- •About the Authors
- •Dedication
- •Contents at a Glance
- •Table of Contents
- •Introduction
- •About This Book
- •System Requirements
- •How This Book Is Organized
- •Part I: Wireless Networking Fundamentals
- •Part II: Making Plans
- •Part III: Installing a Wireless Network
- •Part IV: Using a Wireless Network
- •Part V: The Part of Tens
- •Icons Used in This Book
- •Where to Go from Here
- •Nothing but Net(work): Why You Need (Or Want) One
- •File sharing
- •Printer and peripheral sharing
- •Internet connection sharing
- •Home arcades and wireless to go
- •Wired versus Wireless
- •Installing wired home networks
- •Installing wireless home networks
- •Picking a Wireless Standard
- •Planning Your Wireless Home Network
- •Workstations and servers
- •Network infrastructure
- •Network interface adapters
- •Get the (Access) Point?
- •Industry Standards
- •Who or What Is Bluetooth?
- •Wi-Fi versus Bluetooth
- •Piconets, Masters, and Slaves
- •Wirelessly synching your PDAs
- •Wireless printing and data transfer
- •Integrating HPNA and HomePlug with Your Wireless Home Network
- •Home Phoning (ET Got It Backward!)
- •Network Power(line)!
- •Deciding What Is Connected to the Network
- •Counting network devices
- •Choosing wired or wireless
- •Choosing a wireless technology
- •Choosing an access point
- •Deciding where to install the AP
- •Adding printers
- •Adding entertainment and more
- •Connecting to the Internet
- •Budgeting for Your Wireless Network
- •Pricing access points
- •Pricing wireless network adapters
- •A sample budget
- •Planning Security
- •Selecting Access Points
- •Certification and Standards Support
- •Compatibility and Form Factor
- •DHCP servers
- •Gateways, NAT, and cable/DSL routers
- •Switches
- •Print servers
- •Operational Features
- •Security
- •Range and Coverage Issues
- •Manageability
- •Web-based configuration
- •Software programming
- •Telnetting to your device
- •Upgradeable firmware
- •Price
- •Warranties
- •Customer and Technical Support
- •Before Getting Started, Get Prepared
- •Setting Up the Access Point
- •Preparing to install a wireless AP
- •Installing the AP
- •Configuring AP parameters
- •Changing the AP Configuration
- •Installing device drivers and client software
- •PC Cards and mini-PCI cards
- •Compact Flash cards
- •PCI and ISA cards
- •USB adapters
- •Modifying Wireless Network Adapters
- •Synchronizing and Internet Access
- •Wireless Zero Configuration with XP
- •Easy installation
- •Automatic network connections
- •Tracking Your Network’s Performance
- •Apple AirPort Hardware
- •Pick an AirPort Card, any card
- •Apple AirPort Software Updates
- •AirPort 2.0 software
- •AirPort 2.0.4 software
- •AirPort 2.0.5 software
- •AirPort 2.1.1 software
- •OS 9 Wireless Networks
- •Installing AirPort software on Mac OS 9
- •Upgrading AirPort Base Station firmware on OS 9
- •OS X Wireless Networks
- •Installing the AirPort software on OS X
- •Upgrading AirPort Base Station firmware on OS X
- •Adding another computer to your AirPort network on OS X
- •Connection sharing
- •Routers and gateways
- •Sharing dialup Internet connections
- •Obtaining an IP Address Automatically
- •Windows 9x
- •Windows 2000
- •Windows XP
- •Setting Up Internet Connection Sharing
- •Windows 98 SE and Windows Me
- •Windows 2000
- •Windows XP
- •Mac OS X v. 10.2 (Jaguar)
- •Assessing the Risks
- •General Internet security
- •Airlink security
- •How about a bit more about WEP?
- •What’s wrong with WEP?
- •Clamping Down on Your Wireless Home Network’s Security
- •Getting rid of the defaults
- •Enabling WEP
- •Closing your network
- •Looking into the Crystal Ball
- •Waiting for WPA
- •The future: 802.11i
- •A Networking Review
- •Basic networking terminology
- •Setting up a workgroup
- •Will You Be My Neighbor?
- •Sharing a document or folder on Windows 95/98/Me
- •Enabling sharing on Windows 2000/XP
- •Setting permissions
- •Accessing shared files
- •Be Economical: Share Those Peripherals
- •Setting up a print server
- •Sharing other peripherals
- •PC Gaming Hardware Requirements
- •Networking Requirements for PC Gaming
- •Console online gaming services and equipment
- •Console wireless networking equipment
- •Dealing with Router Configurations
- •Getting an IP address
- •Dealing with port forwarding
- •Setting Up a Demilitarized Zone (DMZ)
- •Wireless Home Entertainment Gear
- •Expanding Your Home Entertainment Center with Wireless Adapters
- •The Home Media Player
- •The Home Theater PC
- •Internet Content for Your Media Players and HTPCs
- •Making a Connection to Your Car
- •Your car’s path to wireless enlightenment
- •Synching your car stereo with home
- •Getting online with your own car PC
- •Picking wireless gear for your car
- •Using your PDA as a remote control
- •Whole home 802.11-based IR coverage
- •See me, feel me, hear me, touch me
- •Discovering Bluetooth Basics
- •Bluetooth Mobile Phones
- •Bluetooth PDAs
- •Other Bluetooth Devices
- •Printers
- •Digital cameras
- •Keyboards and meeses (that’s plural for mouse!)
- •Bluetooth adapters
- •Discovering Public Hot Spots
- •Freenets and open access points
- •For-pay services
- •Using T-Mobile Hot Spots
- •Using Wayport Hot Spots
- •Using Boingo Hot Spots
- •Tools for Finding Hot Spots
- •Netstumbler.com
- •Boingo
- •Check the Obvious
- •Move the Access Point
- •Move the Antenna(s)
- •Change Channels
- •Check for Dual-Band Interference
- •Check for New Obstacles
- •Install Another Antenna
- •Add a Signal Booster
- •Add a Repeater or Bridge
- •Check Your Cordless Phone Frequencies
- •Your Bath
- •Your Car
- •Your Exercise Gear
- •Your Home Appliances
- •Your Musical Instruments
- •Your Pets
- •Your Phones
- •Your Robots
- •Your Wearing Apparel
- •CNET.com
- •802.11 Planet
- •Broadband Wireless Exchange Magazine
- •80211b.weblogger.com
- •PC Magazine
- •Electronic House Magazine
- •Home Automation Magazine
- •Practically Networked
- •ExtremeTech.com
- •Network World
- •Other Cool Sites
- •Index
Chapter 12: Gaming over a Wireless Home Network 237
Dealing with Router Configurations
So far in this chapter, we talk a bit about the services and hardware that you need to get into online gaming using your wireless network. What we haven’t covered yet — getting online and playing a game — will be either the easiest or the hardest part of the equation. The difficulty of this task depends upon two things:
The platform that you’re using: If you’re trying to get online with a PC (whether it’s Windows-based or a Mac) . . . well, basically there’s nothing special to worry about. You just need to get it connected to the Internet as we describe in Chapter 9. For certain games, you might have to do a few fancy things with your router, which we’ll discuss later in this chapter. If you’re using a gaming console, you might have to adjust a few things in your router to get your online connection working, but when using a game console with many routers, you can just plug in your wireless equipment and go, too.
What you’re trying to do: For many games, after you establish an Internet connection, you’re ready to start playing. Some games, however, will require you to make some adjustments to your router’s configuration. If you’re planning on hosting the games on your PC (meaning that your online friends will be remotely connecting to your PC), you’re definitely going to have to do a bit of configuration.
Don’t sweat it, though. It’s usually not all that hard to get gaming set up, and it’s getting easier every day. We say that it’s getting easier because the companies that make wireless LAN equipment and home routers realize that gaming is a growth industry for them. And they know that they can sell more equipment if they can help people get devices like game consoles online.
You need to accomplish two things to get your online gaming — well, we can’t think of a better term — online:
1.Get an Internet Protocol (IP) address.
Your access point needs to recognize your gaming PC’s or console’s network adapter and your console’s wireless Ethernet bridge, if you’ve got one in your network configuration. If you’ve got WEP configured (see Chapter 10), your game machine will need to provide the proper password. And your router (whether it’s in the access point or it’s separate) will need to provide an IP address to your gaming machine.
2.Get through your router’s firewall.
The previous step is really pretty easy. The step that’s going to take some time is configuring the firewall feature of your router to allow gaming programs to function properly.
238 Part IV: Using a Wireless Network
Getting an IP address
For the most part, if you’ve set up your router to provide IP addresses within your network using DHCP (as we discuss in Chapters 5 and 7), your gaming PC or gaming console will automatically connect to the router when the device is turned on and will send a Dynamic Host Configuration Protocol (DHCP) request to the router asking for an IP address. If you’ve configured your gaming PC like we discuss in Chapters 7 and 8, your computer should get its IP address and be online automatically. Or, as we like to say about this kind of neat stuff, automagically. You might need to go into a program to select an access point and enter your WEP password, but otherwise, it should just work without any intervention.
If you’ve got a game console with a wireless Ethernet bridge, the process should be almost as smooth. The first time that you use the bridge, you might need to use a Web-browser interface on one of your PCs to set up WEP passwords; otherwise, your router should automatically assign an IP address to your console. Sometimes, however, a router might not be completely compatible with a gaming console. Keep in mind that online console gaming was introduced in November of 2002, and many home router models have been around much longer than that.
Before you get all wrapped around the axle trying to get your game console connected to your router, check out the Web site of your particular console maker and your router manufacturer. We have no doubt that you’ll find a lot of information about how to make this connection using those resources. In many cases, if you’re having troubles getting your router to assign an IP address to your console, you’ll need to download a firmware upgrade for your router. Firmware is the software that lives inside your router and that tells your router how to behave. Most router vendors have released updated firmware to help their older router models work with gaming consoles.
Some older router models simply aren’t going to work with gaming consoles. If online gaming is an important part of your plans, check the Web sites that we mention earlier above before you choose a router.
In most cases, if your console doesn’t get assigned an IP address automatically, you’ll need to go into your router’s setup program — most use a Web browser on a networked PC to adjust the configuration — and manually assign a fixed IP address to the console. Unlike DHCP-assigned IP addresses (which can change every time a computer logs onto the network), this fixed IP address will always be assigned to your console.
Chapter 12: Gaming over a Wireless Home Network 239
Every router has a slightly different system for doing this, but typically you’ll simply select an IP address that isn’t in the range of DHCP addresses that your router automatically assigns to devices connected to your network.
You will need to assign an IP address that isn’t in the range of your router’s IP address pool but that is within the same subnet. In other words, if your router assigns IP addresses in the 192.168.0.xxx range, you’ll need to use an IP address beginning with 192.168.0 for your game console. For example, if your router uses the range of 192.168.0.0 to 192.168.0.32 for computers connected to the network, you’ll want to choose an IP address like 192.168.0.34 for your console. Every router’s configuration program is different, but you’ll typically see a box that reads something like DHCP Server Start IP Address (with an IP address next to it) and another box that reads something like DHCP Server Finish IP Address with another box containing an IP address. (Some routers might just list the start address, followed by a count — meaning that the finish address is the last number in the start address plus the count number.)
The key thing to remember here is that you’ve only got to come up with the last number in the IP address — the number after the third period in the IP address. The first three (which are usually 192.168.0) won’t change. All you need to do to assign this IP address is to pick a number between 0 and 254 that is not in the range that your router uses for DHCP.
Dealing with port forwarding
After you have your gaming PC or game console assigned an IP address and you’re connected to the Internet, you might very well be ready to start playing games. Our advice: Give it a try and see what happens. Depending upon the games that you play, any additional steps might not be needed.
The steps that we’re about to discuss shouldn’t be required for a game console. And although we haven’t checked out every single game out there, we haven’t run into any incidences where you need to get involved with the port forwarding that we’re about to discuss with a game console. After you get your console assigned an IP address and connected to the Internet, you should be ready to start playing. If you have an older router that doesn’t work well with console games, you might consider putting your console on the router’s DMZ as we discuss in the upcoming section “Setting Up a Demilitarized Zone (DMZ).”
240 Part IV: Using a Wireless Network
If, however, your games don’t work, you might need to get involved in configuring the firewall and Network Address Translation (NAT). As we discuss in Chapters 5 and 9, home network routers use a system called NAT to connect multiple devices to a single Internet connection. What NAT does, basically, is translate between public Internet IP addresses and internal IP addresses on your home’s network. When a computer or other device is connected to your home network (wirelessly or even a wired network), the router assigns it an internal IP address. Similarly, when your router connects to the Internet, it’s assigned its own public IP address: that is, its own identifying location on the Internet. Traffic flowing to and from your house uses this public IP address to find its way. After the traffic (which can be gaming data, an e-mail, a Web page . . . whatever) gets to the router, the NAT function of the router figures out to which PC (or other device) in the house to send that data.
One important feature of NAT is that it provides a firewall functionality for your network. NAT knows which computer to send data to on your network because that computer has typically sent a request over the Internet for that bit of data. For example, when a computer requests a Web page, your NAT router knows which computer made the request so that when the Web page is downloaded, it gets sent to the right PC. If no device on the network has made a request — meaning that an unrequested bit of data shows up at your public IP address — NAT doesn’t know where to send it. This provides a security firewall function for your network because it keeps this unrequested data (which could be some sort of security risk) off your network.
NAT is a cool thing because it lets multiple computers share a single public IP address and Internet connection and because it helps keep the bad guys off your network. NAT can, however, cause problems with some applications that might require this unrequested data to work properly. For example, if you have a Web server on your network, you would rightly expect that people would try to download and view Web pages without your PC sending them any kind of initial request. After all, your Web server isn’t clairvoyant. (At least ours isn’t!)
Gaming can also be an application that relies upon unrequested connections to work properly. For example, you might want to host a game with your friends on your PC, which means that their PCs will try to get through your router and connect directly with your PC. Even if you’re not hosting the game, some games will send chunks of unrequested data to your computer as part of the game play. Other applications that might do this include things such as audio and video conferencing programs (such as Windows Messenger) and remote control programs (such as pcAnywhere).
Chapter 12: Gaming over a Wireless Home Network 241
In order to get these games (or other programs) to work properly over your wireless home network and through your router, you need to get into your router’s configuration program and punch some holes in your firewall by setting up NAT port forwarding.
Of the many routers out there, they don’t all call this port forwarding. Read your manual. (Really, we mean it. Read the darn thing. We know it’s boring, but it can be your friend.) Look for terms like special applications support or virtual servers.
Port forwarding effectively opens a hole in your firewall that will not only allow legitimate game or other application data through but might also let the bad guys in as well. Only set up port forwarding when you have to and keep an eye on the logs. (Your router should keep a log of who it lets in — check the manual to see how to find and read this log.) We also recommend that you consider using personal firewall software on your networked PCs (we like ZoneAlarm, www.zonelabs.com) and that you keep your antivirus software up to date.
Some routers let you set up something called application triggered port forwarding, which basically allows your router to look for certain signals coming from an application on your computer (the triggers), and then enable port forwarding. This is a more secure option, if it’s available to you, because when the program that requires port forwarding (your game, in this case) is not running, your ports are closed. They only open when the game (or other application) requires them to be opened.
When you set up port forwarding on your router, you are selecting specific ports (ports are actually a subsegment of an IP address — a computer with a specific IP address will use different numbered ports to connect different applications to the network) and sending any and all incoming requests using those ports to a specific computer or device on your network. When you get involved in setting up port forwarding, you’ll notice two kinds of ports: TCP (Transmission Control Protocol) and UDP (User Datagram Protocol). These names relate to the two primary ways by which data is carried on the Internet, and you might have to set up port forwarding for both TCP and UDP ports, depending upon the application.
Every router or access point will have its own unique system for configuring port forwarding. Generally speaking, you’ll find the port forwarding section of the configuration program, and simply type the port numbers you want to open up into a text box on the screen. For example, Figure 12-3 shows port forwarding being configured on a Siemens SpeedStream router/access point.
242 Part IV: Using a Wireless Network
As we mention earlier, ports are assigned specific numbers. And to get some gaming applications to work properly, you’ll need to open (assign) port forwarding for a pretty big range of port numbers. The best way to find out which ports need to be opened is to read the manual or search the Web page of the game software vendor. You can also find a relatively comprehensive list online at practicallynetworked.com/sharing/app_port_list.htm.
Figure 12-3:
Setting up port forwarding.
If your router is UPnP-enabled (Universal Plug and Play, a system developed by Microsoft and others, that — among other things — automatically configures port forwarding for you) and the PC game that you’re using uses Microsoft’s DirectX gaming, the router and the game should be able to talk to each other and automatically set up the appropriate port forwarding. Just make sure that you enable UPnP in your router’s configuration system — this will usually be a check box in the router’s configuration program.