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Implement NAT Hole punching #412
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Currently no, but it is possible to do so, not sure if it's really necessary tho, as the servers never use random ports. |
Vast numbers of people behind CGNAT will benefit tremendously. Creation of spontaneous servers is always easier. |
If people behind CGNAT, they don't have public IP address anyway, so even port forward doesn't help in that situation. |
Hole punching is optimal for such users |
People behind CGNAT do benefit from hole punching fyi |
@Kingwolf123 How exactly would that work? The concept sounds pretty simple, but it seems like it's more suitable for P2P communication and wouldn't really make sense for a game server, correct? Though I've never implemented it myself so I might be missing something. And if I'm not mistaken, it would also require implementing this on the client side as well. |
Hello , Open source stun and turn servers are already available and ready to use . The library is integrated into the server, client and the cod4x masterserver. The system works as follows. The main server is implemented in the cod4master server where all servers and clients can communicate to get holepunched. Behaviour suggestions stun is directly shipped with both server and all clients in a patch to enable mass use . The server clients .adds some cvars such as "sv_stun_sv_list" "add_stun_sv" . In conclusion, stun server is ready to be integrated into cod4x with the vast majority of average users benefitting from automated NAT and firewall punch .The argument of for and against stun server implementation clear and a majority average cg-natted users can host and play cod4 with their friends seamlessly. Appreciate feedback |
Is it possible? Will make port forwarding and other stuff not necessary
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