Re: Sliding port NATs
Alen Ladavac <[email protected]> Tue, 9 Dec 2008 21:43:52 +0100
| Newsgroups | gmane.games.devel.general |
|---|---|
| Organization | Croteam |
| Message-ID | <[email protected]> |
Tuesday, December 9, 2008, 8:52:32 PM, Jon wrote: > If it still works, then I would still keep it. Some user somewhere is > bound to still have the same hardware as 7 years ago. That's a wise approach, of course... However, the fix burns two bytes per packet to track the client id, which I'd like to cut down. I was hoping that maybe someone can say either something like: "oh yes, that was router xyz, but it's fixed in firmware 1.2.3, so if your users update their router firmware, they will be safe". Or, on the other hand, something like: "nope, this still happens even on newer hardware, we've seen this problem recently". My reasoning is that people with such problems are bound to see the same problem with other games, so either all games still have this fix, or the users have already upgraded the hw/fw. In fact, the question should perhaps be reformed as: "Do other games/engines still have a fix for this as well, or is it just us?" Thanks, Alen ------------------------------------------------------------------------------ SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557