i'm having an issue that i'm unsure how to solve, it basically comes down to this. i've divided my master authentication server from individiual game servers that run concurrently from each other. basically the idea is that as demand increases/decreases i can spin up or down more game servers. now then, a problem i've recently realized is that having both my authentication and game server behind the same lan is creating issues in what ip is reported to my master server, which in turn incorrectly tells my clients incorrect ip addresses.
basically it seems i need to isolate my master server behind it's own public ip address, as any server/clients inside it's lan is going to report the local lan ip to the server instead of the public ip address i actually need so that i can tell other clients how to locate individual servers.
basically what i'm asking is their some settings on a router which might be able to tell it to make all internal communications look like they are coming from the internet side of things, instead of the local side?
game server and authentication server behind same lan issues.
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.
What you need is a router that supports Destination (Reverse) NAT.
All modern routers and firewalls used for data centers do this.
You get some number of public IPs from your internet providers, and you then let the routers map those to internal hosts (which are typically mapped in a private namespace, such as 10.x.y.z)
Typically, you will know what the IP addresses you have assigned are, and the only way you need to distribute those is via DNS.
Typically, the target hosts for the public IPs will be some kind of load balancer or gateway hosts, but that depends on your specific needs and topology.
While servers with modern management software will configure themselves on the local (private) network, the advertising of public IP addresses is pretty much always a manually configured affair.
If you're trying to do this at home, you will only have a single IP address.
You then need to arrange for different ports on your public IP to route to different server processes on the inside.
You then need to tell your clients to connect to a given port on a given IP address (or given port on a given domain name) for that to work out.
All modern routers and firewalls used for data centers do this.
You get some number of public IPs from your internet providers, and you then let the routers map those to internal hosts (which are typically mapped in a private namespace, such as 10.x.y.z)
Typically, you will know what the IP addresses you have assigned are, and the only way you need to distribute those is via DNS.
Typically, the target hosts for the public IPs will be some kind of load balancer or gateway hosts, but that depends on your specific needs and topology.
While servers with modern management software will configure themselves on the local (private) network, the advertising of public IP addresses is pretty much always a manually configured affair.
If you're trying to do this at home, you will only have a single IP address.
You then need to arrange for different ports on your public IP to route to different server processes on the inside.
You then need to tell your clients to connect to a given port on a given IP address (or given port on a given domain name) for that to work out.
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thank you, reverse nat is what i'm looking for.
however, it seems that although this is one problem i can solve, i discovered a second with my router, which is that it does symmetric nat, so my clients need to initiate contact with my game server, not something i wanted to do, but workable.
thanks for the info.
however, it seems that although this is one problem i can solve, i discovered a second with my router, which is that it does symmetric nat, so my clients need to initiate contact with my game server, not something i wanted to do, but workable.
thanks for the info.
Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.
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