No Man's Sky

No Man's Sky

View Stats:
Cheako Sep 22, 2021 @ 12:54pm
Network Protocol Troubleshooting.
After choosing multiplayer, hosting a new session(and I'm loading a Permadeath save), ppl are supposed to be in the anomaly?

Generic questions: What ports, who initiates the connection(s), what considerations for NAT?
Specifics, Doom 2016 doesn't work either and I do understand that difficult network setup wouldn't be supported... I'm looking for the information necessary to support my strange network setup. This is a multi-homed connection with two layers of NAT on three different devices. There is no upnp or anything like that as it wouldn't make sense or even be possible to deploy. I can allow incoming connections manually. There is a Linux server with three VLANs, one for Home with the local network, one for Cable internet, and another for Satellite internet. The server Round-Robbins outgoing connections to each ISP and indeed should be doing TCP-Multipath where available. Each ISP implements a second layer of NAT that's unavoidable and IPv6 is also impossible.
< >
Showing 1-13 of 13 comments
Phexfunk Sep 22, 2021 @ 1:01pm 
Yes, there should be some people in the anomaly. I have seen posts occasionally where its been empty but maybe that's time of day/night? I'm not sure why your home network would have any impact on the game. Most people turn networking off to avoid the idiots. This isn't really a multiplayer game i the conventional sense.
aggressor27 Sep 22, 2021 @ 1:12pm 
NMS mp can flow decently through up to moderate pretty well. It won't run through type 3, in my experience, like other games may via port forwarding because it's not a multiplayer game in the traditional sense. Info is seeded between clients through whatever garbage rental server they run discovery services on rather than a dedicated server, likely to reduce cost. I have no idea how stacking NATs regardless of type affects this.
Last edited by aggressor27; Sep 22, 2021 @ 1:14pm
SirProsik Sep 22, 2021 @ 1:15pm 
From using wireshark for a class the game uses AWS Amazon Web Services if that helps.
aggressor27 Sep 22, 2021 @ 1:18pm 
I appreciate the response on that. I wasn't sure who they leased. I kinda wish they ran a dedicated server like Forza and ED do, but I understand that requires more money either taxing community created content or selling skins/adornments. Hopefully HG has considered those options among others.
Cheako Sep 22, 2021 @ 4:02pm 
Is there a proxy check or something?
aggressor27 Sep 22, 2021 @ 4:15pm 
That's way above my pay grade but I doubt it, I play over VPN without an issue. What is your NAT type?
Are you experiencing this issue with or without a VPN? Can you bypass any of those "layers" and still maintain network security?
I assume that's why you have it set up the way you do.
Cheako Sep 22, 2021 @ 4:47pm 
The layers are all network topology related. Removing one would effectively disable internet access, equivalent to removing a WiFi access point, switch, or router... Nothing would *work afterwards. I'm unaware of multiple NAT types and wouldn't know how to tell. One concern is lack of upnp, if NMS doesn't use upnp would be good to know. This is without a VPN, https://youtu.be/WVDQEoe6ZWY

* Even if there is only one computer using the NAT, nobody who designs these SOHO modems ever considers an option to turn NAT off.
aggressor27 Sep 23, 2021 @ 5:54am 
I'm not sure how you would be able to tell since you're running two through two different devices. Would they stack? Does one override the other? I lack the experience on that. I'd hit up Google and see if there's a way to tell externally (maybe something like one of those What's my IP sites). Internally you can just check your connection status under network settings, but with multiple NATs im not really sure how it affects everything. What you want is NAT type 2, or moderate. Anything over that will restrict mp functionality in games like this. Thrre may also be a specific port Amazon uses SirProsik mentioned that you can open up. But ultimately, if you have something to protect on your network and type 3 (strict) is essential, is it worth the risk?

APs and switches shouldn't be running NAT, but these days I have no idea what they're shoving into these things. That's usually a modem and router responsibility. Can you access the settings on either of those? Worst case it's your ISP, but that hasn't been an issue in years.
You could call them or even the manufacturer of any of your devices for help.. And by bypass I just mean connecting your PC as close as possible to the modem or router, if that's an option for you. Wish I could do more to help, but with limited experience as well as not knowing what your network looks like it's tough to offer anything of value.
Cheako Sep 23, 2021 @ 10:57am 
Why this fascination with the specifics of this one network? Why not tackle the problem generally on how to troubleshoot NMS network issues? I have found places where suggestions are made on what ports NMS uses, but they lack crucial details. Having all the information about how NMS(Steam) makes use of the network and what is required for NAT type 2 is essential information.

NAT types are a playstation concept and express various levels that the PS is able to cope with a network... It may be more accurate the say the network type than nat type. Other technologies will have different needs, for example forwarding the playstation ports would give you nat type 2... but do nothing for Steam games, so nat type 2 for playstation is not the same as nat type 2 for steam. You'll find this goes further, nat type 2 is not the same between different steam games, even though it feels similar across the playstation ecosystem.

The generic question here is what's required by NMS(Steam) to get NAT type 2 support? It's impossible to say what my NAT type is unless there is a definition for NAT Type 2, right.

I tried to explain, but in doing so I've taken the conversation way off base... The specifics about this one network configuration are supposed to be no more than an example of a situation where knowing generally how NMS works is important.

The Modems are running NAT and cannot be put into bridged mode, there is no option on either one. The Router is running NAT, part of it's TCP multi-path configuration. All are essential network components.

"connecting your PC as close as possible to the modem or router", not an option.
Cheako Sep 23, 2021 @ 2:48pm 
Like this: https://steamcommunity.com/app/275850/discussions/1/1762482479182022847/#c1744479063993773502 but there isn't an explanation on why. igp, nat-pmp or pcp all are methods to forward ports in this modern era. Perhaps NMS needs no port forwarding?
Cheako Sep 23, 2021 @ 8:41pm 
Not even trying? Unless it's piggy-backing off steam.
Every 2.0s: netstat -plunt mx1: Thu Sep 23 22:39:41 2021 (Not all processes could be identified, non-owned process info will not be shown, you would have to be root to see it all.) Active Internet connections (only servers) Proto Recv-Q Send-Q Local Address Foreign Address State PID/Program name tcp 0 0 127.0.0.1:27060 0.0.0.0:* LISTEN 1432318/steam tcp 0 0 0.0.0.0:22 0.0.0.0:* LISTEN - tcp 0 0 127.0.0.1:25 0.0.0.0:* LISTEN - tcp 0 0 127.0.0.1:9050 0.0.0.0:* LISTEN - tcp 0 0 0.0.0.0:27036 0.0.0.0:* LISTEN 1432318/steam tcp 0 0 127.0.0.1:57343 0.0.0.0:* LISTEN 1432318/steam tcp 0 0 127.0.0.1:35469 0.0.0.0:* LISTEN - tcp6 0 0 :::1716 :::* LISTEN 4999/kdeconnectd tcp6 0 0 :::22 :::* LISTEN - tcp6 0 0 ::1:25 :::* LISTEN - udp 0 0 0.0.0.0:5353 0.0.0.0:* - udp 0 0 0.0.0.0:55599 0.0.0.0:* 1432318/steam udp 0 0 0.0.0.0:57954 0.0.0.0:* - udp 0 0 0.0.0.0:27036 0.0.0.0:* 1432318/steam udp 0 0 127.0.0.1:323 0.0.0.0:* - udp6 0 0 :::1716 :::* 4999/kdeconnectd udp6 0 0 :::37725 :::* - udp6 0 0 :::37879 :::* 1988008/wineserver udp6 0 0 :::5353 :::* - udp6 0 0 ::1:323 :::* -
Cheako Sep 25, 2021 @ 2:16pm 
It was wineserver udp, could be different port every-time. Looks like it's an outgoing udp channel to a single host. The fix for me was to run Proton 4.11-13.
Cheako Sep 30, 2021 @ 7:06am 
I haven't needed to look more into this. I saw some https traffic and one UDP stream to a single host.
< >
Showing 1-13 of 13 comments
Per page: 1530 50

Date Posted: Sep 22, 2021 @ 12:54pm
Posts: 13