Game Server is UPnP enabled. works perfectly. Client has no UPnP protocols on their router so it requires manual port settings. But these days most games find a way around that problem and i'm guessing they are using Hole Punching.
I've researched it a bit but it's all fuzzy to me. So maybe someone can clarify the steps needed to do a HolePunch on most networks.
currently i have: (all UDP except for the HTTP ofcourse)
Server starts, contacts master server via HTTP request and informs it "This is my port/ip/name/etc..."
Client loads and makes an HTTP request to the master server and gets the serverlist, including our target server.
Server Listens on: <Server Customized> Server Sends To: 45,000
Client Listens On: 45,000 Client Sends To: <Server customized>
Client does HTTP request to a master server to get the target server's IP and <ServerCustomized>port (working)
The client sends UDP request to the server join the server targeting <ServerCustomized> port. (working)
Server hears the client request (working) and replies to client listening port 45000 "yes you may join" (NOT working)
as far as i can tell, the server is sending it, but the client doesn't hear it. I say this because it works on LAN and i haven't found a UPnP enabled tester to try it with over the internet.
to hole punch, do i just need to have the client send the initial join request on both <ServerCustomized> port and the 45000 port to punch a hole?
Q: OMG! Why are you doing hole punching? A:Because i've already found 2/3 testers that DONT have upnp routers (eg: WANPPPConnection:1 and WANIPConnection:1).
You can argue with me all day long about which programing language is best...
but it all comes down to which language is best FOR YOU.
Hole punching (and uPNP) is only needed when both ends of a communication are behind NATs. If one is a public server, no hole punching is needed.
When you do hole punching, you have a spearate "introducer" server that is outside a NAT, and introduces the two endpoints to each other. This is also useful for matchmaking.
The FAQ talks about UDP NAT punching, and has some links to explanations and libraries you can check out.