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00:38:43 *** Kitrana has joined #openttd 00:41:15 *** Kitrana2 has joined #openttd 00:48:16 *** Kitrana has quit IRC 02:00:55 *** Wormnest has quit IRC 02:15:59 *** godbed has joined #openttd 02:19:21 *** debdog has quit IRC 03:07:12 *** Kitrana has joined #openttd 03:09:27 *** pm has joined #openttd 03:10:04 *** pm is now known as Guest3196 03:13:45 *** Kitrana2 has quit IRC 06:37:22 <truebrain> LordAro: Well, that is a bunch of bull, so lay it all on me 😛 Pretty sure you are all capable of seeing if it works for you, asking users for logs, etc 06:37:38 <truebrain> So = To, stupid autocorrect 😦 06:40:26 <truebrain> So I too think "we" should do better, and all take an interest in what users are reporting. It is a bit ironic, that you say "we" and then dump it all on me 😛 06:41:19 *** _pruple has joined #openttd 06:41:19 <_pruple> "you" do the work, "we" take the credit... that's how the world works, right? 😉 06:52:34 <peter1138> I'd like to know where this uptick is. There's nothing on Github, IRC, Discord, tt-forums or Reddit. 06:58:02 <truebrain> peter1138: in Discord channel #openttd-help there is one report yesterday: `Im trying to join a game with a friend, but when we host and try to join eachother's multiplayer games, it stops authorizing and gives a network connection error. We can still join other multiplayer games, just not eachothers. What can we do to fix this?` 07:03:58 <peter1138> Invite code +AqR67ZB, Connection type Behind NAT. 07:05:37 <peter1138> Direct connection failed (probably because client and server are on the same network...), but it the relay popup worked. 07:06:05 <truebrain> yeah, you were one of those people with a broken NAT router 😛 07:06:12 <truebrain> where you cannot connect to your public IP from your local network 🙂 07:07:49 <truebrain> we could improve on that btw, as we see server/client coming from the same IP. But relaying works fine too. So a lot of effort for most likely only a few people 🙂 07:08:11 <peter1138> I do have an explicit srcnat rule to allow that. 07:08:33 <truebrain> odd 07:10:17 <truebrain> correct answer ofc is: use the Find LAN servers button when it is on your local LAN 07:10:20 <truebrain> but yeah 🙂 07:10:35 <peter1138> Hehe, that doesn't help this situation :) 07:11:24 <peter1138> I have a hairpin rule for local-lan to local-lan. 07:11:33 <truebrain> haha 07:11:53 <peter1138> So not an explicit srcnat rule to allow it. 07:12:52 <peter1138> And my nat rules are set up only for WAN interfaces. Talking to the external IP internally doesn't involve traffic leaving over the WAN, so it's working. 07:13:42 <peter1138> This is not "broken NAT" this is just normal NAT without some hidden rule that the locked-down consumer routers might have. 07:13:57 <truebrain> we had the talk before about this 🙂 07:14:09 <truebrain> most consumer routers do allow this, as it is RFC specd it should be allowed 07:14:16 <truebrain> that was surprising, a few years ago 🙂 07:15:17 <truebrain> and I think the reason you added your snat rules 😛 07:18:37 <truebrain> lol, took me a while to make my server "Behind NAT" again (it for some reason was public), just to confirm it actually stil works for me. But I can join from my own network into a game that is "Behind NAT" 07:18:41 <truebrain> so that didn't break, pfew 07:19:29 <truebrain> for your reference peter1138, what it does is: it sends a STUN request to both, and tells both server/client to connect to the other pair. So it tries to connect to your public IP on random ports above the 32,000 07:19:44 <truebrain> but a `-dnet=4` will 2023-10-13T07:22:41 <truebrain> `dbg: [net] Connected to x.y.z.a:51048`