Re: [masq] Masq and peer-to-peer games

1998-12-05 Thread Dan Kegel

Fuzzy Fox schrieb:
 Dan Kegel [EMAIL PROTECTED] wrote:
  I've been working on a way for peer-to-peer games to work through
  NAT's transparantly, with some success.
  http://www.alumni.caltech.edu/~dank/peer-nat.html

 Your work seems to be a technique that game programmers can use, to make
 their programs more NAT-friendly.  

It's also a technique for NAT programmers to make their NAT's
more compatible with NAT-friendly games.   Masq by default isn't
compatible at all with NAT-friendly peer-to-peer games; I give a
patch that shows how to make it compatible.  (I plan to have
a better patch later.)

 It doesn't seem to do anything for
 those of us who want to play the games that are not NAT-friendly.
 That's the type of audience you're writing to, on this list.  :)

Well, there are so few people on the masq-dev list, I thought maybe
I'd reach more Masq developers by posting on the masq list, too.

 I'm still amazed at how many games use bizarre protocols involving UDP
 packets on multiple ports, to have their games talk to one another.
 What's so wrong about opening a single TCP socket connection, and just
 sending data to the other machines?  

True, the schemes they use are a little wierd, and NAT-unfriendly.
But you're wrong to assume that being NAT-friendly is easy.
Have you tried establishing a peer-to-peer connection between two
machines behind different NAT's?  It's tricky.
For example, NAT's often will refuse packets from outside hosts
that aren't replies to packets sent from inside.  
Think about that for a second - it's fine when talking to a 
server not behind a NAT, but it's a chicken-and-egg problem
when two peers behind two different NAT's want to talk!

Worse yet, Masq as currently implemented takes a stream of
packets all from the same machine and port, and turns them
into a stream of packets from *different ports*.  This 
can play havoc with peer-to-peer networking, and is not
standard NAT behavior.

The web page
http://www.alumni.caltech.edu/~dank/peer-nat.html
shows how to get around these problems.

If there are any Masq developers out there, I'd love feedback...

Thanks,
Dan

-- 
Speaking only for myself, not for my employer
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Re: [masq] Masq and peer-to-peer games

1998-12-05 Thread Dan Kegel

"David A. Ranch" schrieb:
 http://www.alumni.caltech.edu/~dank/peer-nat.html
 How about a 2.0.36 patch too?  I'd be willing to test it
 for you.  I'd love to get BattleZone running through
 Masq.

I'm kinda focused on 2.1 because I'd like it to
squeak into 2.2... I suppose if after 2.2 is released, 
and people are *still* using 2.0, it won't be too hard 
to backport the patch.  Have a peek at it- it's pretty simple.

By the way, if you're interested in Battlezone,
definitely join that mailing list I mention on the
page.  I'm distributing test Battlezone DLL's
via that list, and using it to coordinate testing.

 Btw.. still getting a bizzilion hits on your ISDN page?
Oh, I think I'm getting a few still :-)  Haven't had
much time to update it - and, since I'm convinced the
public switched telephone network is going to be
replaced by the Internet in a few years, not much motivation :-)
- Dan
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Re: [masq] Masq and peer-to-peer games

1998-12-05 Thread David A. Ranch


By the way, if you're interested in Battlezone,
definitely join that mailing list I mention on the
page.  I'm distributing test Battlezone DLL's
via that list, and using it to coordinate testing.

Did you get the source to their DLLs?!?



and, since I'm convinced the
public switched telephone network is going to be
replaced by the Internet in a few years, not much motivation :-)

Well... its going to take more than a few years.  But, 
I really do feel ISDN will die pretty quickly now.

--David
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