Remove nat traversal
Moderator: Moderators
Remove nat traversal
Please just get rid of it. It doesn't always work and people use it rather than figure out how to forward port and open holes in the firewall. Chances are most people who use it can in fact forward ports they just can't figure out how. some people may be using it with the port forwarded. Also please provide a description of how the traversal methods actually work. Thanks.
also, I notice when even playing in single play mode it uses network. Please get rid of this and have direct for single player. It's rediculous that I get sync errors when playing in single player if I get lag as well as iverflow errors.
Further more, missing texture messages arn't sent to infolog or whatever it is, this is annoying. Please have everything go to info log. Sync errors need to be recoverable.
Is it possible to see unit limit in battle? Need to be able to change it in battle if possible, or have per play so if on does .take and it's set to 500 that person gets 1000 or changable in battle by host.
Also, you can fly of the edge of the map in fps, annoying because aa can't hit you. Also units keep getting stuck in walls and under buildings. And path finding is messed up with buildings. Also, stealth planes keep getting stuck in space really high and can't be killed, units fire stright up in a mad frenzy.
The game also tends to randomly crash with no message at all, please add a closed for x reason feature. These things in particular are driving me nuts.
also, I notice when even playing in single play mode it uses network. Please get rid of this and have direct for single player. It's rediculous that I get sync errors when playing in single player if I get lag as well as iverflow errors.
Further more, missing texture messages arn't sent to infolog or whatever it is, this is annoying. Please have everything go to info log. Sync errors need to be recoverable.
Is it possible to see unit limit in battle? Need to be able to change it in battle if possible, or have per play so if on does .take and it's set to 500 that person gets 1000 or changable in battle by host.
Also, you can fly of the edge of the map in fps, annoying because aa can't hit you. Also units keep getting stuck in walls and under buildings. And path finding is messed up with buildings. Also, stealth planes keep getting stuck in space really high and can't be killed, units fire stright up in a mad frenzy.
The game also tends to randomly crash with no message at all, please add a closed for x reason feature. These things in particular are driving me nuts.
Re: Remove nat traversal
1) You are wrong. The game does not use the network in single play mode.Orakio wrote:also, I notice when even playing in single play mode it uses network. Please get rid of this and have direct for single player. It's rediculous that I get sync errors when playing in single player if I get lag as well as iverflow errors.
2) You didn't get sync errors. You got delayed sync messages.
"my modem is borked yap yap yap" well then take it back under warrenty.
Single player does produce sync delays that is does not recover from even if the lag that caused them was temporary. Then is gets errors about a socket overflow which I'm pretty sure wouldn't happen if it didn't use network.
It says in the changes file that you should use port forwarding. The chanced are your modem isn't broken you just don't know how to do it ir have messed something up yourself. Go buy a new modem. If you get port forward that's a serious deficiency. I could understand a tiny number of people using nat traversal, occasionally you may get a situation that requires it, but judging by the number of people using it it is clear that people are using it because they can't figure out how to port forward. I can't connect to people using NAT traversal. I use NAT myself and have no problems and don't have to use NAT traversal.
Single player does produce sync delays that is does not recover from even if the lag that caused them was temporary. Then is gets errors about a socket overflow which I'm pretty sure wouldn't happen if it didn't use network.
It says in the changes file that you should use port forwarding. The chanced are your modem isn't broken you just don't know how to do it ir have messed something up yourself. Go buy a new modem. If you get port forward that's a serious deficiency. I could understand a tiny number of people using nat traversal, occasionally you may get a situation that requires it, but judging by the number of people using it it is clear that people are using it because they can't figure out how to port forward. I can't connect to people using NAT traversal. I use NAT myself and have no problems and don't have to use NAT traversal.
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- Spring Developer
- Posts: 374
- Joined: 14 Mar 2005, 12:32
Sigh, why won't people listen to Tobi?
In singleplayer Spring does not send any data to the outside world. It does use its internal network protocol to send orders from the client to the internal server.
You are probably using an AI that is sending massive amounts of commands, causing Spring's internal server to overflow.
So don't blaim NAT traversal or your modem or whatever, just get an updated AI :).
In singleplayer Spring does not send any data to the outside world. It does use its internal network protocol to send orders from the client to the internal server.
You are probably using an AI that is sending massive amounts of commands, causing Spring's internal server to overflow.
So don't blaim NAT traversal or your modem or whatever, just get an updated AI :).
- unpossible
- Posts: 871
- Joined: 10 May 2005, 19:24
Re: Remove nat traversal
how come xp sp2 security centre/nazi detects it trying to access network (even if it doesn't actually use it)?Tobi wrote:1) You are wrong. The game does not use the network in single play mode.Orakio wrote:also, I notice when even playing in single play mode it uses network. Please get rid of this and have direct for single player. It's rediculous that I get sync errors when playing in single player if I get lag as well as iverflow errors.
2) You didn't get sync errors. You got delayed sync messages.
Well it clearly uses some network when it shouln't need too. If the ai is sending loads of data it should just slow the game down not produce a load of errors. And I am using springSP.
Also I don't really understand, there's always someone somewhere willing to help people port map. I usually help people if they ask and trust me.
Also I don't really understand, there's always someone somewhere willing to help people port map. I usually help people if they ask and trust me.
Last edited by Orakio on 10 Sep 2006, 13:36, edited 1 time in total.
It does not.
Clearly you include local buffers in your definition of networking, but I don't.
It is a known bug that spring can overflow some local buffers.
It is NOT true spring uses the network (as defined by the functionality the OS provides to pass around data between local/remote sockets).
Clearly you include local buffers in your definition of networking, but I don't.
It is a known bug that spring can overflow some local buffers.
It is NOT true spring uses the network (as defined by the functionality the OS provides to pass around data between local/remote sockets).
EDIT:Tobi wrote:It always binds a socket
and here is the proof it does not send over the network:
Code: Select all
$ netstat -s -u
Udp:
1897 packets received
4 packets to unknown port received.
0 packet receive errors
1904 packets sent
$ game/spring
using read-write data directory: /home/tobi/wd/taspring/trunk/game/
using read-only data directory: /home/tobi/wd/taspring/trunk/taspring-linux-data-0.72b1/
WARNING: can not access data directory: /usr/local/games/taspring/
WARNING: trying to create directory: /usr/local/games/taspring ... Permission denied
rts/System/Platform/Linux/SoLib.cpp:39: SoLib::FindAddress: /home/tobi/wd/taspring/trunk/game/AI/Helper-libs/build.so: undefined symbol: GetGroupAiVersion
$ netstat -s -u
Udp:
1897 packets received
4 packets to unknown port received.
0 packet receive errors
1904 packets sent
$
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- Posts: 501
- Joined: 18 May 2006, 21:19
Re: Remove nat traversal
Orakio wrote:Please just get rid of it. It doesn't always work and people use it rather than figure out how to forward port and open holes in the firewall.
Lets get rid of groupAI's too, nobody uses them!
1: I know it doesn't go over the network in single player, but it still uses network resources.
2: It crashes for no reason with no ai.
3: If you're dad is being paranoid blackmail him. Tell him you'll tell the police that he's smoking pot, or that he touches you if he doesn't forward the port.
On a more serious note, as I use NAT, I don't see why it can't just be set to reverse direction for those with a port forwarded. It might also be easier to debug/fix if there was a description of each method somewhere.
Since I have udp 4672 forwarded I don't see why for those with no port forwarded it can't just send this to them to have the server connect to the client.
2: It crashes for no reason with no ai.
3: If you're dad is being paranoid blackmail him. Tell him you'll tell the police that he's smoking pot, or that he touches you if he doesn't forward the port.
On a more serious note, as I use NAT, I don't see why it can't just be set to reverse direction for those with a port forwarded. It might also be easier to debug/fix if there was a description of each method somewhere.
Since I have udp 4672 forwarded I don't see why for those with no port forwarded it can't just send this to them to have the server connect to the client.