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Holepunch failcase #8

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wapordev opened this issue Jul 25, 2022 · 0 comments
Open

Holepunch failcase #8

wapordev opened this issue Jul 25, 2022 · 0 comments

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@wapordev
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Hey I'm back to this after wanting to mess with networking again, and not wanting to use steam services again. I've got a bunch of changes I'm working on, and probably will be ready to pr soonish (check out my branch if u want to see the wip).

What I wanted to talk about though is the fail case where the client can connect to the server, but cannot make a connection to the other client. It could be possible to do what steam does, which is just relay the messages if a holepunch is not possible.
This would require extra code to keep the sessions running if needed, and connect through the server which would also add extra delay. It also would definitely use more server resources, which is something I wanted to avoid in the first place with peer to peer, but maybe just relaying messages wouldn't actually be too intensive?
Also I'm not sure how big of a problem this is in the first place; it seems all sources say it will fail on some network on some setup. In any case, it'd be super easy to slap a port-forwarding option on top, so if it was only a small amount of people, maybe it be worth the inconvenience just to not bother?

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