If you write your code on <platform> to be IPv6 compliant, making the code support dual stack is a matter of making sure that the IPv6_V6ONLY socket option is false.
Owen > On Sep 30, 2020, at 12:03 , Daniel Sterling <[email protected]> wrote: > > On Wed, Sep 30, 2020 at 2:50 PM Josh Luthman > <[email protected]> wrote: >> Based on packet captures and customer experiences, that doesn't seem to be >> the case. > > Aye, you're right I'm sure. Thank you for the correction. > > Where P2P does NOT come into play is: > 1. on xbox > 2. standard multiplayer > 3. CoD games since at least 2013 > 4. in the US > > That is, I haven't seen a non-dedicated-server host match in standard > multiplayer on xbox since CoD version 2013, and I've been looking. > That's just one datapoint from one user, but I haven't played on a > non-dedicated server since 2013 in xbox standard multiplayer. > > P2P DOES come into play: > 1. on PC > 2. non-standard multiplayer (custom games) on any platform probably > 3. maybe on xbox if you're not near any dedicated server. unsure on this > > So yes it would seem to make sense for CoD to use ipv6 for those P2P > games. But then -- would they have to implement dual-stack for the > game on your PC? That seems even more complex than dual-stack on a > hosted server > > -- Dan

