[191478] in North American Network Operators' Group

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RE: PlayStationNetwork blocking of CGNAT public addresses

daemon@ATHENA.MIT.EDU (michalis.bersimis@hq.cyta.gr)
Fri Sep 16 20:27:01 2016

X-Original-To: nanog@nanog.org
From: <michalis.bersimis@hq.cyta.gr>
To: <nanog@nanog.org>
Date: Fri, 16 Sep 2016 13:41:22 +0000
In-Reply-To: <63D9F23B-F136-46F0-8A3F-05AA099E1C98@arbor.net>
Errors-To: nanog-bounces@nanog.org

Another aspect, for those users that need to go the PSN network but experie=
nce issues via the CGNAT, an opt-out solution (giving them public IPv4) may=
 should mitigate the problem, that PSN network does not support IPv6.

After all what percentage of your total subscribers that uses PSN and are g=
amers 2-3%  ?  Which might be relatively small amount to give public IPv4.

Michalis

-----Original Message-----
From: NANOG [mailto:nanog-bounces@nanog.org] On Behalf Of Roland Dobbins
Sent: Friday, September 16, 2016 4:32 PM
To: nanog@nanog.org
Subject: Re: PlayStationNetwork blocking of CGNAT public addresses


On 16 Sep 2016, at 20:12, Simon Lockhart wrote:

> Has anyone else come up against the problem, and/or have any=20
> suggestions on how best to resolve it?

I'm pretty sure that at least part of it has to do with DDoS-related activi=
ty.  The best bet is to try and identify and engage with the relevant opera=
tional personnel with clue.  Going the customer-service route isn't fruitfu=
l, as you indicate.

Another aspect is ensuring that one has the ability to detect, classify, tr=
aceback, and mitigate outbound badness southbound of the CGN.

This sort of thing has always been a problem with NAT; as CGN becomes more =
prevalent on wireline broadband networks, it's only going to get worse.

AFAIK, PSN doesn't support IPv6.  That would be another topic of discussion=
 with the operational folks.

-----------------------------------
Roland Dobbins <rdobbins@arbor.net>

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