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RE: PlayStationNetwork blocking of CGNAT public addresses


From: <michalis.bersimis () hq cyta gr>
Date: Fri, 16 Sep 2016 13:41:22 +0000

Another aspect, for those users that need to go the PSN network but experience 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 gamers 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 
suggestions on how best to resolve it?

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

Another aspect is ensuring that one has the ability to detect, classify, traceback, 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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