Hi everybody,
I am working on a multiplayer Game involving up to 6 players:
- Running my own MasterServer(0.1.0) on an Amazon EC2 machine (public IP and ports under control, MasterSever stable… so far so good)
However I am having 2 scenarios where connection is troublesome:
Scenario 1 - Server (initiator, Private IP): ConnectionTest = PrivateIPNoNATPunchthrough.
Under this circumstances, I don’t expect any (out of local network) client to be able to connect to the Server(Initiator) but… the point is that clients within the same network wont connect either!!!
Question_1: is this behavior expected or normal?
Question_2: In cases where the router does not allowed Punchthrough… Is using a proxy the only alternative to offer connectivity among players?
Scenarion 2 - Server (initiator, Private IP): ConnectionTest = PrivateIPHasNATPunchThrough.
Looking at the MasterServer Logs I can see that Facilitator and MasterSever register the Server (initiator) in different ports (usually consecutive) and same IP.
Under these circumstances Clients (private IP, out of local Network) fail to connect…
Question_1: is this a case of Symmetric NAT… and therefore the reason why connections fail?
Question_2: If not… How should I debug this network Problem (is there any procedure to actually verify why the connection fails?)
Question_3: what types of NAT can Unity MasterServer handle (and which ones can’t)?
Question_4: If the popular opinion is that server (initiator) router NAT is the problem… how can I solve it: phone call to the ISP, alternative workarounds?
Any information/suggestions on the issue would be… well… would be a lifesaver.
Thanx a lot!
Balder