Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


MMORPG Passing Arround IP's


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
2 replies to this topic

#1 gdc.nob   Members   -  Reputation: 101

Like
0Likes
Like

Posted 25 May 2012 - 06:13 AM

Hi,
Ive written a working mmorpg and now I want to expand on its capability. To solve some potential network bottlenecks I would like to make clients aware of other clients IP Addresses and to even allow them to comunicate together without bothering the main server. Party Discussions, Voice comunications to name a few. Would I be breaking some sort of unwritten rule by doing this ? I would hate to write reams of code before finding out I "shouldnt" be doing something.

Regards
Bobalot
www.ssisgame.co.uk Fairspace MMORPG.

Sponsor:

#2 Antheus   Members   -  Reputation: 2397

Like
1Likes
Like

Posted 25 May 2012 - 06:19 AM

Voice comunications


Skype gave up on that model and now uses centralized servers.

Would I be breaking some sort of unwritten rule by doing this ?


It's a security/privacy issue.

There was a recent article on how to identify users using Skype protocol and even correlate that with whether they download anything over bittorrent.

A more practical concern is that most users are behind NAT and cannot connect to each other anyway.

#3 hplus0603   Moderators   -  Reputation: 5693

Like
1Likes
Like

Posted 25 May 2012 - 12:28 PM

Putting a different spin on the same issues Antheus brings up:

1. If you have the IP address of your opponent players, then you can do things like point a DDoS botnet at those players to gain an unfair advantage.
2. You have to be careful about how to pass the IP address along. Specifically, you probably want to use UDP, and a NAT introducer mechanism, to improve the odds of it working. Still, there will be cases where it doesn't work, because of NAT/firewalls, so you'll have to have a server-side fall-back anyway. And, if you have that fall-back, the cost of developing the P2P mechanism is probably a lot higher than the savings.

enum Bool { True, False, FileNotFound };




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS