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Online Play Thread: Tips, FAQ, & Common Misconceptions

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
That's not true. The DMZ on a router is basically a subnet that is exposed to the WAN and cut off from the LAN. It basically removes the need to forward ports, but it opens up everything so you're more vulnerable security-wise.
Yes in the case of corporate LANs and more complex routers and ISPs with multiple static IPs. But a common household doesn't have mutiple static IPs and the router don't create a subnet, they DMZ a single host computer.

What you said about UDP packets passing through regardless of port forwarding is wrong. Nearly all modern routers will drop a random incoming UDP packet just like they will TCP. UDP is connectionless so the packets are just tossed at the router level and never sent if the correct permissions aren't set.
Yes, router will drop unsolicited TCP/UDP packets but once the a request is made ports are opened on both sides. If you access a remote website on port 80, a local port is randomly selected, for example, let's say 11532. Once information is sent to your IP on port 11532, it's forwarded to your computer. You don't have to forward that port. The same thing happens with the Wii, but on UDP. UDP is considered connectionless because it doesn't maintain a constant connection. Packets are just sent withouth header and without acknowledgement. In TCP, packets are verified, thus a connection. UDP is used for streaming information and bypassing the acknowledge with is most useful in ideally lag-free environments (gaming).

What you said about the DMZ breaking the rest of your internet is just funny.
As I stated as you either glanced over or purposedly ignored, some routers disable their routing features after setting a DMZ meaning no one the network will have internet. Again, I said some not all. But what I was saying about breaking your internet is true. Any device/application that uses incoming TCP or UDP ports will not work correctly if you have DMZ set with your router. All those ports will go straight to the DMZ host.
Things like Bittorrent (TCP 6881), Online games, FTP Servers (TCP 21), HTTP Server (80), HTTPS Servers (443), Remote Desktop Connection (TCP 5631) will no longer work or have trouble. Video streaming services like Orb and Slingbox will no longer work since they require port forwarding. Read up on DMZ some more and maybe you're learn that setting a single host as the DMZ means that all incoming TCP and UDP ports are forward to that host.[/QUOTE]

I wish you'd stop posting these threads before you research what you say.
Get a clue, I'm a Network Administrator and Computer Programmer. I code network applications from scratch. I have no DMZ in my network and I have no ports forwarded to my Wii or DS and Wi-Fi connection works fine. I guess it's magic.
 

Matsuyama

Smash Cadet
Joined
Oct 18, 2007
Messages
64
Location
Rockville, Maryland
ShortFuse, how sure are you it's a direct P2P between the players? And it's also weird that a person can host three others. I honestly don't think it's P2P, like I said in my previous post. Perhaps more clarification and in-depth explanation would help me.
 

TehNomad

Smash Rookie
Joined
Mar 10, 2008
Messages
5
Location
Boston, MA
With regards to the hosting issue, what WC3/DotA:A professional leagues do is have a neutral spectator host. I don't know if this would be possible in SSBB (I haven't touched WiFi yet) but it would probably be a good option if it were possible

(WC3 custom games directly connect you to the host, similar to Nintendo's system)
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
ShortFuse, how sure are you it's a direct P2P between the players? And it's also weird that a person can host three others. I honestly don't think it's P2P, like I said in my previous post. Perhaps more clarification and in-depth explanation would help me.
There's no problem. You can use UDP Multicasting to do this. UDP just broadcasts data. It's how the protocol works. You set what IPs to broadcast to. There's no acknowledgement of the packets needed.

via Google:
Multicast - A process which allows a server to send one stream to multiple recipients. This is different from traditional unicast streaming media, where each user connects separately to a server.
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
To be added to the FAQ:

"Why does sometimes when I press a button or move the analog stick in a Wi-Fi match it doesn't register or comes out really late? / Why do I freeze in Wi-Fi matches?"

In a nutshell, UDP packets are lost.
Here's the explanation:
The way the network works is that it sends UDP packets. UDP connection aren't like regular connections (TCP connections, like webpages and stuff)
computer A sends a request to computer B
computer B sends an acknowledgement (ACK) of the request and some data
computer A receives some and sends another ACK and asks for more
and that's how it works, to make sure no information is lost.

"okay go"
"k, here"
"got it, now send me this"
"okay, sending"

like that, but that's TCP. there's latency in having to wait to see if they got the information and pausing between transmissions. UDP is different. UDP just sends stuff saying
"okay, send me the whole thing"
"here..................................................................................sent"

so you have two UDP connections
Player A is sending his data to Player A and Player B is sending his data to Player A
now, since there's no acknowledgement of what's being sent, things that get lost don't get repeated
as to why things get lost in transmission, i'll get to it in a minute. but what can get lost are things like:
"I am holding down A"
"I held down left"
"I no longer am holding down left"

Things like that can get lost and there's no verification of getting the packets like in TCP. It make take the next packet for the game to realize that, you are no longer press the analog stick that way, or you held the analog stick before press A and you want a tilt instead of a smash.

Why do packets get lost? This is actually not that uncommon with Wi-Fi. If there is interference or you're far from the router, it's common to lose packets. In TCP connections, if a packet gets lost, it's resent. The problem is the Wii isn't prioritizing that packets get sent successfully for the sake of less lag.
So if player A is on a somewhat poor wifi connection or a wifi connection with interference he might not send OR receive all the packets successfully. And that's why you don't get movement sometimes
 

mogwaimon

Smash Apprentice
Joined
Jan 29, 2008
Messages
160
I have to ask, how is it determined who 'hosts' the game?I've created the game room all four times in the following scenarios, yet the results are a bit different.Also, none of us were using uTorrent or other bandwidth hogging programs during this, and my own Wii is barely 5 feet away from my wireless router (A Buffalo WRT54g, I think the model number is)

First game - Me and other player on my Wii against friend and his brother on another Wii, same town...Lag is there, but it's button lag and therefore somewhat manageable.

Second game - Me and other player on my Wii against different friend on his own Wii, same town...again, lag is there, perhaps even less than last game.

Third game - All three parties together, sans friend's brother from first scenario...Here is where it gets bad. The lag is so horrible it's like watching a slideshow, or playing Brawl in Slo-mo mode, except not. We try having another person create a room and 'host', but the lag is still horrible.

Fourth game - Party from second game gets frustrated, leaves. My party and the party from first game go on to play 4-6 matches with minimal lag as illustrated in first and second game.

What went wrong here?I can't speak about the party from the first example, as I don't know where they keep their Wii in relation to the router as I haven't been over their house in a while and such, but I've set up the second parties wireless network myself and his Wii is in the same room as his wireless router. As for ISPs, my house uses a Comcast cable connection (Probably standard cable, I think my upload rate is 600kb/s) and the other two parties use Verizon DSL..I know that one of them has a 600kb/s upload rate as well..

..Actually, that's strange, I just ran a broadband speed test to verify at dslreports.com on my PC and it returned an error of sorts when testing the upload speed and it said my ISP has upload compression and my upload speed may be inaccurately displayed.I'm no network admin or anything, but I'm not exactly computer-illiterate either and I've never heard of anything like this...unless it has something to do with Comcast trying to filter torrent uploads and some such, that is...could it have anything to do with my Brawl lag?
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
Expanding more on what I've said about about the dropping of packets. If the seemss to run at okay speed and would sometimes have speed hitches (as in it slows down for a bit and then rapidly speeds up) this is probably due to packet loss.

The problem is in the quality of the signal. WiFi might not be the only factors. if you have a DSL installed and don't have DSL filters installed or bad filters you can get significant packet loss.

I've played somebody in Australia and it was fine. We both had LAN adapters. Yes, it was slow but it was manageable because the speed was constant and there was no controller lag.

mogwaimon, where are you? I'll look into Comcast but Verizon DSL isn't that bad. Though the cheap verizon dsl plan is 128kbps meaning 16KBPS which could affect speed. also, just because your in home environment is ideal doesn't mean you opponent's is. I was playing somebody from Kentucky yesterday and there was really no lag and it was really fast. Some people in boston I played were laggy and lagged input. With one of them the connection was orange. The only person I remember who I get a GREEN signal strength is in Virginia so being closer doesn't guarantee less lag or better signal strength.
 

Card

Smash Lord
Joined
Sep 19, 2001
Messages
1,237
Location
Montreal, Quebec, Canada
**ShortFuse tome of knowledge in regards towards anything Network based**
Ok ShortFuse your information is excellent and all... but I think you should add one final section to your enormous F.A.Q...

"What steps should I take to ensure that I will have lag-free games?"

1)
2)
3)
4)
5)


You've got a whole slew of information, with True and False, and tons of useful information. Not to mention there is a lot of back-and-forth going on, and many people seem to be confused as to what information is right or wrong. But what I (along with I am guessing everyone else) needs is just a list of what things we should do with our Network to ensure the OPTIMUM settings and have lag-free games. Whether it be use a LAN Adapter or keep your Router 5-feet away from your Wii, don't use wireless controllers, open ports, down your firewall, etc.. etc... we just need an easy to read list of everything

So if it isn't too much to ask...

Thanks in advance!
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC

Matsuyama

Smash Cadet
Joined
Oct 18, 2007
Messages
64
Location
Rockville, Maryland
Yeah, Card, I was about to post the same exact thing. Also, be sure to include how "fast", or slow, an internet has to be to receive optimal virtual lag-less in terms or kB, if it's not too much trouble of course. That'd help people understand their Internet isn't too slow or whatnot.
 

mogwaimon

Smash Apprentice
Joined
Jan 29, 2008
Messages
160
I'm in central MA, about an hour away from Boston...as for Comcast, now that I think of it, one of the aforementioned friends connection tends to be very very crappy if he's using torrents or other downloading, on Verizon, whereas on my Comcast I can be doing pretty much anything and have a decent internet connection (Well, obviously I don't download while I game online, but still =P)
 

ObeseNightmare

Smash Cadet
Joined
Mar 10, 2008
Messages
64
I've been trying to get this point across for a while... especially the "wii in another room causes lag" theory which I KNOW is true.
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
I'm in central MA, about an hour away from Boston...as for Comcast, now that I think of it, one of the aforementioned friends connection tends to be very very crappy if he's using torrents or other downloading, on Verizon, whereas on my Comcast I can be doing pretty much anything and have a decent internet connection (Well, obviously I don't download while I game online, but still =P)
Yeah, Verizon offers ADSL which is asymmetrical (what the A stands for). As you upload, your download speed goes down and vice versa

You can test signal strength of your Wi-Fi adapter by pinging your Wii (from a computer on ethernet).

I also recommend setting you Wii to use a static IP somewhere because 192.168.x.2-192.168.x.9 or 192.168.x.201-253

There's no technical benefit to statically assigning the IP, but if you want to enable QoS on your router or want to do ping testing, it's easier if the IP doesn't change. The range I specified are usually not issued by your router's DHCP, so you're less likely to get an IP conflict.

Oh yeah, and if you're still using the default channel, change that, unless you know there's no traffic on that channel. Wi-Fi channel collision can cause dropped packets (input lag)
 

mogwaimon

Smash Apprentice
Joined
Jan 29, 2008
Messages
160
Yea, I switched my channel from 1 to 11 last night...haven't played any of my friends yet, but I did a few With Anyone matches with minimal lag...and even then I'd forgotten to shut down uTorrent so my bandwidth was being used XD I think it's just my friends connections, coz my roommate uses my Brawl on Wifi sometimes and he says there's no lag With Anyone..

I'll try assigning the Wii a static IP later, but I might put it off until May. I'm currently unemployed, so I can't afford a LAN adapter right now, but in May I might get a 600 dollar check from the IRS (I guess Bush is doing SOMETHING right =P) and when I do I'm getting that, a HDTV with game mode built in, and GTA4

EDIT: I ran the ping test on my Wii, it gave me these results

192.168.11.205
Result 1st : 64 bytes from 192.168.11.205: icmp_seq=0 ttl=64 time=2.9 ms
2nd : 64 bytes from 192.168.11.205: icmp_seq=1 ttl=64 time=2.9 ms
3rd : 64 bytes from 192.168.11.205: icmp_seq=2 ttl=64 time=3.6 ms

That's good, right?
 

nmaster64

Smash Cadet
Joined
Jun 6, 2006
Messages
68
Location
NC, US
NNID
Nmaster64
3DS FC
4210-3983-6182
So then, I have a question...

You bring up a good point about matches being direct and not using Nintendo/GameSpy's servers...

But then why is EVERYBODY having lag it seems? I've got an uber internet connection and my router is less than 3 feet from my Wii, and I've yet to play a match without lag. And it's not just me, ALL my friends say they have the same issue with all their matches...

If this isn't fixable on Nintendo/GameSpy's end, then does that mean there is no such thing as a non-laggy Brawl match?
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
mogwaimon, that ping test is good. A lan adapter would probably shave off 1ms which isn't major in terms of latency. You can do a packet signal test by doing a ping but add -t
cmd /k ping 192.168.11.205 -t
after maybe 2-3 minutes press Ctrl + C and it should say the say the % of packets lost and average latency.

nmaster64, you're at a North Carolina State University? You would be sharing your connection with a bunch of others and perhaps your connection isn't prioritized. If you're not in a University, how is your Wii setup?

And yeah, I have had near lagless matches. The guy I was playing yesterday is in central Jersey (30-40 miles from me) and has the same ISP and has his Wii in the same room as his router. That was practically little/no lag. I was powershield parrying a bunch of attacks.
 

nmaster64

Smash Cadet
Joined
Jun 6, 2006
Messages
68
Location
NC, US
NNID
Nmaster64
3DS FC
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Naw, I'm not on University connection. I have my own 8Mbit connection for my apartment, on my own Linksys router that's sitting right next to my Wii...so like...wtf?
 

nmaster64

Smash Cadet
Joined
Jun 6, 2006
Messages
68
Location
NC, US
NNID
Nmaster64
3DS FC
4210-3983-6182
Transmission Control Protocol

User Datagram Protocol
 

mogwaimon

Smash Apprentice
Joined
Jan 29, 2008
Messages
160
I ran the test three times, first time I forgot to turn the Wii on, so I had a small packet loss, but the subsequent two tests had a 0% packet loss, with the ping fluctuating anywhere from 2-10 ms, which is pretty good. It's gotta be the other people I'm connecting to, then, since my connection seems to check out pretty well
 

nmaster64

Smash Cadet
Joined
Jun 6, 2006
Messages
68
Location
NC, US
NNID
Nmaster64
3DS FC
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I gave my Wii a static IP and tried enabling QoS to see if that'd help anything...but to no avail... :/
 

Yojimbo

Smash Journeyman
Joined
May 21, 2006
Messages
309
Location
Western Kentucky
I've done most of this stuff and I've gotten a bit of aid. I still get around a five second delay in all of the matches and its awful to adjust to this.
 

nmaster64

Smash Cadet
Joined
Jun 6, 2006
Messages
68
Location
NC, US
NNID
Nmaster64
3DS FC
4210-3983-6182
First post needs some tips for how to improve connection issues.

I'm using a Linksys WRT54Gv2 with DD-WRTv23SP1 firmware by the way (aka great firmware that lets me do whatever the hell I please to my router). If anyone has tips on how to help my connection, I'd greatly appreciate...
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
First post needs some tips for how to improve connection issues.

I'm using a Linksys WRT54Gv2 with DD-WRTv23SP1 firmware by the way (aka great firmware that lets me do whatever the hell I please to my router). If anyone has tips on how to help my connection, I'd greatly appreciate...
You should try enabling QoS for your Wii.
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
Is the exact UDP range Brawl uses known? Or at least something a little better than from 1 to 2^16?
Read the first port. The ports are random and they are outgoing UDP. You don't need to map/forward them
 

TurranMC

Smash Rookie
Joined
Dec 4, 2007
Messages
2
Location
New York City
Holy crap. Just to try it I fowarded every single port(1 to 65535) to my Wii and I was able to get into a "With Anyone" match! But of course I can't keep my Wii like that can I? Would that mean that the two computers on my router are gonna go slow as hell? Well, at least this brings me closer to solving my problem.
 

nekokatsu

Smash Apprentice
Joined
Aug 2, 2009
Messages
92
sorry to revive this topic... but i keep getting error 80430 with some of my friends... somebody... help...
 
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