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Could you use WebRTC instead, for true P2P?
by reubenmorais 8y ago
Could you use WebRTC instead, for true P2P?
- db48x 8y agoYou still need a proxy server, unless the OpenTTD game browser supports WebRTC connections.
- jeremija 8y agoYeah, you'd need a proxy server (websockets) to establish WebRTC connections. Even after a WebRTC connection is established, you'd need a STUN or a TURN (coturn supports both) server to get around NATs. Pls somebody correct me if I'm wrong!
- tim-- 8y agoYou should only need a STUN or TURN server if you are attempting to connect to a machine that is behind a NAT. OpenTTD servers are usually on public IPs (similar to HTTP servers), so a STUN or TURN server should not be required. The biggest issue is that WebRTC connections do not allow you to send raw data over TCP or UDP[1]. That being said, it shouldn't be too difficult to just create a WebSocket server that translates between the native network protocol and HTTP WebSockets[2]. [1] https://developer.mozilla.org/en-US/docs/Web/API/RTCDataChannel [2] https://wiki.openttd.org/Network_Protocol
- db48x 8y agoYou're entirely correct. Here's a demo if you're interested: http://vrcade.io/win311 http://vrcade.io/win311
- lxtx 8y agoYou can. I've used WebRTC for multiplayer support in Quake 3 compiled to WebAssembly.