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Go Back   The Unreal Admins Page > Forums > Unreal Admins > Unreal Tournament 2003/2004 > UT2003/4 Server - Windows Specific

 
 
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Unread 15th January, 2007, 12:43 PM
Naked_Ape's Avatar
Naked_Ape Naked_Ape is offline
Holy Shit!!
 
Join Date: Jun 2003
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Quote:
Originally Posted by The_IMMortal View Post
its kinda like Hard mapping system with NAT features, called as Symmetric NATS should have this problem . all other routers use Cone NATs which is a way to say " easier " way to setup, while Symmetric NATs are more trustworthy (which Zyxel has.)
The type of NAT is irrelevant. UT2k4 will only ever work properly with a Full Cone* if using true NAT and since most consumer devices does not actually use NAT but rather PAT they all behave like full cones. The problem is caused by the Epic master list server which ignores any info from the game server regarding the port it is running on and assumes that it is running on the same port that the game servers connection to the master list server originated from. For PAT this fails because the source port is selected "randomly" from a range of ports. To resolve this issue you need to coax your router to preserve the source port which can be viewed as "NAT with a single IP address pool". As should be obvious there's a good reason why that isn't used for most consumer devices.

I don't see any pratical tunneling approach that can solve this problem either.

The cure is for Epic to fix their broken master list server and since they haven't bothered for 3 years I guess they have a reason for not doing so.

*Actually, NAT won't be involved at all in client connections but rather a port forward that behaves like an established Full Cone NAT state.

Last edited by Naked_Ape : 15th January, 2007 at 12:56 PM. Reason: clearification
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