Help Center</title><b>test > Frequently Asked Questions
NAT Traversal


NAT Traversal removes the requirement users to manually forward ports (though it might be recommended in rare circumstances) and allows multiple LAN players to easily play in the same game room.

For more help it's recommend you visit the NAT Traversal Forum.

Contents:


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Architectural Diagram



A high level architectural diagram is below:

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Justification for NAT Traversal

Without NAT traversal the game itself tries to establish connections to all remote players after it is launched. Unfortunately, these days there are a lot of routers (NATs) in use. This causes troubles for games because instead of reaching the remote computer the data ends up getting stuck in the router. To workaround this, users typically have to forward ports to their computer. This causes trouble because (1) it's challenging to port forward for some users (2) some users don't have control over their routers (e.g.: at a wifi hotspot). The path used by the game is the NAT Traversal Off route shown above.

How NAT Traversal works

With NAT Traversal, there are three paths for the game data to go:
  1. NAT Direct Tunnel - This is a direct path from one user to another (peer-to-peer). It's like the non-NAT Traversal path, however, the Voobly server is used only when the connection is established. The server is used to able to setup a path for the two computers to communicate without first being able to talk to each other. Once the connection is established the server gets out of the way. This works for most users, however, those with symmetric NATs will still have to manually port forward (they break the technique used to establish the connection)
  2. Fast Proxy Server - This is a dedicated server for relaying game traffic that runs on one of the Voobly central servers. It's only used when a direct tunnel cannot be established. Because it's not direct using this path will increase the time it takes to delay packets and increase the players pings who use it.
  3. Slow Proxy Server - This proxy server also relays game traffic, however, unlike the fast proxy server it reuses the network connection used for the lobby / game room. Like, fast proxy in-game latency is increased, however, with the slow proxy server it's increased even more as the lobby was never designed for low latency communication, whereas, the fast proxy server was.

When NAT traversal is enabled connections are established in the game room. This is unlike when NAT traversal is off and the game establishes connections after the game is launched. When a user joins the game room a negotiation happens to determine the fastest way those computers can communication. In order of priority they are direct tunnel (peer-to-peer), fast proxy server, and then finally the slow proxy server as a last resort.

To see what the current route is to all the users in the room you can use the /nt_tunnels comment. More commands see Debug Options.

Common Problems


The following is not an exhaustive list. For more help it's recommend you visit the NAT Traversal Forum.

Failed to establish a direct connection
Quote:
<Failed to establish a direct connection with stef. Traffic to this user will go through the fast proxy server. If this error persists it is recommended forward a port in your router for UDP port 2310 (the port can be changed in settings). Click here for instructions>

There was trouble receiving UDP traffic on the port list in the above error message. Note that your port might be different than the one shown.

Things to try:
  1. Try changing the NAT port to port 5000 in Settings.
  2. Try changing the NAT port to port 3400 in Settings.
  3. You can try enabling Universal Plug and Play (UPnP). More information on is available at PageNotFound.
  4. Try disabling an anti-virus / firewall if you have one
  5. If you have DMZ or the port forward to another PC disable those
  6. Try rebooting router and PC
  7. As a last resort forward the port in your router to your PC see Instructions on port forwarding can be found at http://portforward.com/english/routers/port_forwarding/routerindex.htm and PageNotFound.

Trouble with multiple players on the same network

Try giving each player a different port setting the NAT traversal options.

Crashing or unable to make it into the game

If you have trouble making it into a game or connecting after the game launches. You can try the forcing the use of the proxy server and disabling the fast proxy. The direct connection is the most complicated and therefore most likely to have problems. The fast proxy server is also more complex than the slow proxy server. To change these options go to Settings.

Direct connections have been disabled
Quote:
<Direct connections have been disabled -- all traffic is being routed through a Voobly proxy server. This will increase your in-game latency. You can change this setting in the "NAT Traversal" panel in settings>

You have selected to always use the proxy server. You can change this in Settings.

Fast proxy server is disabled
Quote:
<Fast proxy server is disabled -- all proxy traffic is being routed through the slow proxy server. This will increase your in-game latency. You can change this setting in the "NAT Traversal" panel in settings>

You have selected to not use the fast proxy server. You can change this in Settings.

Settings


General NAT Traversal Settings

The latest two check boxes shouldn't be checked other than for debug.

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Game Room settings

To enable NAT traversal for your game room you need to click NAT Traversal in game options.

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Game Browser

The game rooms with the white satellites have NAT traversal enabled:
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Debug Commands


/nt_tunnels

This command lists the status of the tunnels to everyone in the game room:
Quote:
<[#0] [stef] Sent: 204 B, 5 KiB, 56 B Received: 212 B, 9 KiB, 32 B Remote Port: 2310 Route: fast proxy Retries: 0>
<[#1] [Introduction] Sent: 180 B, 5 KiB, 2 KiB Received: 180 B, 5 KiB, 0 B Remote Port: 0 Route: fast proxy Retries: 0>
<Data sent and received format is [slow proxy], [fast proxy], [direct]>

/nt_ping [size (optional)] [tunnel (optional)]


Sends a packet and waits for a response from all users in the room. The tunnel used can be "fast", "slow", and "direct". If the option isn't specified the negotiated tunnel is used (i.e.: the fastest one).
Quote:
<Ping of 10 B sent... waiting response...>
<Ping response from stef in 141 ms [direct]>
<Ping response from Introduction in 141 ms [direct]>

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Last updated on 10 June 2010 - 11:55 pm by [AB]Elusive
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