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.
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.