well, i have searched high and low, and have found absolutely nothing on this topic. I don't even know where to begin or where to start looking for the problems.
issues: a) The Starcraft Game (client) can [attempt to] host a game behind the router, but no one else on the net, including anyone else behind the router, can join them due to [blizzards official wording says something stupid about latency] what appears to be simply that no connection is going through from the people trying to join to the computer hosting b) Multiple Starcraft Clients behind the router is just ugly. Almost as if the clients clash when trying to get data through the router. One or both will eventually drop, and 'chatting' using battlenets' chatrooms is impossible. ex: computer A and computer B are behind the router on battlenet sitting in some default chatroom. computer A types something in. Everyone [on the net] except computer B sees the message in the chat room, and vice versa. So something is happening that is preventing data from coming back. things that do work fine: 1) A single Starcraft client playing from behind the router, can join, chat and play games with no issues now, i know it can work, because waaay back when i had my windoze router, [shudder] it actually worked fine. also, my mac router, from waaaaay waaaaay back when also worked just fine. now, thoughts and things i have tried: - Port Forwarding will not solve it, as the clients run on various machines, and port forwarding would need a concrete destination to go to. - if there is something like the ftp conntrack module for whatever protocols battlenet uses, i believe that would solve the problem. => my understanding of how it works is that my computer makes a connection to battlenet and tells it a game is being hosted. then other clients see this message, and attempt to create a new connection back to the host directly (bypassing bnet), which requires the router to track the fact that there is an outgoing broadcast to battlenet and recognize that new connections will need to be brought back to the machine hosting the game. (i hope this is clear) my router is a fairly basic setup, as security is not a huge issue. this is a household network, which does provide some services, like www, irc and some gaming services, but the services are very low demand at the moment. my routing is as simple as the following: (both nics are up, one ext, on int), there may be typos, but that will be from me simply rewriting them in the email - modprobe iptable_nat iptables -t nat -A POSTROUTING -o eth0 -j MASQUERADE echo 1 > /proc/sys/net/piv4/ip_forward /sbin/modprobe ip_conntrack_ftp /sbin/modprobe ip_conntrack_irc the rest is port forwarding rules for the various services and games i host, which consists of the following line for each port (5100 to 80 for secondary webserver, 80 for primary webserver, 25 for smtp, 21 tcp/udp for ftp, 110 for pop3, 27500tcp/udp for quakeworld and 7777tcp/udp for unreal tourney) - iptables -t nat -A PREROUTING -i eth0 -p tcp --dport 80 -j DNAT --to 192.168.0.53:80 thoughts? router info: p166deb:~# uname -a Linux p166deb 2.4.18-bf2.4 #1 Son Apr 14 09:53:28 CEST 2002 i586 unknown -the only other items running on the router are 'sshd' and 'iptraf' (for bandwidth monitoring) so i highly doubt there is anything else getting in the way. -rp

