From mainland China, choose an IPLC Shadowsocks (SS) server in the same region as the game servers when the game's web page opens but login or multiplayer sticks, spins, or shows a network error. That symptom is usually the game's real-time UDP being dropped on the way out: the web uses TCP and still works, and the game's UDP does not.
What to choose
- Open Server Nodes. See how to choose a server for the screen. This case needs a region and a protocol, so do not play this game on Fastest only because of that label.
- If a protocol group is collapsed, select its title to expand it.
- Choose a server whose name includes IPLC and whose protocol is Shadowsocks (SS). A US game uses a US IPLC SS server. A Japan game uses a Japan IPLC server. IPLC is the international private line. See Meaning of node names.
- Return to the home screen, select Connect, wait for Connected, and retry game login or multiplayer.
| Server type | For real-time games |
|---|---|
| IPLC Shadowsocks in the game's region | Use this. It carries UDP and uses the private line |
| AnyTLS | Do not use it for the game. It wraps UDP inside TCP, so real-time play stalls |
| A name containing 直连 or GLOBAL直连 | Do not use it for the game. High-port UDP that leaves mainland China on a direct path is throttled or dropped, so the web opens while the game does not |
How to tell it worked
VilaNet stays Connected, and the game gets past login into multiplayer. A web page or a launcher opening is not enough.
Still not working?
- A region-matched IPLC SS server still sticks on login: open a ticket with the game name, the game-server region, and your carrier (China Telecom, China Unicom, or China Mobile). Support can use that to point you at a server.
- If you use Netch, the local-proxy setup is in Using VilaNet with Netch for Game Acceleration.
- Ordinary websites fail too: read Cannot connect or Connected but no internet.