|
|
|
|
|
by GauntletWizard
925 days ago
|
|
1:1 Nat is a great solution... except in cases where IP Addresses of peers are transmitted as part of the protocol, like in Gossip structures or (Not that anyone should be using this!) FTP. Most games do this, though explicitly to get around NAT so they understand which packets are coming from where. Honestly, in none of my use-cases will it matter - I can't see myself running a gossip protocol across servers that I do and don't control. |
|
This can be fixed by manually setting the IP in the Tailscale console though, so for this particular usecase I think it's okay, too.