willneedit / Arteranos

VR social app in a decentralized server-client model
Mozilla Public License 2.0
2 stars 1 forks source link

Fix: Connectivity #124

Closed willneedit closed 7 months ago

willneedit commented 7 months ago

Related to #122 . test setup:

Computer 1 connected via DSL (landline) Computer 2 connected via mobile internet

This is to ensure that the two computers are connected to different ISPs.

willneedit commented 7 months ago

That was a dud. Connecting with a mobile phone being tethered needs some configuration.

But, test 2: Filewalling computer 1 against computer 2, so that computer 2 seems to be inaccessible, only if it's redirected out into the WAN.

And that needs fixing.

willneedit commented 7 months ago

Additionally, I just have to include IPv6 support on top of the IPv4 support. It has to be widespread enough to deal with the hassles with NAT, port forwarding, and so on.

The multiplayer service already supports IPv6, and including it in IPFS needed nothing more than adding a line.

willneedit commented 7 months ago

Both IPFS and the multiplayer server can connect and be connected via IPv6.

Network Address Translation and its port forwarding management is unneccessary within IPv6.

Even if it's NATed, the IPFS node tries to connect its peer with IPv6, and the address taken in the successful connection is used for the multiplayer server.

No need for router configuration.