That's probably a very good thing for me to check, or at the very least a good thing to keep in mind when other people come to me asking why my game doesn't work later on.
I've actually managed to get UDP traffic through NAT now, with no port forwarding, tricks, or hacks on the client side. The downside, is that I've only managed to do this through Java. It seems like MDM Zinc might not be formatting their packets in the same way. I think it doesn't fill in the sending IP, or sending port fields. There also seems to be problems keeping a TCP/IP connection open, and sending UDP packets at the same time. I'll do some more research and try SWF Studio next. Anyway, the final thing I used was called UDP Hole Punching, and there's a really good wikipedia article about it. --- Jim Ault <[EMAIL PROTECTED]> wrote: > 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 > > ____________________________________________________________________________________ 8:00? 8:25? 8:40? Find a flick in no time with the Yahoo! Search movie showtime shortcut. http://tools.search.yahoo.com/shortcuts/#news _______________________________________________ [email protected] To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com

