Tunnet
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Extremely simple guide for hubs and filters
By MAKAIROSI
Just an extremely simple guide that explains how Hubs and Filters work in the game. It's pretty much the way that I would like it explained to me.
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Hubs
As promised I'll explain everything very simplified. Click on the images to see them more clearly, as some lines are cut.

Let's assume this setup



So in this, A and B are endpoints. Notice that I also put in the ports.

So the Hub is configured as 0->1->2->0 let's say. That's by default anyway.

So now let's assume the Mainframe is sending a packet to endpoint A.
The packet starts at the mainframe, goes through port 0 right?
Since our configuration is as above, then the packet enters at 0 and exits at 1 (0->1)



So the packet will reach endpoint A. Simple.



But now let's assume the packet is intended for endpoint B. The same as above will happen, however, it will reach the wrong endpoint. So it will bounce back.

However, this time, it will enter the hub through a different port.



So since our Hub is configured 0->1->2->0, and now it's entering at port 1, it will follow the line 1->2 therefore exit at port 2.



So THEN it will reach endpoint B.

This is what happens with just 2 endpoints and 1 hub. In the game you will have a ton of hubs and endpoints to manage, so the diagram would look more like:



So yeah, you will have to watch these hubs separately, to connect them and configure them appropriately. But now let's go to filters next.
Filters
So now that we've seen how hubs work, let's see filters real fast. Let's assume this setup:



See that "super long way down" line? You can assume that this line is very long. Therefore, like we said before, a packet intended for endpoint Aa or Ab, will travel down that line, reach Ba, travel back, reach Bb, travel back, reach Bc, travel back, reach the original hub, and THEN travel to Aa or Ab.

Sure, you might configure the first hub to favor the shorter line first (and you should) but that's not gonna help when the packet is already a lot further in the network.

So this is where a filter comes in play.



See what I wrote there? If a packet's adress doesn't start with B, send back. Therefore, in this simple scenario, when the packet enters the filter, it's gonna ask this question. Do I have to go this super long way down? Will it matter? Or will I just come back anyway? Lol.

So the point of this filter is to avoid going this way, if it's not intended to reach any of those endpoints.

And since the packet might attempt to go back up due to the hub, and the network will get more complicated than this anyway, we could add another filter for the packets that bounce back, with the statement "If a packet's address doesn't start with A, send back.



Note that this time I added a circle, to indicate the port that it checks (and also corrected the typo lol). We want the packets going down to start with B, and the packets going up to start with A.

So now, let's use real game indicators.



This is actually something I've used.

So this is the same logic as above. Packet reaches the first filter, filter asks, where are you going, packet says 0.0.0.1, so filter says "what are you doing going down here, go back". Similarly a packet that is trying to go back, the second filter will ask it, it will say an adress like 0.0.3.x so the filter will say "Why are you even trying to go back there, you came all this way, go back to the hub" kinda.

Stuff that isn't covered in this guide
Obviously, there are more parameters to Filters, especially once you upgrade them, such as what to do if there is packet collision. I'm not covering these because it gets more complicated, and it's really self-evident what these do once you get the basics.

5 Comments
Drib 16 Aug @ 3:23am 
i appreciate this guide. Despite being in IT support in real life, the mechanics of this game's devices felt really weird, this simplifies it handily.
MAKAIROSI  [author] 11 May, 2024 @ 3:13am 
The reason I explained the Hubs as such is because I thought that when sending back a packet, the packet would travel back through the hub, and not enter its other port and exit another port. I probably thought that because I'm used to splitters from automation games.

Like I said, this is how I'd want it explained to me.

When building something more complicated, including the other mainframes, you certainly have to different practices. However, a packet going from mainframe 3 towards the others, with an address that's supposed to be in the 3 area, it's kinda pointless to allow the packet through. considering 3's positioning.
FUS 10 May, 2024 @ 12:49pm 
Ngl, section on the hub was just a very wordy way of saying that packets travel through it in a circle.

Also, in your filter example it's better to not block a way out for packets with that X.X.0.X. filter since endpoints may send things to the other addresses too. It was a horrible mistake on my part when I answered you otherwise in that thread.

Another good practice I found is to specify the mainframe number in filters for all the endpoints so that traffic doesn't get intermixed due to the packets somehow spilling.
MAKAIROSI  [author] 5 May, 2024 @ 6:06am 
Yes, but this means that the packet will have to travel to the second filter first. In my diagram thingie, the line is short, so what you're saying definitely works. But the line is supposed to be a really long way. What we want is to avoid the packet travelling all that way needlessly
Ark 5 May, 2024 @ 5:59am 
Why not set the second filter to:

Port 1
Same
*.*.3.*
Send back
Destination

Wouldn't that have the same effect, with the added effect of also sending out anything going to like 0.1.0.0 etc?