If you want to go for tcp, at least try to do it intelligently: first try to find a player in the game with no router/nat and sufficient bandwidth. If this player exists, use it as a temporary router. If no such player exists, you can fallback on yog for routing.
I continue to think it is non scalable solution but I won't refrain you from doing it, but I won't host this yog. It could also be good design to separate yog meta-server from yog routers. In fact, it could be a good idea to spawn one router per game. I even already have code for such router, especially if you use the new generation messages I sent to the ml some days ago. Do not remove voip nor make it optional: make it work on Windows instead. Steph -- http://stephane.magnenat.net _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
