It's almost a self-inflicted tragedy of the commons or reverse network-effect.
Adopting IPv6 doesn't alleviate the pain of IPv4 exhaustion if you still need to support dual-stack.
1. Use IPv6 which works and goes directly to the virtual machine because each virtual machine grabs its own address from one of my 18446744073709551616 addresses.
2. Use IPv4 and either have to do a jumphost or do port forwarding, giving each virtual machine its own port which forwards to port 22 on the virtual machine.
3. Use a VPN.
I have all 3 working, but #1 was significantly less setup and works the best.Also being able to generate unique ULA subnets is super nice.
I mean, yes, you'll get a constant stream of them on IPv4, but why would you run a server on v4 unless you absolutely needed to? The address space is so small you can scan every IP in 5 minutes per port, and if you have my v4 address you can enumerate every single server I'm running just by scanning 65k ports.
Meanwhile, on v6, even the latter of those takes a thousand years. How would people even find the server?
A lot of servers expose something public so they can be found. Otherwise what's the point of being publicly accessible?
1. You listen on IPv4 and someone probes all the IPv4 space and your server announces "Hi, I am web123.example.com" or similar in its responsible
2. You have HTTPS on the server and the HTTPS address ends up in the certificate transparency logs.
3. You have a public service on that server and announce the address somewhere.
But when you have billions of IP addresses, why does SSH need to listen on the same address as HTTPS or anything you're running publicly? It's also infeasible to probe the entirety of IPv6 space the way you can probe all of IPv4, even though we're only assigning addresses in 3/65535 of it right now.
https://www.reddit.com/r/openwrt/comments/1lopamn/current_hi...
Tell that to my fixed line provider, with their CGNAT ... And its just about every provider in Germany pulling that crap. O, and dynamic IPv6 pre-fix also, because can't have you run any servers!
Yes, plenty of ways to bypass it but when you have ISP's still stuck in 1990's attitude, with dynamic IPv4/IPv6, limited upload (1/3 to 1/5 of your download), etc ...
There is a talk by Dmitriy Melnik at RIPE 91 about the costs for ISPs to not adopt ipv6 vs to adopt ipv6 (relevant stuff starts at 9:55).
https://ripe91.ripe.net/programme/meeting-plan/sessions/37/8...
Sure it does: the more server-side stuff has IPv6 the fewer IPv4 addresses you need.
If you have money (or were around early in the IPv4 land grab) you have plenty of IPv4 addresses so can give each customer one to for NATing. But if you don't have money to spend (many community-based ISPs) you have to start sharing addresses (16:1 to 64:1 is common in MAP-T deployments). You also have to spend CapEx on CG-NAT hardware to handle traffic loads.
Some of the highest bandwidth loads on the Internet are for video, and Youtube/Google, Netflix, and MetaBook all support IPv6: that's a lot of load that can skip the CG-NAT if the client is given a IPv6 address.
If you can go from 1:1 to 16:1 (or higher) because so few things use IPv4 that means every ISPs can reduce their legacy addressing needs.
IPv6 has arguably done more to counteract market forces related to IPv4 address exhaustion.
Tell that to everyone who is behind CG-NAT and has issues with (e.g.) video games. Or all the (small(er)) ISPs that have to layout CapEx for translation boxes.
Tech finds a way…
Peer to Peer games with no central authority would be so rife with cheating that you’d only ever want to play with friends, not strangers. That sucks!
Back in the the day RtCW had a server anyone could run and you could give out the address:
* https://en.wikipedia.org/wiki/Return_to_Castle_Wolfenstein
There was a server that a ISP / cable company in the southern US ran that I participate in and it was a great community with many regulars.
P2P can be awesome with the right peers.
Is that all IPV4s fault? I don't think so. But it complicates things
All of these issues are solved by having a central server for both players to connect to. Whether that server is owned by the game's publisher or by an open-source community is irrelevant from a technology standpoint. However, the prevalence of IPv4 networks and stateful NAT firewalls is relevant because it privileges those central servers over true peer-to-peer connections.
If you only care about gaming with friends, then peer to peer is an excellent way to do that (assuming the game doesn't have any synchronization issues, which some peer to peer games do).
That just reminded me of a peer protocol I worked on a long time ago that used other hosts to try to figure out which hosts were getting translated. Kind of like a reverse TOR. If that was detected, the better peering hosts would send them each other's local and public addresses so they could start sending UDP packets to each other, because the NAT devices wouldn't expect the TCP handshake first and so while the first few rounds didn't make it through, it caused the NAT device(s) to create the table entries for itself.
Was it Hamachi that was the old IPX-over-IP tunneling? I'm fairly sure it used similar tricks. IPX-over-IP is also done on DOSBOX, which incidentally made it possible to play Master of Orion 2 with friends in other continents.
Sounds similar to STUN, really.
Does make me chuckle that so many people had to be working around NAT for so long and then people are like "NAT is way better than the thing that makes us not have to deal with the problem at all." Just had a bit of NAT PTSD remembering an unrelated, but livid argument between some network teams about how a tool defeating their NAT policies was malware. They had overlapping 10.x.y.z blocks, because of course they did :)
Thus, CG Nat was invented so that IPv6 could talk to IPv4 and get the information from it.
Because all of the www is in IPv6, and cgnat actually excuses for ipv4 cable users to use the bedrock internet servers and services?
Bullshit. Cgnat is a hack for ipv6 to talk to the ipv4 universe.
Because if there were magically enough iov4 addresses for mobiles, would cgnat exist? No, it wouldn't.
When your washing machine, fridge, etc all come with ipv6 5g modems is when your house becomes part of the future IT battlescape between lots of different entities that do not wish you well.
different routers have different options, but all of them have come with a pretty strong firewall out of the box, turned on by default, for the last 10 years.
They get better network management.
It’s genuinely disheartening to see so many people here not even begin to try to understand how much we’re missing by not having effortless end-to-end connectivity, in favor of expensive cloud services. This literally used to be what the “Internet” is - we’re definitionally not on one without this.
They do if they have applications, such as Xbox/PS gaming applications, broken VoIP in gaming lobbies, failure of SIP client to punch through etc. And if an ISP does not have, or cannot afford, to get enough IPv4 to hand each of their customers at least one to assign to the CPE's WAN port, you're now talking about CG-NAT, which a whole other level of breakage.