P2P connections
P2P connections
Is a server-based way to play MP planned? P2P connections require mutual visible IPs and ports, which is.. sometimes impossible to achieve, especially with ISPs that do not give public IPs, but rather just ones under NATs.
Re: P2P connections
Server based gameplay is not planned at all, we were discussing that one player could serve as a relay for someone else, but even this is not planned for short term.
If everything is working correctly, then only one public IP address should be necessary, all others can connect using NAT punching. In the long term I'd like to make a service that eliminates the need even for the one public IP (but that is far in the future).
If everything is working correctly, then only one public IP address should be necessary, all others can connect using NAT punching. In the long term I'd like to make a service that eliminates the need even for the one public IP (but that is far in the future).
Re: P2P connections
But "--no-gui" option still sounds useful, so the resync bandwidth could be improved by a headless client.cube wrote:Server based gameplay is not planned at all, we were discussing that one player could serve as a relay for someone else, but even this is not planned for short term.
[ https://forums.factorio.com/forum/vie ... =53&t=6449 ]
EDIT: Two threads related to speeding up the (re)syncs:
https://forums.factorio.com/forum/vie ... 25&p=51389 (map data -> merkle trees)
https://forums.factorio.com/forum/vie ... 68&p=51377 (replay data -> progressive crcs)
Like re-inventing the STUN protocol and STUN servers?If everything is working correctly, then only one public IP address should be necessary, all others can connect using NAT punching. In the long term I'd like to make a service that eliminates the need even for the one public IP (but that is far in the future).
PS: What about ipv6?
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