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AppGameKit Classic Chat / Port forwarding and NAT punchthrough

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SageTech
19
Years of Service
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 5th Jun 2012 11:58
I've been toying with the multiplayer commands in combination with the HTTP commands to see if I can get a decent multiplayer game going over WAN with a match server running some simple php code. From my current understanding, AGK's current command set does not contain any method for using NAT Punch through to prevent user's from having to port forward on their router. I've only been able to test over LAN currently, so I'm hoping I'm wrong...

Is AppGameKit capable of NAT punch through if you know other clients IP Address/Port? OR is port forwarding a necessity? If not are there any plans for support any time soon? Port forwarding is pretty kludgy after all, and even though its not very difficult for those with even a fair knowledge of networking, its not exactly intuitive, and most of the serious multiplayer apps handle NAT on their own.
Paul Johnston
TGC Developer
21
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 6th Jun 2012 04:32
Unfortunately AppGameKit does not do any NAT punch through, you'll have to forward the ports on the host's router (clients don't need to port forward).

I did do a bit of research on the subject, but not to the point of testing ideas. As I understood it, it doesn't work with all routers so could have been all for nothing if symmetric NAT is common.
SageTech
19
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Joined: 3rd Dec 2004
Location: Orlando, Florida
Posted: 6th Jun 2012 06:09
Well, that's a bummer.

I don't think you'll find many consumer routers using symmetric NAT though...from my experience that's more for advanced Cisco/Sonicwall etc. business class routers, which usually lock down open ports anyway...usually this is the explanation why anything but standard port 80 traffic is blocked in enterprise setups.

In fact, I believe Xbox Live categorizes NAT methods and sticks symmetric into the strict category...I don't believe it will work in such a setup. So, if even xbox live doesn't bother with it, why should AppGameKit? I think the standard method for NAT punch through would satisfy the majority of app users.

Is AppGameKit multiplayer built on top off a standard library? I know RakNet handles most of the grunt work involved in NAT.

Either way, I still feel like this is a big must for any modern multiplayer game...I don't think alot of the top apps would have gotten there if they had required users to login to their router and setup port fowarding rules.
Paul Johnston
TGC Developer
21
Years of Service
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Joined: 16th Nov 2002
Location: United Kingdom
Posted: 6th Jun 2012 16:14
If there's a good chance of it working on consumer devices then I'll give it some serious thought. It's not a high priority at the moment though.

AGK uses sockets for its network communication, no third party APIs involved.
MikeMax
AGK Academic Backer
12
Years of Service
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Joined: 13th Dec 2011
Location: Paris
Posted: 6th Jun 2012 23:50 Edited at: 6th Jun 2012 23:51
The other way is to host a multiplayer AppGameKit Server on a dedicated server accessible from anywhere and let the clients (players) to connect to it. In this way you don't need to forward/NAT anything because it's the player who initiates the connection.

no ?
JimHawkins
14
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Joined: 26th Jul 2009
Location: Hull - UK
Posted: 7th Jun 2012 00:07
It's really only an issue for peer-to-peer networking, isn't it?

-- Jim

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