silalpha wrote:If the Proxy has to stay in the loop for the FAF lobby to work properly that's fine, but shouldn't it be simply updated with UDP packets asynchronously, and oblivious to ping? I don't see why it should ever act as a router in the peer connections.
It doesn't act like a router.
It's tunneling FA protocol in a TCP one, because most (if not all) connections problems are due to firewall/router handling badly UDP packets.
So this would mean that a good connection is made, it does not make this special connection through the proxy.
It means the exact opposite.
The message is displayed when you've used the proxy server at any point.
Notice that if ONE player has problem, at least TWO players must connect trough the proxy.
Meaning that unless that error is recurrent, the problem may not be with you.
You guys aren't giving me much to work on so far, so I'm guessing this is how it works when it is successful:
1. Server starts a new game from FAF -> talks to the Proxy so the FAF 'Find Games' lobby works
2. Client connects to Server in FAF 'Find Games' -> connects to Proxy for Server information (IP/Port/map/game etc.)
3. Client performs any patches and updates, and downloads the map if required
4. Client uses Server IP/Port to connect to Server directly (not Routed through the proxy)
5. Server updates the Proxy and all clients for setting changes and player connections in the FA game lobby
No. The proxy server is never involved unless two players are unable to connect using the "normal" way (direct UDP protocol between them).
I suggest that you read the proxy server thread.
You are over-thinking this I believe.
nce again I am offerring my programming experience to help you debug the code. I'm not just asking you to fix it.
You base your assumption on the fact that the problem is with the proxy and it's bugged. It's not.