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    Will traffic shaping work based on source ports?

    Scheduled Pinned Locked Moved Traffic Shaping
    15 Posts 5 Posters 9.1k Views
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    • X
      xaviero
      last edited by

      hhhmmm get clearer now….

      if there are random ports, so how about they static IP ?

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        dreamslacker
        last edited by

        @xaviero:

        hhhmmm get clearer now….

        if there are random ports, so how about they static IP ?

        I thought of that first, apparently, they own multiple IP blocks across an entire /24 range.
        And to make things complicated, game updates are rolled off the same servers except on different ports.  So far, I have the shaper shaping the inbound via matching the source ports.
        It seems to work, at least according to Status: Queues and the fact that I don't have angry customers trying to kill me when someone goes crazy streaming videos.
        RRD graphs are totally shot for tracking the queues on inbound traffic though.

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        • X
          xaviero
          last edited by

          can u tell me what that game name is? or url maybe….
          i want to try it by myself :)

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            dreamslacker
            last edited by

            @xaviero:

            can u tell me what that game name is? or url maybe….
            i want to try it by myself :)

            There are quite a number of free to play online games.  Mostly by Nexon.  There are different game service providers in different regions though.  You can try Maplestory or Audition for starters.
            Not quite sure which service provider (game distributor) would be for your region.

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            • G
              gallium5000
              last edited by

              I'm not sure if this where I need to post this, but I can understand  your concern, because I'm trying to cache Audition patches but the problem is like what you have stated, it's patches/updates are coming from different ports everytime it updates/patches the client program. Other game clients such as Special Force, Warrock uses port 80, and therefore can be cache. Anyone here who has succeeded in caching online game patches that passess thru ports other than port 80?

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              • D
                danswartz
                last edited by

                My observations is that inbound traffic shaping is problematic at best, so I wouldn't invest any real effort in that.

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                  dreamslacker
                  last edited by

                  @danswartz:

                  My observations is that inbound traffic shaping is problematic at best, so I wouldn't invest any real effort in that.

                  I don't quite shape the inbound traffic in the sense that I want to prioritize them (not possible as far as I can see) more like segregate traffic into "penalized" (upperlimit set, 1Kb realtime, 1% bandwidth share) and non-penalized queues.

                  Effectively, I'm simulating a lower bandwidth connection for the non-games traffic.

                  The games use a mixture of UDP and TCP so I just need to classify them into another queue (higher priority in the shaper, no upperlimit).  This causes the shaper to drop packets on the penalized queue in favour of the games queue.

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                  • D
                    dreamslacker
                    last edited by

                    @gallium5000:

                    I'm not sure if this where I need to post this, but I can understand  your concern, because I'm trying to cache Audition patches but the problem is like what you have stated, it's patches/updates are coming from different ports everytime it updates/patches the client program. Other game clients such as Special Force, Warrock uses port 80, and therefore can be cache. Anyone here who has succeeded in caching online game patches that passess thru ports other than port 80?

                    Don't bother trying to cache the patches.
                    It's faster (if you have a gigabit network) to just copy and overwrite the entire game folder on the other computers that need patching.

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                    • S
                      stipen22
                      last edited by

                      @dreamslacker

                      how much bandwidth are we talking about here sir? i got the same delimma as yours and i'm stuck on a 384kbps for 6 PC.  ;D

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                        dreamslacker
                        last edited by

                        I've got about 2700kbit/s of downstream (after overheads) to go around 36 clients.  :-[  Let's not even consider upstream.
                        Gaming traffic is actually quite minimal (<30Kbit/s per client; more if the client is a game host)
                        It's a matter of managing the other services (web surfing, streaming youtube/ tagged videos etc) so that they can't saturate the line.  Line saturation is a big culprit in making latencies skyrocket.
                        Since most of the services being capped either use TCP (able to re-transmit, responds to ECN) or have buffers (streaming videos), dropping the packets on the downstream to force the source to throttle back actually works remarkably well.
                        Comparatively, most online games use UDP (TCP is used only for authentication) and don't have netcode optimized for lag compensation and interpolation (like Halflife engine), dropping/ limiting the packet stream is out of the question.

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