192.168.0.101. The firewall decides that since the packets are originating from the LAN network, 192.168.0.0, and are sent to the firewall's Internet IP address, that the packets may be part of an IP spoof attack and does not forward them.
LAN PC 1 does NOT recieve the packets and is UNable to make the connection.
The game times out and the players are returned to the battleroom.
Now, Betalord, you are the admin of the TAS servers, right? If the server you connect to is running on your network, you WILL NOT have a problem with spoofing protection enabled. The scenario will play out differently, because the server will get your computer's (192.168.0.0) IP address and that is the IP address it will give to the other LAN players. They WILL NOT send the packets to the firewall to be rejected. The packets go right to your LAN game server.
If you add the box to the TASClient to enter an alernate server IP address in. LAN PC 2 would never send the packets to the firewall to be rejected, it would instead send them directly to LAN PC 2, fixing my problem.
I hope this clarifies what I am saying.