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Hi Xanth,

Thanks for your reply.

Interesting! But how do people actually connect to your machine directly to
join your game? To play a game, you have to make a direct <tcp/udp>
connection on port 6112 to the host's computer, no? Trying to join that game
should technically send the request back to the fsgs server, which wouldn't
forward the packets internally. (This is all just speculation.. I have no
clue if it works like that or not, just seems logical to me.)

Any more insight would be appreciated!

Cheers,
Will

-----Original Message-----
From: Sir Xanth [mailto:[EMAIL PROTECTED]]
Sent: August 15, 1999 10:05 PM
To: [EMAIL PROTECTED]
Subject: Re: FSGS and Masqueraded Linux Boxes...


Will,
there is light at the end of the tunnel...  I have your exact configuration
working just fine.
Unfortunately for you, I had no problems from start so I'm not sure what you
have wrong.

I can tell you that all of my computers on the inside are set up to talk to
the outside for things like FTP and web browsing and that at this point, we
have no port forwards on anything.  The Linux box has all known masq modules
loaded.  All inside clients are on NT.

I host games on my P120 that inside and outside users can see, and we all
chat just fine as well.   Lag is no worse than BNet, but we are only on a
33.6K connection.

Hope it does some good to know that others are working and that port
forwards were not needed.

Xanth


----- Original Message -----
From: Will Kim <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, August 15, 1999 8:33 PM
Subject: FSGS and Masqueraded Linux Boxes...


> Okay.. My problem is three-fold...
>
> First, some background info. The masq'd box on a cable modem, Linux
2.2.10,
> has the FSGS (pseudo-Battle.Net server) running on it. Parties from both
> outside and inside the network can talk to the fsgs server, and chatting
> works fine (two people outside, and three people behind the masq'd box).
The
> server is listening on the external IP address.
>
> However, if someone on the inside wants to host a game, no one outside the
> firewall can see it. This sorta makes sense. But, if I'm the only one
inside
> my LAN, and x people are outside, I could use portfw'ing to statically map
> the used ports to my machine, correct? Well, I tried that. I couldn't talk
> to the fsgs server using the external IP address (since it would just
> re-route back to my own machine). I was told that battle.net (or fsgs)
uses
> tcp during the chat mode, and then switches to udp for the game (or vice
> versa). So I tried forwarding only one tcp (and then only udp) packets on
> port 6112, but it didn't seem to work. Any ideas? Can fsgs listen on more
> than one IP address, an external and internal one?
>
> Second problem is that when we got a 5 player game going, 2 outside, 3
> inside, with someone outside the FW hosting, the game was EXTREMELY slow..
> But when the other two inside LAN quit, the game sped up to blazingly fast
> speeds! Now, you might think that it's their computers that are lagging..
> Well, I played games internally over ipx, and they were just fine, which
> rules out their computers being slow, and also rules out the network card
> being flaky. Any ideas why this is happening?
>
> Third problem, is that during that 5 player game. The people inside the
LAN
> could communicate with people outside, but we couldn't chat each other
> during the game. (in the Chat rooms, it worked fine).
>
> So, has anyone else seen problems like this, and/or knows how to fix them?
>
> Cheers,
> Will
>





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