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Thread: Does this work with p2p connections?

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    Does this work with p2p connections?

    Say you wanted players to have p2p connections available ingame WITHOUT Needing the ''server'' application. Is it possible? That's a feature MOO has, I believe.

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    Re: Does this work with p2p connections?

    You can host a server directly from the OINC extension, just as in Moo. Just do that on one of your clients.

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    Re: Does this work with p2p connections?

    Have the host connect to the "localhost", and have the joining player connect to the hosts external IP address.

    You will need to run the server application outside of MMF, or have an event which "runs OINC server within MMF".

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    Re: Does this work with p2p connections?

    The problem with peer to peer connections is port forwarding - the client which acts as the host needs to have the correct ports forwarded in their router and/or firewall, or the other client won't be able to connect.

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    Re: Does this work with p2p connections?

    Quote Originally Posted by Jamie
    The problem with peer to peer connections is port forwarding - the client which acts as the host needs to have the correct ports forwarded in their router and/or firewall, or the other client won't be able to connect.
    except such a thing puts much less stress on the server when it comes to multiplayer rooms in an online game

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    Re: Does this work with p2p connections?

    It does, but you'll need to have a very good guide on how to do the port forwarding.

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    Re: Does this work with p2p connections?

    True...

    Makes you wonder how the 'big boys' do it

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    Re: Does this work with p2p connections?

    They don't, generally. Or if they do, they have the port forwarding problem too!

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    Re: Does this work with p2p connections?

    They generally need the host to have forwarded ports, or use some sophisticated NAT-punching (e.g. STUN), but the latter normally only works for pure UDP.

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