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BONUS: Vanilla - The DHCP Rabbithole

Here's a bonus segment that didn't make it into the final cut of the first Vanilla video. I felt it was a little too much of a tangent to keep in that video, but that it was still interesting enough to talk about in a bonus video like this. Hope you guys enjoy!

BONUS: Vanilla - The DHCP Rabbithole

Comments

it's always DNS. except in this case, it was DHCP.

parasquared

I'm conflicted (haha, IP conflict). I want this to have been in the video, because I enjoy the content. But I also understand why you didn't put it in there. Thanks for all of the fantastic content!

Vorisi

This shit is so fascinating

Evan Martel

Heh, essentially the conflicting IPs/routes are allowed to co-exist, we just need to inform the system when to use each one. By giving the Wii U route the lowest possible priority, we ensure regular outgoing traffic never tries to go to the Wii U. That restores the ability to use the internet/home network. But then we need to ensure Vanilla's packets *do* go to the Wii U. By binding Vanilla's sockets to the Wi-Fi interface, we're just forcing its packets to go over that low priority route, when ordinarily they would go to whatever is the highest priority route.

MattKC

This was absolutely something I wanted to hear about! Your visual explanation really made understanding it possible, although I think I'm still fuzzy on how the binding, priority, and avoidance of conflict over duplicate IP's works but... I'm not built for network architecture so I'll live. Cheers!

Mogo


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