View Full Version : Players can't connect since i changed ISP
Terenor
December 3rd, 2023, 06:27
Hey folks,
recently i changed my ISP, from 1&1 to M Net (Germany). I kept my old router (fritzbox 7360 SL). I had to alter some settings to get the connection working. Had to change to "always use Ip 6" and use a DS-Lite Tunnel for IP 4. Now the connection itself runs fine, but with fantasy grounds none of my plaers can connect to my local campaign. Regardles of using the IP 6 or IP 4 adress that shows in the start up process. Running cloud worked, but i want to stay local.
I assume its a setting issue. i would be glad i anyone has some helpful advise.
Thanks and cheers, Terenor
Zacchaeus
December 3rd, 2023, 08:26
If you are using LAN then you'll need to set up port forwarding and as far as I know you still can't do that with IPv6. Your set up sounds a bit complicated but since Cloud works and your players can connect via Cloud there's no reason to spend the time (probably fruitlessly) trying to get LAN to work. Unless someone else has some insights into the way you are set up I'd suggest using the Cloud option since there's no downside to doing so.
Terenor
December 3rd, 2023, 08:29
Thanks for your reply. I should have mentioned that the connection was not as good using the cloud service, thats the reason we want to go LAN again. Especially two of my players disconnected often, which was quite tedious. Never happend as frequent when using LAN mode.
As for port forwording, the port 1802 is still set to open, or is it a different port for IP6?
Zacchaeus
December 3rd, 2023, 15:58
Thanks for your reply. I should have mentioned that the connection was not as good using the cloud service, thats the reason we want to go LAN again. Especially two of my players disconnected often, which was quite tedious. Never happend as frequent when using LAN mode.
As for port forwording, the port 1802 is still set to open, or is it a different port for IP6?
As I noted above I don't think you can port forward with IPv6; it is Port 1802 UDP if you can use IPv4. There shouldn't be any more or less frequent disconnects using the Cloud since all that does is broker the connection; so once the connection is made everything is all down to the host's computer. Disconnects can happen if there are internet connection issues either on the host or players side; most frequently this is caused by flood protection or other throttling settings usually on the host's side. Anti virus software may also be a possible culprit. Here's a couple of troubleshooting articles to work through in order to eliminate such possibilities:
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1981349889/Network+Troubleshooting
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1303052290/Whitelisting+or+Creating+Exceptions+for+Antivirus+ Applications
Terenor
December 3rd, 2023, 21:21
We just had a session of 5,5 hours. Again no one was able to connect to a LAN session. While using the cloud again had frequent disconnect for two players that did not have this issue when using LAN. Rather frustrating.
Thanks for the links you provided. Many of the points already checked, but reading the logs is probably a good idea, have to test it with one of my players before the next session.
Laerun
December 4th, 2023, 02:50
We just had a session of 5,5 hours. Again no one was able to connect to a LAN session. While using the cloud again had frequent disconnect for two players that did not have this issue when using LAN. Rather frustrating.
Thanks for the links you provided. Many of the points already checked, but reading the logs is probably a good idea, have to test it with one of my players before the next session.
Did you lose any bandwidth or capacity during your migration? Is there any way that the amount content or content or size of maps are more difficult to pass on due to potential bandwidth changes and security settings?
LordEntrails
December 4th, 2023, 03:25
One of the very possible things is that your new ISP uses CGNAT (is that the right acronym?). Which basically means that since the internet ran out of IPv4 addresses, the ISP creates one or more additional layers of subnets between you and the internet. If they do this, there is nothing you can do on your end to get port forwarding/LAN to work unless they are willing to set up an intermediary port forwarding for you. Maybe you can get them to do this for you, but its unlikely.
Sulimo
December 4th, 2023, 03:45
... CGNAT (is that the right acronym?)...
Yes, it stands for Carrier-grade NAT (https://en.wikipedia.org/wiki/Carrier-grade_NAT).
Carrier-grade NAT usually prevents the ISP customers from using port forwarding, because the network address translation (NAT) is usually implemented by mapping ports of the NAT devices in the network to other ports in the external interface. This is done so the router will be able to map the responses to the correct device; in carrier-grade NAT networks, even though the router at the consumer end might be configured for port forwarding, the "master router" of the ISP, which runs the CGN, will block this port forwarding because the actual port would not be the port configured by the consumer.[7] In order to overcome the former disadvantage, the Port Control Protocol (PCP) has been standardized in the RFC 6887.
Nylanfs
December 4th, 2023, 13:43
Running a VPN that allows port forwarding would solve this problem would it not?
Also I'm not quite sure I understand the setup, are all your players IN your LAN, ie sitting at your table with computers, or are you using a mix of local and remote players?
Terenor
December 4th, 2023, 20:18
thanks fo all the replies.
@Laerun: Nope the bandwith is the same and speedtesting confirms that. Maps are the same size, assets haven't changed much.
@ Lord Entrails: when looking at at the FGU client and setting up LAN connection it shows an IP adresse for IP 4 and IP 6, shouldn't IP 6 work? or why is that included?
@ Nylanfs: they are connected throug the internet. what i mena by "LAN" is that when loading the campaign you can set "server type" there are the options "cloud" and "LAN"
LordEntrails
December 4th, 2023, 20:58
IPv6 works if you don't need to port forward. Some routers/gateways/modems can handle it. Some can't. But your biggest concern is CGNAT.
Think of NAT like postal addresses. Your ISP owns an apartment complex, and has a public facing address (IP). Anyone in the world can send a letter to that address. BUT, your apartment numbers are secret, no one outside of your building can see what your number is. And then once in your apartment, you control which room/person (i.e. computer) get the letter. Only your ISP knows what your apartment number is. And only you know who is inside your apartment. So, I can send a letter to your building, but to get that letter to go to the right person inside your apartment, I need to not only get your ISP to forward the letter correctly, but the person who gets all the mail for your apartment to know who to send it to.
You have control over the second person, and can "port forward" anything that reaches your door. But I can't send a letter to your door, only to your building and we both rely that your ISP forwards it correctly. Which FG's "Cloud" brokering does, but you can't do that with a direct IP connection (LAN) because you can't control your ISP.
Moon Wizard
December 4th, 2023, 22:39
If the only thing that has changed is your ISP in your network scenario, then that usually points to something in the ISP account settings or ISP modem/router settings which is blocking/throttling connections. Usually dropped connections are because of the amount of content being transferred over the connection is greater than some throttled amount, or some sort of ISP security mechanism is shutting down the connection due to the amount of data or type of data being transferred. We have a troubleshooting wiki article with some items to check.
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1981349889/Network+Troubleshooting
For the Cloud vs. LAN; the only difference is that the Cloud version registers the IP address and attempts to automatically port forward the connection or shunt to a relay service if it is unable to port forward. The GM machine is still the server that players connect to in both scenarios. The SmiteWorks server is only used to register and facilitate the automatic forwarding or relaying.
Whether or not IPv6 works is completely up to your network situation with your ISP network configuration and your local home network configuration. Technically, it's could be a port forwarding scenario as outline by LordEntrails when crossing network boundaries; or it could be that incoming traffic needs to be unblocked for the given port. Unfortunately, it's outside the scope of what we can support directly, since every ISP and every home network is a unique combination of hardware, software and settings. That's why we built the "Cloud" option to perform the automatic connection between GM host machine and player client machines.
Regards,
JPG
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