One aspect of UDP to check is the max packet size handled by your equipment.
Different computers and routers have varying limits, and the failure is
silent.

This means that you should test the firewall/equipment with very small
packets to see if there is a connection, then increase the size to find the
limit.

Vonage uses UDP and many stock data feeds as well, largely due to the speed.
I don't know the specifics, but there should be something out there that
gives recommended packet sizes.

Jim Ault


On 7/16/07 11:16 AM, "Joshua Sera" <[EMAIL PROTECTED]> wrote:

> Thanks for the links. I'm pretty sure it's not a
> crossdomain.xml, or security sandbox problem tho.
> 
> One thing to clarify: I'm using MDM Studio right now.
> I might be using SWF Studio later, but in both cases,
> just to use their UDP functionality.
> 
> This is a client/server application. The server is
> receiving packets fine, I have port forwarding set up
> appropriately on the server end. The client's firewall
> is stopping UDP traffic.
> 
> Because it's a game, I want as little setup on the
> client side as possible. The client shouldn't care
> about port forwarding, proxies, and whatnot. The
> server can do a ton of configuration for all I care,
> but the client shouldn't have to do anything beyond
> knowing where the server is.
> 
> --- "Palmer, Jim" <[EMAIL PROTECTED]> wrote:
> 
>> 
>> I usually solve this by setting up a proxy on a host
>> accepting data from flash apps through a "known"
>> port. Case in point, if you utilize port 80 or port
>> 443, they're commonly completely open through normal
>> firewalls. I'd then setup either a kernel level
>> proxy on Linux (if serving out of that) or setup a
>> mod_proxy declaration through an Apache webserver.
>> 
>> kernel proxy:
>> 
> http://www.overset.com/2007/07/13/simple-flash-remoting-proxy-through-linux/
>> 
>> Apache proxy:
>> 
> http://www.overset.com/2007/03/19/clustered-flash-remoting-through-coldfusion-
> redirection-problems/
>> 
>> You could also use the kernel proxy for using odd
>> ports like DNS port.
>> 
>> I would think the most likely port to be fully open
>> for TCP/UDP traffic would be HTTPS on 443.
>> 
>> Hope this helps some...
>> 
>> --
>> Jim Palmer ! Mammoth Web Operations
>> 
>>> -----Original Message-----
>>> From: [EMAIL PROTECTED]
>>> 
>> [mailto:[EMAIL PROTECTED]
>> Behalf Of Joshua
>>> Sera
>>> Sent: Monday, July 16, 2007 10:10 AM
>>> To: [email protected]
>>> Subject: Re: [Flashcoders] Standalone projectors
>> and UDP
>>> 
>>> 
>>> I'm curious to see what kind of luck you guys have
>>> with this. It'd be really cool if you could email
>> me
>>> when you guys test from behind a firewall, just to
>>> tell me whether it was successful or not.
>>> 
>>> Anyway, I actually started out using TCP/IP for
>> this,
>>> but found (just like many game programmers before
>> me)
>>> that it was way too slow for real-time games.
>>> (Although right now I'm still using TCP/IP for
>> sending
>>> control info to the server) For animation
>> purposes, a
>>> dropped packet just means a skipped frame, and a
>>> skipped frame here and there is no big deal.
>> TCP/IP's
>>> guarantee that packets will get delivered in order
>>> means re-sending packets over and over, which
>> leads to
>>> huge latency.
>>> 
>>> It's possible to get UDP data through a firewall,
>>> Counterstrike does it, Skype does it, all
>> multiplayer
>>> FPSes do it. I just have to figure out how to do
>> it
>>> with a standalone projector.
>>> 
>>> Skype's technique here:
>>> http://www.heise-security.co.uk/articles/82481
>>> 
>>> --- John Grden <[EMAIL PROTECTED]> wrote:
>>> 
>>>> all tests were local, we actually hadn't tried
>> it
>>>> with an external server /
>>>> firewall situation
>>>> 
>>>> On 7/15/07, Joshua Sera
>> <[EMAIL PROTECTED]>
>>>> wrote:
>>>>> 
>>>>> Did you have problems getting the UDP packets
>>>> through
>>>>> firewalls? That's what I'm getting stuck on
>> now.
>>>>> 
>>>>> 
>>>>> --- John Grden <[EMAIL PROTECTED]> wrote:
>>>>> 
>>>>>> We did use ScreenweaverHX with UDP with Red5
>> for
>>>> a
>>>>>> multiplayer game
>>>>>> (paperworld3d) and the intial tests worked
>> well
>>>>>> (speed-wize)
>>>>>> 
>>>>>> On 7/15/07, Joshua Sera
>>>> <[EMAIL PROTECTED]>
>>>>>> wrote:
>>>>>>> 
>>>>>>> Hi, I'm developing a multi-player game in
>>>> Flash as
>>>>>> a
>>>>>>> personal project, and I'm curious if
>> anyone
>>>> else
>>>>>> knows
>>>>>>> of any standalone projectors besides MDM
>> Zinc
>>>>>> support
>>>>>>> UDP packets?
>>>>>>> 
>>>>>>> Zinc seems to be having some issues with
>>>> memory
>>>>>> leaks.
>>>>>>> (Not my application, but Zinc itself.)
>> Also,
>>>> it
>>>>>> seems
>>>>>>> like it's having some problems with AS2,
>> and
>>>>>> attaching
>>>>>>> movies. (I don't THINK it's my code, as
>> the
>>>> parts
>>>>>> in
>>>>>>> question have been in pretty regular use
>> since
>>>> AS2
>>>>>>> came out, but I'm not totally sure.)
>>>>>>> 
>>>>>>> If I could use a different projector
>>>> application,
>>>>>> I
>>>>>>> could pin things down more easily, plus
>> the
>>>> memory
>>>>>>> leak (600 megs in an hour or so) makes me
>>>> nervous.
>>>>>>> 
>>>>>>> 
>>>>>>> 
>>>>>>> 
>>>>>>> 
>>>>>>> 
>>>>>> 
>>>>> 
>>>>> 
>>>> 
>>> 
>> 
> ______________________________________________________________
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>>>>>>> Go to the Yahoo! Mail Q&A for great tips
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>>>>> 
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>>> 
>> 
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>>>>>>> 
>>>> _______________________________________________
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>>>>>> 
>>>>>> 
>>>>>> --
>>>>>> [  JPG  ]
>>>>>> 
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