-
```
What steps will reproduce the problem?
1. Create a SIPml.Stack, passing "ice_servers: []".
2. Set up a call.
What is the expected output? What do you see instead?
I expect it to disable ICE alto…
-
```
What steps will reproduce the problem?
1. Create a SIPml.Stack, passing "ice_servers: []".
2. Set up a call.
What is the expected output? What do you see instead?
I expect it to disable ICE alto…
-
```
What steps will reproduce the problem?
1. Create a SIPml.Stack, passing "ice_servers: []".
2. Set up a call.
What is the expected output? What do you see instead?
I expect it to disable ICE alto…
-
```
What steps will reproduce the problem?
1. Create a SIPml.Stack, passing "ice_servers: []".
2. Set up a call.
What is the expected output? What do you see instead?
I expect it to disable ICE alto…
-
```
What steps will reproduce the problem?
1. Create a SIPml.Stack, passing "ice_servers: []".
2. Set up a call.
What is the expected output? What do you see instead?
I expect it to disable ICE alto…
-
```
What steps will reproduce the problem?
1. Create a SIPml.Stack, passing "ice_servers: []".
2. Set up a call.
What is the expected output? What do you see instead?
I expect it to disable ICE alto…
-
```
What steps will reproduce the problem?
1. Create a SIPml.Stack, passing "ice_servers: []".
2. Set up a call.
What is the expected output? What do you see instead?
I expect it to disable ICE alto…
-
```
What steps will reproduce the problem?
1. Create a SIPml.Stack, passing "ice_servers: []".
2. Set up a call.
What is the expected output? What do you see instead?
I expect it to disable ICE alto…
-
The game uses raw UDP protocol in game engine level, i think. Its hard to hack engine part of the networking code. But there is a wallkaround for it.
My suggestion is to hack the data transmission …
-
**Call: Listen to the sender / Receiver of the call if both are connected to different wifi networks,
tests are performed with mobile data and the result is the same.
When making a call connected t…