We have a local network in our home, which is not connected to the internet. Additionally, we all connect to Wi-Fi for internet (mobile hotspot with a cellular provider). Our computers are connected to both networks at the same time. I've already worked through some issues regarding Windows' connection/network preference for internet connectivity (adapter metric settings), and am now trying to figure out how to make MC selectively use a connection/network for multiplayer LAN games. What I need is:
1) When the hosting player opens the game to LAN, it must choose the LAN to host, rather than the WAN. I've tried looking at connections as they do their thing in PerfMon/Resource Monitor. It shows the address type for hosted LAN games as unspecified (both an IPv4 and IPv6 connection). I've verified I'm looking at the right connection by looking at the port shown for those connections (they match the one MC says it's listening on).
**edit 1) I just verified that when connected to the WAN, the host's game is hosted over the WAN, rather than the LAN as desired.
2) Once MC is running the game on the LAN (rather than the WAN), I need the other clients to know to look for hosted LAN games in the Multiplayer menu via the LAN connection (again, rather than WAN). Currently, with the hosting computer connected only to the LAN and mine connected to both the LAN and WAN (attempting to connect to the hosting computer), I do not see the hosted game in Multiplayer. So I can tell that MC prioritizes the connection with internet (or that the Metric setting I changed also changes where MC is looking for LAN games, which I kinda doubt).
**edit 2) It would appear that when connected to both the LAN and WAN, MC is prioritizing the WAN when attempting to look for multiplayer games to connect to. I imagine the reason for this is that MC looks for a connection with internet activity first (at least when you log into MC using your account, rather than running in offline mode).
I appreciate any help you guys can provide. To clarify any misconception that I have any idea what all of that means above, I do not. Or barely, anyway. While the general idea of networking makes sense to me, and I've fiddled with server programming in Node and such, the *reality* is that most of the techno-jargon is beyond me.
**edit: Clarification #2, the reason I don't want to connect via WAN (besides latency), is that I'm not sure if my cell plan treats this network activity as AT&T network bandwidth used. Basically, just don't wanna get charged for playing MC on a local network.
We have a local network in our home, which is not connected to the internet. Additionally, we all connect to Wi-Fi for internet (mobile hotspot with a cellular provider). Our computers are connected to both networks at the same time. I've already worked through some issues regarding Windows' connection/network preference for internet connectivity (adapter metric settings), and am now trying to figure out how to make MC selectively use a connection/network for multiplayer LAN games. What I need is:
1) When the hosting player opens the game to LAN, it must choose the LAN to host, rather than the WAN. I've tried looking at connections as they do their thing in PerfMon/Resource Monitor. It shows the address type for hosted LAN games as unspecified (both an IPv4 and IPv6 connection). I've verified I'm looking at the right connection by looking at the port shown for those connections (they match the one MC says it's listening on).
**edit 1) I just verified that when connected to the WAN, the host's game is hosted over the WAN, rather than the LAN as desired.
2) Once MC is running the game on the LAN (rather than the WAN), I need the other clients to know to look for hosted LAN games in the Multiplayer menu via the LAN connection (again, rather than WAN). Currently, with the hosting computer connected only to the LAN and mine connected to both the LAN and WAN (attempting to connect to the hosting computer), I do not see the hosted game in Multiplayer. So I can tell that MC prioritizes the connection with internet (or that the Metric setting I changed also changes where MC is looking for LAN games, which I kinda doubt).
**edit 2) It would appear that when connected to both the LAN and WAN, MC is prioritizing the WAN when attempting to look for multiplayer games to connect to. I imagine the reason for this is that MC looks for a connection with internet activity first (at least when you log into MC using your account, rather than running in offline mode).
I appreciate any help you guys can provide. To clarify any misconception that I have any idea what all of that means above, I do not. Or barely, anyway. While the general idea of networking makes sense to me, and I've fiddled with server programming in Node and such, the *reality* is that most of the techno-jargon is beyond me.
**edit: Clarification #2, the reason I don't want to connect via WAN (besides latency), is that I'm not sure if my cell plan treats this network activity as AT&T network bandwidth used. Basically, just don't wanna get charged for playing MC on a local network.