So let me see if anyone can clarify this for me:
Game Server is UPnP enabled. works perfectly.
Client has no UPnP protocols on their router so it requires manual port settings.
currently i have:
Server starts, contacts master server via HTTP request and informs it "This is my port/ip/name/etc..."
Client loads and makes an HTTP request to the master server and gets the serverlist, including our target server.
Server Listens on: <Server Customized>
Server Sends To: 45,000
Client Listens On: 45,000
Client Sends To: <Server customized>
Client does HTTP request to a master server to get the target server's IP and <ServerCustomized>port (working)
The client sends UDP request to the server join the server targeting <ServerCustomized> port. (working)
Server hears the client request (working)
and replies to client listening port 45000 "yes you may join" (NOT working)
as far as i can tell, the server is sending it, but the client doesn't hear it.
(it's working fine on LAN, but on WAN the client doesn't hear the server acknowledge "Yes you may join")
to hole punch, do i just need to have the client send the initial join request on both
<ServerCustomized> port and the 45000 port to punch a hole?
Q: OMG! Why are you doing hole punching?
A:Because i've already found 2/3 testers that DON'T have upnp routers (eg: WANPPPConnection:1 or WANIPConnection:1).
PS:
Quote
New D.I.C Head
yo, admin, that's offensive.
OHHHH! i get it!
Dream. In. Code = DIC
where's the edit button?
(it's still not funny, though.)

New Topic/Question
This topic is locked


MultiQuote








|