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#ActualDave Weinstein

Posted 27 March 2013 - 07:41 AM




If you have a lobby server or master-server list in the clear, it can do NAT tunneling for you, so there is no need for someone to have a firewall setup correctly.

You ever have tried to establish a 8 player RTS session with random people, even when using a master-server ? Ever have tried to establish a tcp NAT punch through ?
As far as I know, you cannot do a TCP NAT punch through; it is the prevalence of NAT in the consumer space that was the real reason to drop use of TCP for consumer hosted games.

And RTS games are the classic example of games that are run on a Peer-to-Peer architecture rather than client/server model, in part because of the ability for a player to be defeated early in a long running game.

What exactly are you trying to do?

#2Dave Weinstein

Posted 27 March 2013 - 07:41 AM



If you have a lobby server or master-server list in the clear, it can do NAT tunneling for you, so there is no need for someone to have a firewall setup correctly.

You ever have tried to establish a 8 player RTS session with random people, even when  using a master-server ? Ever have tried to establish a tcp NAT punch through ?

As far as I know, you cannot do a TCP NAT punch through; it is the prevalence of NAT in the consumer space that was the real reason to drop use of TCP for consumer hosted games.

And RTS games are the classic example of games that are run on a Peer-to-Peer architecture rather than client/server model, in part because of the ability for a player to be defeated early in a long running game.

What exactly are you trying to do?

#1Dave Weinstein

Posted 27 March 2013 - 07:40 AM

 

 


If you have a lobby server or master-server list in the clear, it can do NAT tunneling for you, so there is no need for someone to have a firewall setup correctly.

You ever have tried to establish a 8 player RTS session with random people, even when  using a master-server ? Ever have tried to establish a tcp NAT punch through ?
 

As far as I know, you cannot do a TCP NAT punch through; it is the prevalence of NAT in the consumer space that was the real reason to drop use of TCP for consumer hosted games.

And RTS games are the classic example of games that are run on a Peer-to-Peer architecture rather than client/server model, in part because of the ability for a player to be defeated early in a long running game.

What exactly are you trying to do?

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