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


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