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[BUG] #3
Description
Description
Capture mode (--capture) successfully forwards outbound game packets to the proxy, but inbound packets from the proxy are never injected back to the game client. This means the game still receives responses directly from the game server rather than through the proxy tunnel, making the optimization completely ineffective.
Environment
- OS: Windows 11 x64
- LightSpeed version: v0.2.0
- Game: Fortnite (EasyAntiCheat)
- Interface: Realtek Gaming 2.5GbE
- Proxy: EU node
Steps to Reproduce
- Build with
--features pcap-capture - Run:
lightspeed.exe --game fortnite --proxy <ip>:4434 --fec --capture --interface <interface> --verbose - Join a Fortnite Battle Royale match
- Observe stats output
Observed Behavior
Stats consistently show:
Out: 391923 pkts (328386225 B) | In: 0 from proxy → 0 injected (0 B)
Outbound packets are captured and forwarded (435,600 packets over 67.9s, avg 6417 PPS), but From proxy: 0 packets and Injected: 0 packets throughout the entire session.
Additional Notes
- The port range
(7000, 9000)infortnite.rsdoes not match actual Fortnite ephemeral UDP ports. Had to change to(1024, 65535)to capture any traffic at all — but this range is too broad and captures all UDP traffic on the machine, saturating the connection. - Fortnite actual ports observed during a live match:
28894,46543 --test-tunnelpasses successfully, so proxy connectivity is not the issue
Expected Behavior
Inbound packets from the proxy should be injected back to the game client, completing the bidirectional tunnel so the game actually benefits from the optimized route.
Possible Fix
The inbound injection path may not be wired up in the pcap backend for Windows. The redirect mode approach (using --game-server) may be the only working bidirectional path currently, but it requires a static game server IP which Fortnite doesn't provide.