Multiplayer Without Opening Ports- How Does it Work?
rathlord
Member Posts: 171
Technical question time!
Some of you may remember this from patch V1.2:
[quote]Multiplayer Match-Making (Beta)
A new match-making system has been implemented for multiplayer, removing the need to forward ports to your router when setting up a game. Just click on Multiplayer, Create Game, and give your game a session name and a password if you like. Currently open games are displayed on the Join Games screen, allowing players to quickly pick up and play with people from across the globe.[/quote]
What I'm wondering is: How does this work? How did you manage to get game connections without opening ports? Are you using low-numbered ports that are usually reserved for other things like web browsers and the like? I work with an indie game and I'm massively curious as to how you pulled this off.
Some of you may remember this from patch V1.2:
[quote]Multiplayer Match-Making (Beta)
A new match-making system has been implemented for multiplayer, removing the need to forward ports to your router when setting up a game. Just click on Multiplayer, Create Game, and give your game a session name and a password if you like. Currently open games are displayed on the Join Games screen, allowing players to quickly pick up and play with people from across the globe.[/quote]
What I'm wondering is: How does this work? How did you manage to get game connections without opening ports? Are you using low-numbered ports that are usually reserved for other things like web browsers and the like? I work with an indie game and I'm massively curious as to how you pulled this off.
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Comments
Specifically https://code.google.com/p/libjingle/
This is the same approach Steam uses, as per https://partner.steamgames.com/documentation/api
If you search for Peer-to-peer networking there is a brief mention there.
As far as the integration of libjingle, it's not an easy process. There is a lot of code to write.
Congratulations for the nerdiest first comment ever Love it!