In my game I need to get the local network IP of the computer that is running the game, and for that purpose I have the following code:

// Create event
randomize();
var random_port = irandom_range(49152,65535);
host = network_create_server(network_socket_udp, random_port, 5);

if ( host < 0 ) {
show_message("Failed to create a broadcast server");
game_end();
} else {
var tsock = network_create_socket(network_socket_udp);
var tbuff = buffer_create(32, buffer_fixed, 1);
buffer_fill(tbuff, 0, buffer_bool, 0, 32);
network_destroy(tsock);
buffer_delete(tbuff);
}

/// Async network event
instance_destroy();


I've manually set up my local network IP to be 192.168.1.150, but when I run the code above, I get the IP 169.254.51.115.

Because I wasn't expecting such IP, I ran the ipconfig/all command (on Windows) and I got the following output (I've translated the output because my computer is in another language, and I've deleted the information that isn't relevant to this):

Ethernet adapter:

Specific dns for this connection. . : Home
Description . . . . . . . . . . . . . . . : Realtek PCIe GBE Family Controller
[...]
IPv4 address. . . . . . . . . . . . . . : **192.168.1.150(Preferred)**
Subnet Mask . . . . . . . . . . . . : 255.255.255.0
Default gateway . . . . . : 192.168.1.1
DHCP server . . . . . . . . . . . . . . : 192.168.1.1
DNS Servers. . . . . . . . . . . . . . : fe80::1%13
1.1.1.1
1.0.0.1

Specific dns for this connection. . :
Description . . . . . . . . . . . . . . . : Npcap Loopback Adapter
Subnet mask . . . . . . . . . . . . : 255.255.0.0
Default gateway . . . . . :
DNS Servers. . . . . . . . . . . . . . : fec0:0:0:ffff::1%1
fec0:0:0:ffff::2%1
fec0:0:0:ffff::3%1


So, from my understanding point of view, Game Maker is getting the Ethernet Npcap Loopback Adapter instead of the regular ethernet adapter.

I could delete the Npcap Loopback adapter, but what if a user has wifi and ethernet connection?

Is there a way for Game Maker to choose one or another adapter?

In case the previous answer is no, is there a workaround for this to avoid getting the Npcap loopback adatper?