MMORPG Passing Arround IP's
Members - Reputation: 101
Posted 25 May 2012 - 06:13 AM
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.
www.ssisgame.co.uk Fairspace MMORPG.
Members - Reputation: 2405
Posted 25 May 2012 - 06:19 AM
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.
Moderators - Reputation: 7617
Posted 25 May 2012 - 12:28 PM
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.