The above mentioned connectivity issues affect servers and clients differently. Clients are simpler as they just need to contact a server, and such contact involves only outgoing traffic. If the client has a public address this almost always works, outgoing traffic is seldom blocked except on corporate networks where access is very limited. If the client has a private address it can connect to all servers except servers with private addresses which cannot do NAT punchthrough. (More on this later.) Servers are more complicated as they need to be able to accept incoming connections from unknown sources. With a public address, the server needs to have the game port open to the internet, not blocked by a firewall. If a port is not open and accessible to the internet the server cannot accept any connections from clients and is thus unusable. If the server has a private address it must be able to do NAT punchthrough, or else no one can connect to it. Clients which cannot do NAT punchthrough will regardless not be able to connect to the server.
上述内容分别描述了影响服务器和客户端连通性的问题。客户端更简单,他们只需要连接到服务器,对客户端的讨论只包含向外通信。如果客户端有总是连接的公共地址。向外通信很少被中断,除非所访问的网络流量非常有限。如果客户端是私有地址那么可以访问所有的服务器,除非服务器也是不支持NAT穿透的私有地址。服务器常常会接收很多来至未知地址的连接,所以实现上变得复杂。在公共地址环境下,服务器需要向互联网开放一个并未被防火墙阻止的端口。如果端口没有被开放到互联网,服务器将不能接收任何来至客户端的连接,因此而变得不可访问。如果服务器处在私有地址的环境下,那必须能做NAT穿透,否则而不管客户端能不能做NAT穿透,没有客户端能连接到服务器。