VPN and muliti LAN gaming

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VPN and muliti LAN gaming

Postby groch » Dec 12 03 2:20 pm

hi.
i have 4 different networks, each with internet connection and LAN
i want to join them by VPN so that LAN gaming could be
possible between them all, not just network neibourhoud file transfers.
will wingate VPN help me with that? most games use UDP
protocole,does VPN support such traffic between VPN clients
and most important will any kind of multi LAN gaming work on VPN connected networks?
if its possible i'd love to hear some details

i've tested till now StarCraft and nither IPX nor UDP connection could not be established between computers via VPN
maybe i'm doing something wrong, please help
Groch
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Postby erwin » Dec 15 03 10:35 am

Hi,

It is possible to play Lan games across a WinGate VPN.
With 3 different Lan's joining a hosted WinGate VPN on the remaining LAN (4th). With the publishing of all routes from each LAN they should be able to support any game 0that is run on a MS TCP/IP network, however the playing IPX protocol games across a WinGate VPN is not supported.

Regards
Erwin
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Postby groch » Dec 16 03 1:37 am

> ...each LAN they should be able to support any game
> that is run on a MS TCP/IP network...

so it also should support UDP packets, but what happens
whan a game like Starcraft broadcasts only UDP information
will such indirect traffic be spread through VPN to computers
connected to it.
all computers heve various Windows like 98se, win2k, winXP maybe i need
a rip2client.exe to get it runnig the way i want, what do u think?
GRoch
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Postby chespir » Dec 16 03 2:02 am

hi,

install the rip client on those computers that you don´t see across the VPN, or just make them have as gateway their VPN server.
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Postby Pascal » Dec 17 03 2:47 pm

groch wrote:so it also should support UDP packets, but what happens
whan a game like Starcraft broadcasts only UDP information
will such indirect traffic be spread through VPN to computers
connected to it.


One other thing to check as well if you run into problems is that the appropriate UDP broadcast port relay has been configured. (Extended Networking -> Routing ->Advanced button)

Some games (Warcraft III) for instance will announce the host via an UDP broadcast. In some configurations it is necessary to add the port to that list and enable it, so the announcement will be relayed.
Pascal

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Postby groch » Dec 18 03 1:19 am

> One other thing to check as well if you run into problems is that the
> appropriate UDP broadcast port relay has been configured.
> (Extended Networking -> Routing ->Advanced button)

well i'm using old Wingate5.02 because of stability issues and
a trial VPN plugin built in it, so such thing like advanced button does
not exist :( ,maybe there is a way to add port manually via registry.
groch
 
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Postby Pascal » Dec 18 03 7:37 am

groch wrote:well i'm using old Wingate5.02 because of stability issues and a trial VPN plugin built in it, so such thing like advanced button does
not exist :( ,maybe there is a way to add port manually via registry.


Unfortunately, there is not a registry override in 5.0.2 for this feature - it was added in 5.0.4, but the most correct version is 5.2.2

Why not upgrade to 5.2.2 ?
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Postby groch » Dec 18 03 8:19 am

> Why not upgrade to 5.2.2

I've tested all coming out upgrades up to 5.1.0
but had occasional freazes, and most of all something like
deatch connections, if a www site or a game scanning for active servers(very high amount of pings in a short priod) didnt answer the call the
connection in activity window became frozen, the engine had to be
restarted to get rid of them.

same hapend when www proxy server was used, for some reason
not all but many connections got frozen in activity window, could not
figure it out, this is also a 5.0.2 issue.
groch
 
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Postby Pascal » Dec 18 03 8:33 am

groch wrote:> Why not upgrade to 5.2.2
same hapend when www proxy server was used, for some reason
not all but many connections got frozen in activity window, could not
figure it out, this is also a 5.0.2 issue.


When you get these frozen connections, could you terminate them through GateKeeper ?

Also, if you go offline in GateKeeper and go back online, did they stay there ?

I know we did have a problem with this somewhere between 5.0 and 5.0.7, but it has been resolved. One of the cases where we've seen this recently has been if you have PureSight with a large number of users (12,000+) where it would take up to 8 minutes for the session to be closed down.

This has been resolved though, and will be in the next release of PureSight. Are you running any plugins ?
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Postby groch » Dec 18 03 9:17 am

> When you get these frozen connections, could you terminate them
> through GateKeeper ?

no, manual termination does no effect

> Also, if you go offline in GateKeeper and go back online,
> did they stay there ?

yes they are sill there, only Engine Shutdown kills them

its a small network (5comps)
no plugins are used.
but NAT works very fine, i'v just used proxy for testing purposes

and one more thing, small but preaty strange:
all comps connect to internet via simple NAT (no Proxy or WRS/GDP)
it's all about a game :) Starcraft
i can host a game on BattleNet , but only if i create one just few seconds after i login to BNet, if i dont do it fast enough the game will not let people join in.(equivalent ports are forwarded)
i've tested a hardware router and such thing does not occur
so it seems like Wingate is not keeping the connection alive.

if i find more time i'll test the newst version for all this isuess
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