Open Zingabopp opened 3 years ago
would p2p w/ some kind of nat holepunching make sense, perhaps via webrtc? that way, the only foreign traffic is the signalling necessary for establishing the webrtc connection.
edit: i guess what i'm describing is known as a webrtc mesh, and it sounds like it's discouraged for video calls for bandwidth reasons, but i can't find anything on how it is for audio (yet)?
Beat Saber already does hole punching and p2p iirc. Lobby data only goes through Beat Saber servers if hole punching fails. I don't really know much about the mechanics of it, so I doubt I'd be able to do better. A server wouldn't be difficult to do, problem is a lack of motivation right now.
that is why i mentioned webrtc, because it handles the all the holepunching stuff for you (and a lot of the audio stuff too, maybe?), as long as you provide a layer somewhere for doing the signalling between the peers (i.e. a central server, or an existing connection). if that failed, i wouldn't bother trying to figure out another way to do it.
edit: but fair enough on beat saber already doing it, is it possible to check if stuff is p2p and prevent sending things out over beat saber's relay servers?
Beat Games does not foreign traffic going through their master server, need a standalone server for voice data.