Config
Log for #openttd on 13th October 2023:
Times are UTC Toggle Colours
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`

Powered by YARRSTE version: svn-trunk