PlayStationNetwork blocking of CGNAT public addresses
beecher at beecher.cc
Wed Sep 21 15:13:06 UTC 2016
I have a hard time accepting that service providers should re-engineer
their networks because other companies cannot properly engineer their abuse
On Tue, Sep 20, 2016 at 11:33 AM, Justin Wilson <lists at mtin.net> wrote:
> PSN is one reason I am not a fan of CGNAT. All they see are tons of
> connections from the same IP. This results in them banning folks. Due to
> them being hacked so many times getting them to actually communicate is
> almost impossible. My .02 is just get the gamers a true public if at all
> Justin Wilson
> j2sw at mtin.net
> http://www.mtin.net Owner/CEO
> xISP Solutions- Consulting – Data Centers - Bandwidth
> http://www.midwest-ix.com COO/Chairman
> Internet Exchange - Peering - Distributed Fabric
> > On Sep 20, 2016, at 8:24 AM, Danijel Starman <theghost101 at gmail.com>
> > Something similar happened to a local FantasyConon I was helping set up,
> > had only two PS4 machines there and accounts provided by Blizzard for
> > Overwatch. Outside IP of the LAN (as it was NATed) was banned by PSN in
> > about 8h. There was no other traffic other then those two accounts
> > Overwatch so my guess is that they have some too aggressive checks. I've
> > managed to convince our ISP there to change the outside IP of the link so
> > we got them working the next day but it happened again in 8h.
> > --
> > *blap*
> > On Fri, Sep 16, 2016 at 3:12 PM, Simon Lockhart <simon at slimey.org>
> >> All,
> >> We operate an access network with several hundred thousand users.
> >> Increasingly
> >> we're putting the users behind CGNAT in order to continue to give them
> >> IPv4
> >> service (we're all dual-stack, so they all get public IPv6 too). Due to
> >> demographic of our users, many of them are gamers.
> >> We're hitting a problem with PlayStationNetwork 'randomly' blocking some
> >> of our
> >> CGNAT outside addresses, because they claim to have received anomalous,
> >> 'attack' traffic from that IP. This obviously causes problems for the
> >> legitimate users who end up behind the same public IPv4 address.
> >> Despite numerous attempts to engage with PSN, they are unwilling to
> give us
> >> any additional information which would allow us to identify the 'rogue'
> >> users
> >> on our network, or to identify the 'unwanted' traffic so that we could
> >> either
> >> block it, or use it to identify the rogue users ourselves.
> >> Has anyone else come up against the problem, and/or have any
> suggestions on
> >> how best to resolve it?
> >> Many thanks in advance,
> >> Simon
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