A list of puns related to "Traversal Using Relays around NAT"
Howdy, ya filthy animals!
We were blown away by how expensive using Unity's relay servers would be, so we decided to do something about it. Using ancient arcane magics we have developed a way to use them ~90% less, then we spent some time turning it into an easy to use Unity Asset.
Our asset is currently rated 5 stars and the reviews light up the deepest parts of our souls. We are quick to respond and super fast to fix things since we use this plugin in our own multiplayer game.
Plugin link with demo videos and tons of info.
The main focus of this update was making it easier to use the NAT Traversal on its own so that punch-through and port forwarding isn't tied to UNET in any way. It should be possible to use the NAT Traversal to add punchthrough and forwarding to any peer-to-peer networking system now. (No promises since we can't test them all, but our users are using this with Forge just fine).
I'm happy to answer any questions or listen to any comments you have.
So my team is looking into the new UNet stuff. The relay server in particular seemed promising to us because it solves all those ugly NAT traversal problems. The one thing we really hate about it though is that in order for a client to send an rpc to all other clients the message has to go from client -> relay -> host -> relay(?) -> clients. I assume the same is true for state synchronization (NetworkTransform) as well.
So after some time thinking about this what I'm wondering is why can't the relay server send out the client messages itself, why does it have to go through the host? Obviously something like client->relay->everyone is going to be faster. Is there some security concern?
Which leads me to my real question: We've been toying around with the idea of writing something like a relay server for the old pre-UNet networking. Our plan is to host a build on a server that acts as the host for all games. All the build would do is send and receive RPC's and state synchronization, no physics, no graphics, it wouldn't have any of the scenes or assets or anything from the actual game.
So this is where the sanity check comes in. It seems like this would solve all of our nat traversal problems with way less overhead than a dedicated server, and way less lag than something like the UNet relay servers, since the messages would just be going from client->host->clients with the host just being this dumb echo server thing. So...why isn't everyone doing this? What obvious thing are we missing that makes this impossible or a bad idea?
https://support.torproject.org/relay-operators/relay-bridge-overloaded/#metricsport
That seems to be the only page I can find on the project's website about MetricsPort and it doesn't tell me how to actually use it at all. Super helpful.
The only thing I can think of is that the pfSense firewall I put the relay behind is blocking something. But, I opened the same ports on it that I had on the old router I used to have the relay behind (just the ORPort and DIRPort). The firewall itself is definitely not overloaded in terms of CPU or memory - in fact both usages are very low. The Pi 4 (4Gb) running the relay shows 17% memory usage, and a system load of 0.36.
Any help is much appreciated! TIA.
Hello,
Just wondering if anyone has sucessfully setup soft ether vpn using azure cloud or r other wise to be Ble to vpn in without doing a port forward.
Asking this because using LTE here in USA you are behind carrier grade NAT and other than opening up a outbound ssh vpn tunnel and getting a static IP the only other way is using this.
I tried bur it failed would appreciate any insights if anyone has managed.
Instead of using openvpn am trying soft ether mainly to over come carrier grade NAT to allow me inbound vpn access to my homelab without port forwards as this does not work on carrier grade NAT.
Thanks!
Total noob question, but in layman terms can anyone explain what NAT traversal is and why I might need it in a UNET based game?
Came across this asset
https://assetstore.unity.com/packages/tools/network/nat-traversal-58948
Hey! Does someone have any experience with networking (NAT Reversal / Hole Punching)? I've implemented UDP hole punching in Rust and went to the deep water with the TCP protocol, I've been trying for a couple of days without any sign of success, can someone who has experience in the matter give me some insight?
I'm not sure if it's an issue at the API level (since there are available implementations like the nat_traversal crate), but I seem to do everything by the book.
It goes like that:
β’ A connects to S
β’ B Connects to S
β’ S sends A and B the others public and private addresses + ports (respectively)
β’ While the client gets the other client's information it starts listening on the same port it used to connect to S
β’ Trying to connect to the other client
In general the client has 4 threads:
β’ Connection to S
β’ Listening for incoming connections (same port that connects to S)
β’ Connection to B's public endpoints
β’ Connection to B's private endpoints
I've went with rust for the implementation
It just doesn't work for me and I have no idea why, I've tried many different APIs, that's why the code may seem messy in that way
This is the code for both the server and the client: https://gist.github.com/TheOnlyArtz/c47b651a429301a12c47aeb9ae4253f2
The issue is essentially in the client, the server works as intended
hi! iβve tried about everything & have had no luck, i'm not sure if this is a nintendo switch issue or animal crossing issue. my friend recently restarted their island on animal crossing. ever since then, we haven't been able to visit each other at all. we're friends on the switch, we've tried unfriending each other, refriending each other, all that jazz. every time we try, we get error code 2618-0516 saying "unable to connect to the other persons console, NAT traversal process has failed". i'm still able to visit other people islands & she is able to as well. another thing is, we visited each otherβs islands before she restarted, and itβs still saying her name from her old island and not her recent island. it seems like we're only can't visit each other. we both have NAT type B, and have changed the DNS settings. any help would be great =)
Hi all,
I just got my miner on Monday, the android app issue kept me from getting it setup until Tuesday, I ran a diagnostic on Wednesday and found that my NAT is Symmetrical, a kind user informed me that means I am relayed.
I port forwarded 44158 on my Nighthawk Mesh System but it is still showing as blocked. I was watching a youtube video on how to fix this and the gentlemen said that I can put my ISP router in bridge mode. I cannot find out how to do that, I tried port forwarding on my ISP router as well but I could not get that done.
Man, I haz the dumb. I'll paypal someone $20 if they can help me get the NAT to "None".
Hello everyone, unfortunately I am stuck behind CGN and am not able to change my ISP or upgrade to a business account since I live in an apartment with certain restrictions.
So, I want to set up a virtual private server that runs OpenVPN (using either AWS or Digital Ocean). Users outside my network will configure the Manual Server settings in their Plex client to point to my VPS. The VPS will receive their Plex requests and forward them to my Plex server which is behind Carrier Grade NAT. I realize that many of my questions are outside the scope of Unraid, but I figured this community would have the most knowledgeable members who would be able to point me in the right direction.
Is this possible and if so, what kind of performance hit should I expect?
What are the best resources for learning how to set up OpenVPN on a VPS?
How can I configure the VPS/OpenVPN to accept and forward Plex requests to my Plex Server?
4. How do I connect Unraid (which runs Plex) to my OpenVPN server?
Thanks in advance, and if you feel that my questions are better asked elsewhere, let me know.
Im living in a shared student accommodation so i cant contact the provider and purchase public IP as it isnt me who has the contract. Trying to solve an issue i found some info about possible VPN solution. Has anyone had the same issue and managed to solve it using VPN? Would be grateful for any WiSdOm shared C:
Most of the levels in this game feel quite repetitive and all very similar to one another. You can play almost any level in this game the exact same way. One thing that I have noticed with the avengers initiative is that traversal is hardly ever needed or forced in any of them apart from running and jumping.
If there were instances where you needed to use the games traversal of either wall running or grappling to get to the objective, and there was no other way to reach it, it could allow the missions to feel more fresh and unique from one another.
This could also be implemented in certain sections where the player is just running and jumping in open spaces. For example, the 'And we're back Mission' in the beginning, it contains a bridge that is required to pass simply by running or jumping to get to the objective.
https://preview.redd.it/xxu5vuyq3yx71.png?width=440&format=png&auto=webp&s=13531dd4cd444f0358c8f87da48937a2bfb48d2b
Instead, a more unique version of this could be a destroyed bride, and the only way to get to objective is to either fly, or use grappling hooks and wall running to maneuver your way to the objective. This could allow for missions in this game going forward to feel more different and fun, rather than just running and jumping your way through the mission.
Overall, if missions going forward like future raids and villan sectors went the extra mile to add designs like this, it could really spice up the current repetitiveness that this game severely suffer from. And even though the traversal in this game isn't the greatest, I think this could be the best way to utilize the current systems of traversal in the game.
Anyway what do you guys think?
Hi guys, I have an issue with Nintendo switch and Stardew valley and was wondering if anyone could help me?
Me and my 2 friends are trying to play online multiplayer, I can play with each of them individually but when they both try to join it comes up with-
βone or more consoles are not responding please try again later. The server is operating normally, the NAT traversal process may have failed.β
Does anyone have any idea what this means, how to get around it or anything? Thanks a lot!
I have enough cabins built, we all have online membership and my NAT type is A.
Consider the following snippet for inorder traversal of a binary tree. On visiting each node, we're inserting it into an unordered set (which has a worst case complexity of O(n)).
void inorder(Node* root, unordered_set<Node*>& s){
if(root == NULL) return;
inorder(root->left, s);
s.insert(root);
inorder(root->right, s);
}
Intuition says that the time complexity should be O(n^2). However, using Master's theorem, the recurrence relation is: T(n) = 2T(n/2) + n which equates to nlogn. Why does Master's theorem fail here?
TL;DR: I'm Nat type D, even though my gf, who has the same router and configuration has Nat A. Can't connect to online matches. What could I be missing?
Hey guys, I know this has been mentioned several times on the boards, and I've done my fair share of research, but I can't find a decent solution to fit my needs.
Here's the gist. I've never had any problems playing online. I go out of town for a weekend, come back, and all of the sudden, I can't connect to online matches. Thinking it must be a router/modem problem, I replace the combo unit I was renting from my ISP. It's about time I invest anyway. Got a Netgear modem and a Netgear R6080 router.
After setting it up, I still had the same problems. Went through the following steps in an attempt to fix it:
None of these worked. Here's where things get screwy-er. At my girlfriend's house, she has the same router and ISP. (Different modem). For testing-sake, I took her router home and tried it with my modem and wall connection. It worked perfectly! Type A Nat! So I made a backup of the settings, and then restored that backup on my new router. Same model. Still Nat Type D. I also made sure my router's firmware was the same version as hers. Still Nat D. For all intents and purposes, after factory resetting, and installing her backup settings, my router is functionally the same as hers.
I took the new router back to Best Buy, and exchanged it for an identical one, thinking it must be a fluke. However, after going through the same steps, I still have Nat type D and can't connect. I've called my ISP and they told me to call Netgear. I've called Netgear, and they walked me through all the same steps as above, and ended the call with "sorry man, we don't know" try asking online. So I'm here, online, and desperate. Is there anything at all I could have missed that could help me get back to splatting?
Entire Gameplay was interacting with the UI. The objective was to traverse through the map. Game had a very distinct colour scheme consisting exclusively of blue and yellow/orange. It looked beautiful and very calming. I am pretty sure it was an Indie game. Played it briefly maybe a year or two ago.
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