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NAT piercing - Rough ETA? (question) #64
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I don't have a timeline yet, sorry. There are several really large features in the Steam version that are going to happen before this becomes a priority. I renamed this bug to track this as a feature and will update the roadmap to point to it. Before this work begins, I think the connection classes need to be refactored a bit to separate the work of the logical connection from the lower level transport. I also have some very similar work I want to do to utilize the relays for Steam Link Anywhere. When those two tasks done, I'll update this bug, because it might be something somebody else motivated could bite off, if they were interested. |
Finally working on this. Hopefully in a few weeks! |
Add the implementation of IICESession that works using google webrtc. Well, the code compiles against a version opf the webrtc code that we are working with. I need to makesure it works with the latest code. At this point, an enterprising programmer couldget P2P connections to work. You could need to provide a signaling mechanism, and you'd have to endure the gauntlet that is figuring out how to compile google's webrtc codebase. But it could be done. Getting closer to resolving #64
@Frooxius @eddiejames @FrankStain @SnapperTT, or anybody else interested: I have a beta version of this working. I'd like to work with somebody who has a good test case and who wants to test it. Anybody interested?
I'm interested in what snags you hit. Any takers? |
Hi @fletcherdvalve, thanks for all your hardwork. This library is great! I am using it in a new project and we about 1 month in now. I was actually researching how to go about NAT punchthrough since our project is p2p. I would be keen to try out your beta however I'm not sure if I would be able to give much valuable feedback. I have never worked with NAT punch piercing before but definitely a fast learner! |
@MitchDart, if you or anybody else wants to try out this code, here is what would need to be done:
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I'm gonna go ahead and close this issue. I added a new readme describing the P2P support, what is required, and what needs to be done. I added issue #117 to track the WebRTC compiling tasks. |
Add the implementation of IICESession that works using google webrtc. Well, the code compiles against a version opf the webrtc code that we are working with. I need to makesure it works with the latest code. At this point, an enterprising programmer couldget P2P connections to work. You could need to provide a signaling mechanism, and you'd have to endure the gauntlet that is figuring out how to compile google's webrtc codebase. But it could be done. Getting closer to resolving ValveSoftware/GameNetworkingSockets#64
Hello!
I've been excitedly watching this project for a while, I'd love to switch to it as the primary transport protocol for my project.
Since we don't have dedicated servers yet, multiplayer sessions are user-hosted, so NAT piercing and relay servers are crucial.
I just wanted to ask if you have any rough estimate when this might be implemented?
Thanks for your time and hard work on this!
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