RE: Network code

"Jon Watte" <[email protected]>
Newsgroups gmane.games.devel.windows
Message-ID <[email protected]>
We've had very good results with UDP in general. The trick is 
of course to be NAT safe and, ideally, NAT introduction aware 
(if you're peer-to-peer). We fall back to TCP if UDP can't get 
through, and the amount of people who CAN get through with TCP 
but CANNOT get through with UDP is < 1 %.

Note that there's a bunch of people who can't get through with 
either UDP or TCP, because they're behind a corporate wall 
that lets nothing through, and that proxys connections on port 
80 to make sure it's "really" HTTP. We thought about 
encapsulating our UDP packets in HTTP, but had better uses for 
our time at that point ;-)

Someone on the thread said their lobby used TCP. Try using UDP 
for the lobby (in fact, the same socket for connecting to the 
lobby and to the peers) and you'll probably get more success.
I have a summary of the technique and pointers to a bunch of 
alternate summaries (some much better :-) at
http://www.mindcontrol.org/~hplus/nat-punch.html

Cheers,

			/ h+


-----Original Message-----
From: [email protected]
[mailto:[email protected]]On Behalf Of
Ivan-Assen Ivanov
Sent: Saturday, July 31, 2004 11:11 AM
To: [email protected]
Subject: Re: [GD-Windows] Network code


What's your experience (Brian's with enet, and Mike's with HawkNL)
with regards to firewalls/NATs? We have a custom reliable-on-UDP
layer, and it fails miserably on most such setups - firewalls seem to
HATE UDP.


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