• UPnP Fix for multiple clients/consoles playing the same game

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    jimpJ

    Locking this as the core problem here is solved.

    If you have an issue with UPnP in your specific environment with the fix in place, please start a new thread with the details.

  • Problems with a game? TRY THIS FIRST

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  • Nintendo Switch & Switch 2 - Needs static port on its outbound NAT

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    jimpJ

    Updated with Switch 2 info at the end of the first post. tl;dr same as Switch 1 for IPv4, but the console itself appears to support IPv6 (likely depends heavily on the game and peers).

  • HOWTO: Xbox 360 Live connection with pfSense (Port Forward & UPnP)

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    regardless of what i do, following the whole steps mentioned here:

    upnp does not seem to allow the packets, you can see the packet answers always to be blocked in the system-logs :-(

    i use 2.0-RC2 (i386) built on Sun May 15 20:43:07 EDT 2011

    now i defined NAT by hand and it works…
    but why not upnp ?

    i used the following upnp rule: allow 1-65535 xxx.xxx.xxx.xxx/32 1-65535

    anyone any ideas ?

    i even created a pass-rule for the upne ports from lan-network to lan-address as stated in http://forum.pfsense.org/index.php/topic,33024.0.html
    but it still does not work, there are simply no mapping in the upnp status...

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  • Nintendo Switches (2) - Getting NAT type D and connection issues

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    B

    @Uglybrian The /29 was to try and get the range of IP's for both of the systems and their docks (2 Docks hardwired, and then the WiFi of each unit).

    I think I actually managed to track this down to an issue with the WireGuard instance I had running for my phone to VPN back with, as once I disabled that my connections were fixed, getting NAT B and was able to play online for quite awhile without incident.

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    @skogs

    Add to what is said above, be aware of P2P filtering "for your own good" ?
    P2P software is everywhere, even Windows update (Microsoft) uses it.

    From what I recall, big games have a lot to update. if this is the case, test : shut down this process, only update while not are using the star citizen app.
    edit :
    What happens when you start up the game, and moments before, a new map or whatever was updated. Nothing special, but a 1 Gbytes files has to be updated before you can start the game. The official game update server can't just spew out this info to the thousands of clients it has. So they build in a P2P concept : you can take a part from them, but also from others. And you can give what you have to others (the basis of P2P is very social, in theory, everybody wins). And that where a potential issue can be found : what if your UP stream gets loaded, and the UP is way smaller as the DOWN ? If the UP is full, packets negotiation comes to a halt, especially if TCP is used. So, fill up your UP, and your way bigger DOWN becomes pretty useless, even when it is not full at all.
    To help you with this check if your game has settings where your can adapt what you share (the speed, bandwidth).
    end edit.

    Also : check the software the came with your NIC : my Dell XPS came with some super nice GUI interface to "optimize" my network card (wired). A day or so later I totally removed it from my new PC, and lived happily afterwards.

    Next suspect : Wifi : this one shows the most perfect bit rate will it's doing 'nothing' for you. Start put a load on it, and suddenly you've not much left (although this would not influence other non wifi uses on your network. If your fellow network user are on the same on the same AP : have a chat with your AP, or do what gamers do : use wires and be done with it.

    Lat but not least : Our ISP love to sell us Megas if not Gigas. You knew it, they lied. The theoretical bandwidth is available if the moon, jupiter and earth are aligned. The sun doesn't need to be aligned, but solar flares will break the deal also.
    edit : If you use Starlink or comparable, this isn't a joke anymore, its serious.
    For small loads, your ISP will somewhat deliver. But big loads, they will apply their secret bandwidth limiter rule, this rule, they will never admit that they use it, of course. But they have to, as if not, to many clients would find out that they actually oversold the bandwidth. After all, if you were an ISP, and you own a 10 Gbit/sec POP to some big data center that gives you an Internet access, would you sell 10 x 1 Gbit or sell 30 x 1 Gbit with a small print somewhere that says "best effort" ? 😊

    These examples are just the "seen that, been there before" situations. Some might apply to you, some don't.

    Your router, pfSense, is just a device with "2 NICs" using, most probably, 1 Gbit/sec on both sides in both directions. It's the only thing it has to do : throwing packets between these two NICs at max speed. Most often, it can do this faster as the NICs can handle it, so 1 Gbit/sec both directions on every NIC it will be.
    pfSense doesn't care what ports IP's protocols you throw at it. It just copy the bits from one NIC to the other.
    The admin can do "things" with with pfSense that will impact this behavior, but by default, it doesn't. Only the admin can tell you more.

    @berlandtm said in Internet Download/Upload speeds drop significantly when launching Star Citizen:

    case as I do not have any additional packages installed to monitor for this

    Status > Traffic Graph
    or look at the real number, go console (or better, SSH), and use menu option 9 : pfTop

  • Unable to do Open NAT in pfSense 2.7.2-RELEASE

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    @Sherwatt said in Unable to do Open NAT in pfSense 2.7.2-RELEASE:

    No, we play different games, so this shouldn't be a problem. :)

    Unless they require the same port... Which for example many Activision games do, like port deamonware port 3074. But then again, they usually have the ability to select alternative ports as well. So with UPnP they should be able to retry another if the first one is already in use.

  • Is UPnP the reason my games don't work?

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    @semtex99 With Moderate NAT you will be fine for the most part, especially when playing on public servers since they are typically set up to have Open NAT. With Moderate NAT you will even be able to play private matches in CoD, as long as your friends also have at least Moderate or Open NAT.
    There is one odd thing with MW2 (the old 2009 version) if you play that? It will not report anything but Strict NAT unless you have UPnP enabled. Even though it does work fine if you set up port forwarding manually...

    Perhaps make some tests with and without your Static Port rule in your Outbound NAT settings as well, to see what you get from that.

  • Nintendo Switch Slow Download Speed

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    johnpozJ

    @nbk333 not really asking about your specifics - I wonder why they made the switches default 1400.. That seems odd to me..

  • How to disable Brawl Stars on IOS with PFSense

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    @SteveITS Finally I managed to solve this problem, at least for now. I used packet capture to see what matches I could find and port 9339 was the one that always appeared as the communication port. I prohibit the use of this port in the group where the children's phones are located and I regulate it with a schedule.

  • Do UPnP rules not expire?

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    stephenw10S

    Mmm, I tried added min and max lifetime options to the conf and it made absolutely no difference I could see! 🙄

  • Access Home Server at Home

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    C

    That was too easy! And it worked! thanks.

  • STUN server

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    JonathanLeeJ

    @Gblenn gaming systems did not have voice chat without STUN enabled

  • FiveM server - UDP flood

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    B

    So your being DDoS’d?

    There isn't much you can do about that on consumer hardware.

    We get DDoS’d all the time at work, and we have special appliances that use algorithms to intercept that kind of traffic and absorb it before it hits our production hardware.

  • Icarus game server on pfsense port forward

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    @KOM I can see that WAN is blocking that port. How to set up the rule for WAN to let it pass?

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  • 2 Votes
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    This should be fixed in 24.08, its actually an issue with miniupnpd from what i understand, and they have fixed it. Its fixed in the latest dev version of pfsense because they updated the packages,

    If you want states to time out like they should, then you will need to manually update the package on your pfsense box.

    run the update pfense to get the latest repos, and then run

    pkg upgrade miniupnpd

    from shell. this will update miniupnpd to the latest version, and should fix the states never timing out problem.

    I would also restart the miniupnpd service just to make sure you are using the updated package if you take this route.

    If not, it should be fixed in the future release.

  • Xbox major outage

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    JonathanLeeJ

    I was making changes and said wait a second let’s check the status page

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