NAT and Peer-to-peer networking
Peer-to-peer is a style of networking in which a group of computers communicate
directly with each other, rather than through a central server.
This is often used for multiplayer online games, such as Activision's
Battlezone, to avoid the expense and delay of handling all that traffic
at the server.
However, this style of networking often has problems dealing with
Network Address Translators (NATs). In this page, I describe a way to solve
these problems. Products that use this technique now work properly through
several commercial NATs.
The situation
The Internet is based on 32-bit IP (Internet Protocol) addresses,
which means the theoretical maximum number of computers on
the Internet is 4 billion or so. The practical limit is much lower,
due to inefficiences in how IP addresses are used. In fact,
the Internet may be only a few years away from running out of IP addresses.
As IP addresses become scarce, a technique known as Network
Address Translation, or NAT, was developed to allow the use of a single IP address
for a whole network of computers.
A NAT sits inbetween the public Internet and the network it serves,
and works by rewriting IP addresses and port numbers in IP headers on the fly
so the packets all appear to be coming from (or going to) the single public IP
address of the NAT device instead of the actual source or destination.
NAT is now commonly employed in small home-office routers and in
software used by consumers to connect several personal computers to a
single cable modem. It is even used by some Internet Service
providers.
(NAT is not the only possible solution; proxy servers
are also commonly used, but require more configuration,
and sometimes require custom client software.
Eventually, we'll all switch to IPv6, which will have 128-bit
addresses, and will solve the problem once and for all, but that's
probably not going to be commonplace for many years.)
Some Protocols Aren't NAT-Friendly
Some applications send IP addresses or port numbers hidden inside their datapackets,
where NAT can't properly rewrite them - so those applications don't work
when you try to use them on computers behind NATs.
Some NATs, for security reasons, only allow incoming traffic from an outside
address if an outgoing packet has already been sent to that outside address.
This means that two people behind different NATs can't open up
connections to each other in the usual way - ever!
The solution
Peer-to-peer protocols that wish to be NAT-friendly must
be aware that any addresses they embed in their data
packets may be invalid once the packets pass through the NAT,
and compensate accordingly. One way to do it is as follows:
All traffic between the peers is done via a single UDP port.
There is an address server which is not behind any NAT.
Users connect to the address server first, and send it
the IP address they think they have; the server notes
both that address and the address it sees in the UDP header.
The server then sends both addresses to the other peers.
At this point, everyone knows everyone else's address(es).
To open up peer-to-peer connections, all old peers send a
UDP packet to the new peer, and the new peer sends a
UDP packet to each of the old peers. Since nobody knows at first
whether they are behind the same NAT, the first
packet is always sent to both the public and the private address.
This causes everyone's NAT to open up a bidirectional hole
for the UDP traffic to go through. Once
the first reply comes back from each peer, the sender knows which
return address to use, and can stop sending to both addresses.
Compatibility Requirements
Above and beyond the basic NAT RFC, a NAT device that wants to support
this scheme should have the following desirable property:
NATs should not change the number of UDP ports used by a stream of packets.
Correlary:
If a host behind a NAT sends a series of packets
from a single UDP port, the packets as relayed by the NAT should also
appear to come from a single host and UDP port.
Draft RFC
I'm working on a draft RFC describing this technique in more detail.
Contact me if you're interested.
Compatibility Test Results
I am testing the compatibility of this approach with several NAT
implementations. Here are partial results:
Known Compatible NAT Implementations
- NAT1000 - fully compatible.
Thanks to Nevod for their early help doing compatibility testing. They
didn't need to change anything; the technique just plain worked with
their NAT. No longer available; Nevod was bought out by Microsoft.
- Win98 SE contains Internet Connection Sharing software which
traces its origins back to NAT1000, so it should work fine.
- SyGate - fully compatible.
- NAT32 - the beta test version
released Jan 5th, 1999 is fully compatible. Current releases are
probably also fully compatible.
- Linux IP Masquerading - kernel 2.2.1 and later should work fine.
See Juanjo's page for the patch for earlier 2.1 kernels.
For 2.0 kernels, see the
backport to kernel 2.0.36
by Glenn Lamb; Glenn's
port makes it a configure-time option CONFIG_IP_MASQ_LOOSE_UDP, which is a nice touch.
- WinNAT - their current release works fine.
NAT Implementations Soon to be Compatible
- Arescom Apex 1100 ISDN Router -
Arescom has a firmware patch that fixes the problem as of January 1999;
presumably it's in their standard firmware now, but I haven't confirmed it.
- Vicomsoft Softrouter Plus
Vicom has since released a version that should fix the problem, but I
haven't had a chance to test it.
- Note: you may have to disable all native TCP bindings on the gateway machine except for one pointing
to the inside ethernet adapter for this implementation to work. Be sure to read their doc all the way through before using their Setup Assistant.
Not yet known to be compatible
- Cisco IOS has a built-in NAT capability that might or might not be compatible.
- We have tested all the win32 software NATs we can get our hands on. We have not yet tested the NATs built into many small home office routers, nor the standalone NATs such as the SonicWall.
Not compatible
-
Any pure proxy server solution, such as Wingate 2 or PPPShar, will not work
properly.
Software using this technique
The following peer-to-peer network software packages are known to support
operation from behind NATs:
- Civilization: Call To Power
- Heavy Gear 2
Discussion Area
I'd love to hear what other developers think about this technique,
or about how Masq could be rewritten to reuse UDP ports properly.
Join the
NAT-peer-games
mailing list and let's talk.
Wierd problems
While testing Sygate, and later NAT1000, I had some wierd problems.
Everything was fine if the machine running the gateway is connected to the Internet
via a modem. But if the the gateway machine was connected to the Internet
by Ethernet, clients couldn't access other hosts on that outer Ethernet.
It's as if packets from the gateway were being utterly ignored by
the other hosts on the outside Ethernet. Routers didn't ignore
the packets, though, so connecting to distant hosts was no problem.
Go figure. See my Usenet
post for more info.
I'm inclined to believe this was hardware trouble, but who knows...
Links
History
This is to my knowledge a novel technique. I started
working with it in 1997, and shipped my
first product using it in 1998. This technique was
developed while working on multiplayer games at Activision.
Copyright 1999 Dan Kegel
dank@alumni.caltech.edu
Last updated: 17 July 1999
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