What is the best way for players to communicate with server

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15 comments, last by j33lee 24 years, 5 months ago
The day I work for a company that allows the use of Sock4/5 is the day I buy you all a bottle of booze.

IT companies HATE socks4 and socks5 simply because it DOES allow tunneling of TCP/IP data.

HTTP is the only real way to get through firewalls, and you have to do all kinds of tricks to make it work -- but once it does its really worth it.

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Socks4 is great, I've got a couple players on my game who play through various government organizations' T1s/T3s at work, and normal places at work, but I think it's funny, tax dollars working for YOU and all that other stuff.

If you really wanted to be evil, you could have a server side approach to bypassing firewalls. Make the client establish a keep-alive connection with the server and have it poll it for packets every half seconds with a GET command...and have it use GET with your actual packet afterwards for sending packets. I dunno it might work it sounds sneaky and underhanded

Zer: Amazing! That's exactly the same idea I had just a couple of weeks ago. I was thinking of making a program that listens on a local port on the machine, then, when you want to use an application, tell it to connect to that local port. Then the program will ask for for the real destination and port.

Then, it connects to a predefined server on the Internet using HTTP, tunneling its packets through the proxy, to the server, which then masquerades them to the REAL destination. Bingo! You have complete access to every server and every port using nothing but a restrictive HTTP proxy!

Anyone here interested in doing it with me?

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- Splat

Actually, I already did that in my previous job - it works flawlessly, and the funny thing was, that it outperformed the original strict TCP version, despite the fact that the HTTP tunneling was an additional layer (I.e. no changes was made to the original code, neither server nor client). I figure the speed increase was caused by HTTP using UDP and not TCP, but I really don't know...

/Niels

<b>/NJ</b>
Niels: You think you could send the client and server my way?

- Splat

Hi,
I'm just starting out, and I was wondering what was the best way for players to communicate with the server. Is it through sockets? The multiplayer game I have in mind is one which the entire game is on the server (so no game data lies on the client side) and it's in real time.
I hope my jabbering makes some sense.
Thanks in advance.
Hm! It's not that I don't want to, but I'd probably be violating a few hundred copyright laws - Like I said, the code belongs to a company I used to work for, sorry.

It's not a big deal though - The client was a Java class inherited from the Socket class to make it look like a socket. Internally, it wrapped binary socket data in HTTP, called the HTTP server extension (an ISAPI module). The ISAPI extension unwrapped the data, and forwarded it (using sockets) to the original socket server). There's a bit of book keeping and error handling, but other than that, it's a no-brainer ...

/Niels

<b>/NJ</b>

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