Public Endpoint Detection And UPnP Exposure
Public endpoint detection decides which host and port a remote client should use, whether bind addresses need widening, and whether UPnP mappings can expose local services for LAN or internet play.
Purpose
Use this page when share URLs point at localhost, remote clients cannot reach a game endpoint, UPnP mapping fails, or the control panel reports external-network warnings.
Resolver Modes
Endpoint resolution can use explicit config, UPnP external IP detection, HTTPS public IP lookup, or local fallback. The result should carry both the detected address and warnings explaining why it may not be reachable.
Suggested Public Host
If config advertises a local-only host, public endpoint advice should warn and suggest a better host when detection succeeds. Do not silently publish 127.0.0.1 to remote clients.
Bind Widening
Services may bind locally for development or widen bind addresses for remote access. Widening should be explicit and should preserve operator warnings when the advertised host and bind host do not match.
UPnP Lease Lifecycle
UPnP mapping creates TCP or UDP port mappings and owns cleanup through a lease. Mapping failures should name gateway discovery, local address, external IP, add-port, or delete-port failure.
Login Versus Game Mappings
Login share URLs and game QUIC endpoints are different exposure surfaces. Login may need HTTP reachability; game may need UDP/QUIC reachability. Treat their warnings independently.
Troubleshooting
Check public host config, bind address, firewall, router UPnP support, external IP detection, advertised endpoint set, and control-panel warnings. If UPnP succeeds but clients fail, inspect firewall and NAT behavior.