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originally posted in: To Bungie Staff
Edited by RAIST5150: 3/25/2020 8:15:46 PM
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Can't trace to their servers. They are set to not respond to ICMP. At best, you will get to the edge router for their provider. This is fairly common practice... lock addresses down by default, and only allow the required protocols/ports. There are some addresses within their subnet that do respond though, but they do not publish them so will not post them here. Someone savvy with DNS/BGP digging can find them with some basic testing tools though. As an alternative, can test against the Seattle Century Link site at speedtest.net . Bellevue is very close by... to the east on the other side of Lake Washington. Level3/Century Link is also one of their primary peers, which also makes it a good test target in general (they carry roughly 40% of their traffic). If you poll netstat or something similar while that test is running you can capture the actual IP address for that site if you want to run traces and such. What you really should be capturing though are the UDP transfers between cloud servers and player addresses in play while you are having issues. That is where the gameplay data is going back and forth... not Bungie's local servers. That traffic is mostly tracking data, account authentications, inventory management, etc.
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  • On PC, starting with update 2.8.0 the in-game connections are channeled through Valve servers (hence the steamnetworkingsockets.dll now present in D2 Bin folder) so that you can't actually see the IPs of the players you're connected with

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  • Edited by RAIST5150: 3/25/2020 9:20:41 PM
    [quote]On PC, starting with update 2.8.0 the in-game connections are channeled through Valve servers (hence the steamnetworkingsockets.dll now present in D2 Bin folder) so that you can't actually see the IPs of the players you're connected with[/quote] Lol... just another reason I am glad I stayed on console. Kinda reinforces the point though... those TCP addresses to Bungie won't help you figure out what is going on with the gameplay traffic. Could still poll netstat to show all connections and figure out the proper ones. Hmm... a strange thought just hit me too. If they are forcing the traffic through the valve servers, then is it actually still peer to peer? Seriously... by definition, that would mean you are going through dedicated servers now and not directly from peer to peer. 100% dedicated now... partly from Bungie and their cloud hosting service, partly from Valve? Which would also mean [i][b]Valve[/i][/b] needs to figure out what is going wrong, as Beaver and several of the other codes are tied into the client to client communications and not client to server. Would be interesting to see exactly what is going on there... whether it is just a proxy, or if there is actually some form of logic/buffering/compensation taking place. Even if that is just a sort of pass through routing kind of thing with Valve (like an NSA check-in) so it is still actually peer to peer... it means everyone's ISP's may need to get involved to clean up routing to the Steam cloud servers now.

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