P2P/QoS how to?

Hello,

it is said that Open Play works with P2P communication, which implies that the game clients of different people communicate with each other directly.

However, from a network standpoint, that is usually not possible in most circumstances because of the following reasons:

1. In IPv4, NAT is used extensively, as most ISPs only provide one public IP address per household. That means that the client most likely will not have a routable public IP address, and therefore a PAT (port address translation) rule has to be defined on the router.

2. Most firewalls are configured in a way that they allow only outbound traffic as well as the appropriate return traffic. In common P2P environments, a rule has to be inserted so that inbound traffic towards the P2P ports is not blocked by the firewall, but will be able to reach the appropriate application.

I usually don't play open, but only for certain events (e.g. Abraham Lincoln). I have noticed that Open seems to be very sparsely populated and therefore think that it is because of the P2P model.
Is there any documentation available on it, including how to set up the network properly for E:D?

As E:D is also an online-only game, a documentation for QoS best practices would also be helpful, to ensure communication with the server is handled in a timely manner, even when the local network is congested.

Cheers
 
If you look in the settings menu there's an option to turn on/off UPnP. This is a protocol that lets the game set its own firewall rules in your router, so if you have that enabled and a router that supports UPnP then you should be fine for ports and firewall rules.
 
If you look in the settings menu there's an option to turn on/off UPnP. This is a protocol that lets the game set its own firewall rules in your router, so if you have that enabled and a router that supports UPnP then you should be fine for ports and firewall rules.

Of course, I don't use UPnP. Nobody should, it's a security risk.

It's quite clear your not that tech savvy. That looks like it's come from wikipedia.

It's quite clear you are a troll that doesn't understand the question.
 
I am also interested in what the UDP/TCP ports are for the game that need to be opened.

If you look in the settings menu there's an option to turn on/off UPnP. This is a protocol that lets the game set its own firewall rules in your router, so if you have that enabled and a router that supports UPnP then you should be fine for ports and firewall rules.

I looked and there is no such option in the game to turn on/off UPnP. I must be blind.

Of course, I don't use UPnP. Nobody should, it's a security risk.



It's quite clear you are a troll that doesn't understand the question.

UPnP is fine if your router allows you to set it up for specific machines on your local network. Of course those machines will also be at risk.
 
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Thanks guys!
I will have a look at the XML file when I get home.

Any recommendations towards QoS? What's the latency and bandwidth that it requires to function properly?
 
You don't need to enable UPnP.

In AppConfig.xml, set your network parameters like this:
Code:
    <Network
      VerboseLogging="1"
      Port="50000"
      PortMax="50099"
      upnpenabled="0"
      LogFile="netLog"
      DatestampLog="1"
      >
    </Network>
Then you can use ports 50000 to 50099 (or any other port range you specify in AppConfig.xml) to set up port forwarding and / or QoS in your router.

You can verify ports are being used correctly by downloading and running "CurrPorts" with the filter set to "include:process:elitedangerous32.exe".
 
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Now I'm not a developer but I understand that STUN is initially used for NAT traversal attempts. TURN is also in the clients box of tricks.

FD's Howard Chalkley would know the complete ins and outs, haven't seen him on the forum for a while.
 
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