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peer to peer, webRTC


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no i ddnt. but i know https://matrix.to/#/#jojiiMail:matrix.jojii.de

is per to peer and also syncthing.net

mastadon also i think https://social.tchncs.de/web/@play0ad@mastodon.social

ah you proably dont need it for chat. ah 'Boost.Asio is a cross-platform C++ library for network and low-level I/O programming'

maybe matrix: "

  • it is designed to function in real-time, which means it is ideal for building systems that require immediate exchange of data, such as Instant Messaging

"https://matrix.org/docs/guides/introduction

Edited by seeh
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4 hours ago, Mercury said:

Has anyone tried implementing webRTC to change from a server-client model to a peer-to-peer model?

What do you want to achieve exactly, the game uses P2P lockstep (as in everyone computes everything), but it has only one CNetServer to reduce the need for everyone to have open ports.

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Currently everyone sends their commands to the server who then collates them and sends them out to everyone. Peer to peer would skip the server step and thus reduce latency by half and traffic by more then half. As an added bonus, the game would not end when the host disconnects.

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34 minutes ago, Mercury said:

Currently everyone sends their commands to the server who then collates them and sends them out to everyone. Peer to peer would skip the server step and thus reduce latency by half and traffic by more then half. As an added bonus, the game would not end when the host disconnects.

It's more tricky. In a regular implementation peer2peer increases traffic from a single peer and total traffic isn't halfed, usually it's mostly the same as with client-server. Also local state modifications (cheating) and host migration are easy things to abuse.

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