![]() I notice that you only adjust your character looks and your name is automatically retrieved from a steam server. Game looping and everything remains the same, though i see another problem here: If you designed it to communicate via steamworks only, it means integrating direct ip requires you to change the send and recieve functions of the game client for the host and clients. ![]() The problem here is whether the host most of the time knows how to port forward or has a open NAT to accept incoming connections, or whether the game client is designed to accept that. But that's only some hope, nothing planned for now I think direct IP is actually easier than steamworks lol.Īll it is, is a button that opens a dialogue window that lets users input ip and port, then when initiated the game client will send out a packet to 'join' a host at a specific ip and port. ![]() I was already a fool to try to add the multiplayer alone ^^ and steamworks definitely help with their very simple network methods.Īnd as I said on another post, for now the "best solution" would be if some company would continue to develop the game after its release, in order to port it to console and do some improvements like this one, and for me to be able to focus on another project. Originally posted by Gaddy (after your edit): yes that would be good, and something very useful if I want to port the game to console later, but it's not easy and not my main skill. One possible slow down is possibly steam server 'searching' for said player id in their huge database, during heavy traffic. I'm not sure how you integrated steamworks into a game client, but there should always be a direct ip option just in case steam likes to play the middleman.īut since you use steam id to track a lot of stuff between clients, it forces the game client to rely on steam for identifying players and rerouting packets. Something to do with the route pathing from his rural area in Michigan, crossing the border into Canada, then somewhere around my area in Ontario.įor this game, I think it's simplistic enough, at least until I crank up parameters and stuff lol. Originally posted by Gaddy Games:Are you sure Steam is not able to create a direct connection between two players on same local network? As using relay server have a cost for Steam, they would try their best to avoid them (not for everything that has to do with security tests, but at least for the P2P data sending.īut you might be right, i'm really not a specialist of it Well starbound uses that sort of relay function, it makes playing with players who has slower internet packages horrible, and apparently my friend's downstream is too weak for starbound if i host with my 25/10 Mbps down/up internet. When you use steamworks to host a multiplayer game, all it does is broadcast the game's steam user somewhere, probably on its own server for digordie specifically.Īll clients basically connects to said 'server' to browse for games, and then reroute connection to regional server ip when a player joins or hosts. But their public server keeps tabs on public IP that players are hosting from their game clients, and isn't using steam servers for this (because some factorio players are playing outside of steam for their purchase of the game etc). Would be good to have a way to re-route steamworks connection to get the player's direct ip, then have the game make that direct connection instead of using steam as the middleman, it adds quite a lot of latency, especially with how heavy traffic steam is handling these days.įor instance in factorio, you gotta login in order to use their public server browser, mainly to prevent abuse and allow logging. That's why I regroup all the messages per frame (and by player), to avoid sending a lot of small messages (although the steamwork methods should managed it well thanks you very much :-) Originally posted by Gaddy yes I think you are right, on some low hardware the steamworks sending/receiving methods seem to take a lot of time (but almost nothing on most computers, strangely).
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