IPv6 / UPnP / CGNAT / DDNS host game lobby #303
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It does use UPnP already, but I guess maybe support for it isn't that great. IIRC the main issue with NAT is that game only uses a single port for hosting games, and doesn't allow connecting/hosting to any other port numbers, even if master server reported a lobby at some other port number, the game code would ignore that and only try connecting to the normal port number. If the game did allow other port numbers, we could have used STUN to allow game to tunnel through NAT, but since STUN results in the forwarded/tunnelled port number being random, we'd have the issue above. I'd thought of somehow patching/hooking the game to allow other port numbers, but the netcode part is pretty far removed from the demonware/master server part, couldn't see a good way for it to pass port number over from demonware -> netcode. (and since the Sumo netcode is still almost completely unmapped, that makes it even harder...) Do wonder if there's any kind of radmin-like library we could use to make some kind of private network built into the game (rather than needing something installed seperate). |
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Make it possible to host a game behind a Firewall or CGNAT through UPnP or IPv6.
Maybe creating a settings inside the .INI that link the user login name to an specific IP / Hostname address like for example using a Dynamic DNS service such as tplinkdns.com, DuckDNS, dynv6 or noip.
This would help people create their lobby without the need of faking a LAN with radmin or other tools. And people would be able to find easier the lobby of those people without the need of other tools as well.
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