A couple of weeks ago, I asked for help with getting tinc to work with a couple of issues. I prioritize my hobby projects below essential things, and I'm a bit scatterbrained when there's an internet connection, so it took awhile before I finished trying the things you suggested, and got to a point where I was stuck again. Thanks for taking the time to answer my questions!

I set the "*NdisDeviceType" property on the TAP device of my laptop and the desktop. On both of them, the "Unidentified Network" disappeared from the network list. I can still ping the other machines on the VPN, and Windows Firewall is no longer misbehaving. If someone else has this problem, point him to
http://aspoc.net/archives/2008/10/30/unidentified-network-issue-with-vmwares-virtual-nics-in-vista/

It explains what to do more clearly, if you're doing it by hand. The link you gave (http://nivot.org/blog/post/2008/09/05/VMWareVMNETAdaptersTriggeringPublicProfileForWindowsFirewall) provides the script, but didn't explain well enough what was going on for me to understand it.

I found out where I got the term "WAN loopback". The Wikipedia article on NAT has a section on "NAT loopback".
https://en.wikipedia.org/wiki/Network_address_translation#NAT_loopback

Your WinIPBroadcast program works great.

You asked which version of tinc I'm using:
Windows: 1.0.24
Linux:       1.0.23

Is tinc 1.1 now stable enough that any problems I'd encounter are most likely of my own doing, rather than bugs in tinc?

I ran into 2 problems that are most likely caused by Age of Empires III, but I wanted to run it by you in case I could solve them on the network side.

I can ping the desktop and the laptop from each other, over the VPN. AoE3 on the desktop decided to use the VPN for LAN gaming, while the laptop chose the LAN. On both, I prioritized the LAN adapters over the VPN. If I use an obscure trick (http://www.tunngle.net/wiki/Network:Age_of_Empires_III:_Age_of_Discovery), I can force AoE3 on each machine to use whichever address I want. But they don't see each other over the VPN, and I can't use direct IP.

Wireshark says that there is a small stream of UDP packets going between them, and I'm pretty sure that these are part of the game. It appears that each machine will sometimes respond to the other. The most useful info I found (in my opinion) is that when I tried to do LAN gaming with a second desktop, with the VPN turned off, 1 of the machines was sending ICMP port unavailable errors in response to each UDP packet.

Can you make sense of these symptoms?


Etienne Dechamps wrote:
Hi Erik,

On 2 April 2015 at 21:05, Erik Popp<[email protected]>  wrote:
Windows Firewall doesn't know where the center of my VPN is.  This is
because I intentionally didn't make one.  Thus, my Windows boxes call it
"Unidentified Network", and assign it to the restrictive settings for public
networks.
If I tell Windows that 1 or more of the machines on the VPN is a default
gateway, it recognizes the network, but only if that machine was up when the
Windows box connected to the network.  Also, Windows gives me a warning that
setting multiple default gateways is meant for multiple connections to a
single network, not separate connections to separate networks.  I currently
want the VPN to be separate from either physical LAN.
Yes, this is a known issue, and unfortunately this is a Windows
limitation - its NLA (Network Location Awareness) feature is not
designed for virtual peer-to-peer networks at all.

There are only two ways (that I know of) to fix the "Unidentified
network" label (as well as the firewall settings):

- Make sure one node is always up, and then configure that machine as
default gateway, making sure to set appropriate route metrics so that
it will never get priority over your physical network. It seems like
this is not an option for your use case.

- Apply a registry hack to make Windows see the virtual network
adapter as an "endpoint" device. This will fix the firewall settings,
and it will also make the VPN disappear entirely from the network list
(but not the adapter list). This is described at
http://nivot.org/blog/post/2008/09/05/VMWareVMNETAdaptersTriggeringPublicProfileForWindowsFirewall

Here's more discussion about this issue in general:
http://serverfault.com/questions/60794/windows-7-network-connection-with-no-default-gateway-any-way-to-change-the-un

At my grandparents' house, tinc's local peer discovery doesn't work
properly.  They don't discover each other on the network unless they can
both talk to a third machine over the internet, and then they can route
traffic through each other via the third machine.  If I have 1 or both of
them ping each other for awhile (a few seconds to several minutes), they'll
discover each others' local addresses for sending data, but they appear to
still use their remote peer for the meta connection.  The router which local
peer discovery has WAN loopback (incorrect term?) enabled, so I can SSH into
the router using its WAN IP, from inside its LAN.
LocalDiscovery is only about optimizing the path for UDP data packets.
It does not affect metaconnections, though that's an interesting idea
for a feature request.

The main use case for LocalDiscovery is to avoid sending large amounts
of data over the Internet when the two nodes happen to be on the same
LAN; it's not designed to establish new metaconnection edges, and will
not protect against the link between the LAN and the Internet going
down.

You didn't mention which tinc version you're using. If you're making
heavy use of LocalDiscovery, you might want to use 1.1pre11 or later,
as the local discovery process was significantly improved in that
version:https://github.com/gsliepen/tinc/pull/26

By the way, the correct term for what you refer to as "WAN loopback"
is "hairpinning":https://en.wikipedia.org/wiki/Hairpinning

When the tinc daemon/service is turned on, it breaks LAN gaming on Age of
Empires III, for that machine.  I suspect that this is a firewall issue.  I
can't see any games that are being hosted on the LAN.  If I try to connect
with a direct IP, it seems that messages are getting to 1 of them, but 2-way
communication doesn't work.
It could indeed be related to the firewall going back to the
restricted profile when the virtual adapter is connected to an
"Unidentified network", as explained above. Here's another
possibility:

On Windows, global broadcast packets (which is probably what's used by
your game to discover lobbies) are by default only sent over one
interface. What might be happening is that the packets are being sent
over the VPN instead of the physical network. There are two solutions
for this:

- Change the adapter priority (in Adapter Settings > Advanced >
Advanced Settings > Adapters and Bindings tab) so that your physical
adapter has higher priority compared to the virtual adapter, ensuring
that broadcast packets get sent on the correct interface.

- Simply install WinIPBroadcast to ensure these packets are sent over
all network adapters, thereby solving the issue once and for all:
https://github.com/dechamps/WinIPBroadcast

Here's more discussion about the broadcast issue in general:
http://serverfault.com/questions/72112/how-to-alter-the-global-broadcast-address-255-255-255-255-behavior-on-windows



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