Using Tailscale as a VLAN for P2P online gaming and running into some issues

As per title, I’ve been trying to make Tailscale work as a replacement for Radmin for my fighting game community that uses P2P connection, and I’ve had several issues, listed below:
- Not allowing connection until all 3 Tailscale exes are given an outbound rule in firewall
- Not connecting between devices even though both are exit nodes and shows as connected on the dashboard (not fixed)

For the 2nd scenario, it’s happened twice with 2 different machines. Both showed up as exit nodes and had allowed Tailscale through firewall, but I can’t connect to either. Second machine was being used in a netcafe so I don’t know if that impacts anything. I tried pinging the 2nd machine with tailscale ping and tailscale ping -tsmp and neither returned the ping.

To provide context, the game is Melty Blood Actress Again Current Code Community version, which uses a program called cccaster to connect players P2P, with one person hosting and then giving their IP to the other player. In our region, there’s an issue with ISPs putting players behind CGNAT which makes connecting without some sort of tunnelling app impossible. We previously used Radmin VPN , and just substituted the Radmin provided IP and used the same port to connect to the host session.

So in summary, I functionally want to use Tailscale the same way as Radmin, but I’ve run into the issues stated in the post, which doesn’t happen if I try to connect to the same players with Radmin.

I also have zero background in networking so this is basically me stumbling around in the dark doing stuff and see what sticks.

This is a really important project for me and my community so if anyone has prior experience with this I’d appreciate any help I can get, since I’m quite clueless about things like this.

The firewall issue is a bit unusual. Is there any difference in behaviour with the firewall disabled on all machines?

Could you update your post with a bit more information?

  • Topology of your network & machines?

  • Reason for running exit nodes?

  • How many Tailscale accounts are being used to connect devices? If more than 1, how are the devices shared?

  • What does your ACL(s) look like?

with one person hosting and then giving their IP to the other player.

What IP address are you giving to the other player to connect?

Thank you for taking the time to answer this in detail, I’ll try to provide as much info as I’ve gathered:
- I have no idea what network topology means so I don’t think I can answer the first question
- I’m running exit nodes on all the machines as the primary method of matchmaking for my game is posting IPs in Discord, so any player has to have the ability to both host and join games.
- I’m using a single Tailscale account for all the devices, as I don’t know another way of adding machines to the network
- I haven’t changed anything with the ACLs, as in just using it stock from a fresh account.

Another weird issue I’m running into is that I can only connect with my game’s client to another person’s host if the account used is Gmail, Outlook and Github both don’t work and I haven’t tried the remaining login methods.

To provide context, the game is Melty Blood Actress Again Current Code Community version, which uses a program called cccaster to connect players P2P, with one person hosting and then giving their IP to the other player. In our region, there’s an issue with ISPs putting players behind CGNAT which makes connecting without some sort of tunnelling app impossible. We previously used Radmin VPN, and just substituted the Radmin VPN for the IP and port used to connect to the host session.

So in summary, I functionally want to use Tailscale the same way as Radmin, but I’ve run into the issues stated in the post, which doesn’t happen if I try to connect to the same players with Radmin.

I also have zero background in networking so this is basically me stumbling around in the dark doing stuff and see what sticks.

The Tailscale (or Radmin) provided IP address

And all players have Tailscale installed on their network?

Yep, all the players need to have Tailscale installed and logged into the same account, as far as I’ve done it.