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Re: Xbox LAN Games

daemon@ATHENA.MIT.EDU (Chris Webster)
Tue Feb 1 09:18:00 2011

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Message-ID:  <4D481601.3030907@gw.ncsu.edu>
Date:         Tue, 1 Feb 2011 09:17:37 -0500
Reply-To: chris.webster@ncsu.edu
From: Chris Webster <cmwebste@gw.ncsu.edu>
To: RESNET-L@listserv.nd.edu
In-Reply-To:  <C96D7B11.9F55%jrizzo@providence.edu>

I'm not 100% sure how the Xbox decides whether a peer console is 
considered "LAN" or "Internet", but through all of my observations, it 
seems to be subnet-based. The problem we've seen is that our ResNet is 
all public address space, and sometimes there are multiple subnets per 
VLAN, which leads to people across the hall not being able to play LAN 
games. (At least that's my best theory at the moment.)

The whole cross-VLAN thing is another issue I think related to how VLANs 
work... and that's about the end of my "just enough to be dangerous" 
network knowledge.

I would be very interested to know how the whole LAN vs. Internet logic 
works in the Xbox.

-Chris

On 02/01/2011 08:55 AM, Rizzo, Jim wrote:
> I'll start off by saying I don't have an Xbox. I know nothing about
> them. I'm also not a network admin or engineer, though I do know a
> little about that side of things.
>
> So we've got students with Xboxes here on campus (go figure, right?).
> Many of them are friends and like to play games against each other. They
> all suffer from the "Strict NAT Type" issue that Xbox Live warns them
> about. As such, they are unable to play games against one another across
> VLANs.
>
> Do any of you have any suggestions for how we could make it easier for
> our students to play games against each other? It's a common complaint
> here. Ideally, it would require little to no work on the networking side.
>
> Thanks,
> Jim
> --
> Jim Rizzo
> Helpdesk Manager
> Providence College Information Technology
> (401) 865-1277
> AIM: JRizzoPC
> http://itweb.providence.edu/helpdesk
> http://selfhelp.providence.edu
>
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