nanog mailing list archives

Re: PlayStationNetwork blocking of CGNAT public addresses


From: Alexander Maassen <outsider () scarynet org>
Date: Thu, 22 Sep 2016 10:48:39 +0200

As long as their is no international accepted standard as to how to report abuse and everyone cooking up his/her own 
methods.. I think you have either the choice of adapting and thus be able to deal with the abuse. Or be lazy and 
stubborn, ignore it, wait for the bad reputation to say hi to your company and face the effects it might cause.


Kind regards,
Alexander Maassen
- Technical Maintenance Engineer Parkstad Support BV- Maintainer DroneBL- Peplink Certified Engineer

-------- Oorspronkelijk bericht --------Van: Tom Beecher <beecher () beecher cc> Datum: 21-09-16  17:13  (GMT+01:00) 
Aan: Justin Wilson <lists () mtin net> Cc: NANOG <nanog () nanog org> Onderwerp: Re: PlayStationNetwork blocking of 
CGNAT public addresses 
I have a hard time accepting that service providers should re-engineer
their networks because other companies cannot properly engineer their abuse
tooling.

On Tue, Sep 20, 2016 at 11:33 AM, Justin Wilson <lists () 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
possible.

Justin Wilson
j2sw () 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 () gmail com>
wrote:

Something similar happened to a local FantasyConon I was helping set up,
we
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
playing
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 () slimey org>
wrote:

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
an
IPv4
service (we're all dual-stack, so they all get public IPv6 too). Due to
the
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,
or
'attack' traffic from that IP. This obviously causes problems for the
other
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






Current thread: