Closed rien closed 6 years ago
I am not too sure about all these things, but keep in mind that we don't exactly have a p2p situation, but an actual server with clients. I'm not sure how NAT hole punching will work there. If I understand correctly, the server should first send SYNs to the connecting clients, so that they can then initiate a connection to the server through NAT. This means that we would have to know the client ip's in advance, which we don't. Is that right?
Ah! We should solve this by setting up a MOZAIC proxy server, which is now entirely possible with the new networking code! I'll create a separate issue.
When we want to play games 'online' we need to be able to make connections trough NAT's. This will require us to implement something like TCP Hole Punching.
I have found an interesting Rust library for P2P connections (which uses this technique). This might be worth looking at.