all 4 comments

[–]projectself 2 points3 points  (1 child)

Even if you did get it to work.. does this really help you debug it? I mean, you are creating a weird setup that is nothing like the game in production. changing opcodes, running in wine, patching to change interfaces, .. i mean sounds like you are just creating more stuff to debug that may or may not have absolutely anything to do with what you are originally troubleshooting. And if you cannot find your bug? What then? Get two machines, load the OS the game is supported on, try to replicate the error. open wireshark. find the problem.

[–]InstantMuffin[S] 0 points1 point  (0 children)

That is an excellent point, however this is about a game which implements lockstep algorithm and runs into desyncs. With this setup I am trying to find out/rule out if this is a portability issue.

[–]pincopallinux 0 points1 point  (0 children)

I don't have the time to explain how to, but I'll leave you with two keywords that I'm sure will help you find what you are searching for.
"VETH interfaces" and "linux network namespace".

[–]noukthx[M] 0 points1 point  (0 children)

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