@Wooh: well yeah, that's a solution but it hardly appeals to me becouse it requires a lot of work on both sides of connection (the master server and peers). Maybe there's some algorithm which uses RTT values from each peer to match-making server and could calculate which client would be best regardless of server's and peers' location?
@Waterlimon: Hmm, that seems like a lot of work to do as well, but I guess it's all necessary? Now I know why I load into some games so long .
Ok, so I have another question. To measure the RTT between each peer I have to send to each of them their addresses and ports, so Is that fine in the matter of security?