There are two differening tunnel versions, v2 and v3. The client uses v2 tunnels at the moment which do peridoically crash hence why there was a v3 created. Would be good to see the v3 tunnel support added like the RA & TS clients have.
P2P support - again seen in the RA & TS clients, also the CnCNet QM client does use P2P or tunnels depending on what you choose, Could borrow some impelmentation from there?
@Rampastring did start V3 tunnel support but there were some problems:
Regarding v3 I tried implementing it, think the branch still exists
But I ran into some bug which I couldn't figure out
Often the games wouldn't connect at all, at best they connected for the duration of the loading screen but dc'd right after
Adding as a couple of suggestions.
There are two differening tunnel versions, v2 and v3. The client uses v2 tunnels at the moment which do peridoically crash hence why there was a v3 created. Would be good to see the v3 tunnel support added like the RA & TS clients have.
P2P support - again seen in the RA & TS clients, also the CnCNet QM client does use P2P or tunnels depending on what you choose, Could borrow some impelmentation from there?
@Rampastring did start V3 tunnel support but there were some problems:
The branch I believe he was working on: https://github.com/CnCNet/xna-cncnet-client/tree/v3-tunnels
Related repos: https://github.com/CnCNet/cncnet-server