FAForever Forums
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Login
    1. Home
    2. Surfer
    S
    Offline
    • Profile
    • Following 0
    • Followers 0
    • Topics 0
    • Posts 6
    • Groups 0

    Surfer

    @Surfer

    4
    Reputation
    3
    Profile views
    6
    Posts
    0
    Followers
    0
    Following
    Joined
    Last Online

    Surfer Unfollow Follow

    Best posts made by Surfer

    • RE: Private coturn server for my games.

      Ok, now we can mythbust the proxy server approach.
      I changed the faf-ice-adapter to use a single TCP socket for all communications.

      diag.png

      faf-ice-adapter repo
      proxy-test repo

      After serveral mock tests i didn't see any difference. On weekend i plan to rent a basic VPS and run test in the wild.

      posted in General Discussion
      S
      Surfer
    • RE: Private coturn server for my games.

      Game using peer-to-peer (P2P) architecture where every player connected to each other.
      Thats good for LAN party and terrible for modern networks with all those firewalls and VPNs.
      When two players can't establish direct connection, coturn/stun server help them to find the route using some smart tricks.
      If you experience connectivity problems consider buying static IP address from your ISP.

      As for single game server, that should improve connectivity, theoretically.
      For example in 8v8 the total connection count is 49 (7 per player), with single server its only 7 (1 per player).
      Chance of connection lost is much lower with less connection count.
      But again, if host act as a server and unlucky with ISP all that doesn't matter.

      If server running by FAF org or privately another problem arise:

      • hardware and traffic cost
      • server require maitance
      • increased latency depending on player location (nogo for Oceanic players)

      I made few tests but noting real, the code is available on github

      https://github.com/anykey111/fa-mp-test

      posted in General Discussion
      S
      Surfer
    • RE: Private coturn server for my games.

      I have first feedback from 2v1 game, testers say it didn't feel better.

      How to join testing?

      • backup your FAF Client/natives/faf-ice-adapter.jar
      • replace with https://github.com/user-attachments/files/17532274/faf-ice-adapter.zip or build from the source (https://github.com/anykey111/faf-star-adapter)
      • host game, invite firends (they must use the same version of faf-ice-adapter.jar as you're using)

      Why should i participate?

      For the sciene, even if we know that this solution is inferior there is no proofs and people keep returning to this idea.

      posted in General Discussion
      S
      Surfer

    Latest posts made by Surfer

    • RE: Private coturn server for my games.

      I have first feedback from 2v1 game, testers say it didn't feel better.

      How to join testing?

      • backup your FAF Client/natives/faf-ice-adapter.jar
      • replace with https://github.com/user-attachments/files/17532274/faf-ice-adapter.zip or build from the source (https://github.com/anykey111/faf-star-adapter)
      • host game, invite firends (they must use the same version of faf-ice-adapter.jar as you're using)

      Why should i participate?

      For the sciene, even if we know that this solution is inferior there is no proofs and people keep returning to this idea.

      posted in General Discussion
      S
      Surfer
    • RE: Private coturn server for my games.

      Ok, now we can mythbust the proxy server approach.
      I changed the faf-ice-adapter to use a single TCP socket for all communications.

      diag.png

      faf-ice-adapter repo
      proxy-test repo

      After serveral mock tests i didn't see any difference. On weekend i plan to rent a basic VPS and run test in the wild.

      posted in General Discussion
      S
      Surfer
    • RE: Private coturn server for my games.

      @iamfromrussia said in Private coturn server for my games.:

      I still can't understand, does it make sense to combine binary traffic? If it's such a difficult task, is it worth spending time on? I'm not an expert in network programming, but isn't UDP a connectionless protocol https://docs.oracle.com/cd/E19620-01/805-4041/6j3r8iu2f/index.html ?
      Is there a difference whether the client will receive information on one port, on 16 or on 16,000 ports that the server listens on in case of UDP connection?

      Just for optimization to reduce the total number of connections and the numer of individual packets flying through. Every UDP packet is independent, for example 8v8, its about 30 packets on every tick (lets say ~250 milliseconds). The total number of packets is 30164=1920 per second, for each player server should open 15 ports, 15*16=240.

      For now the biggest problem for me is testing, i need atleast 3 players. using my main PC as host, remote desktop on another PC and old PC under the table.

      posted in General Discussion
      S
      Surfer
    • RE: Private coturn server for my games.

      Keep in mind with your own coturn server all 16 players should agree beforehand to use same settings (FAF Client -> "Preferred coturns for ICE").
      With centralized game server they must also use custom FAF client modification.

      posted in General Discussion
      S
      Surfer
    • RE: Private coturn server for my games.

      @iamfromrussia You don't need deep protocol knowledge for such task.

      See the patch fa-mp-test/blob/main/0001-add-proxy-server-draft.patch that completely remove P2P exchange from the ice-adapter and use well known server (main.c)

      Please, state cleary what is the point?
      If you need private server, just host multiplayer game and tell firends your IP, they will join and thats it.

      posted in General Discussion
      S
      Surfer
    • RE: Private coturn server for my games.

      Game using peer-to-peer (P2P) architecture where every player connected to each other.
      Thats good for LAN party and terrible for modern networks with all those firewalls and VPNs.
      When two players can't establish direct connection, coturn/stun server help them to find the route using some smart tricks.
      If you experience connectivity problems consider buying static IP address from your ISP.

      As for single game server, that should improve connectivity, theoretically.
      For example in 8v8 the total connection count is 49 (7 per player), with single server its only 7 (1 per player).
      Chance of connection lost is much lower with less connection count.
      But again, if host act as a server and unlucky with ISP all that doesn't matter.

      If server running by FAF org or privately another problem arise:

      • hardware and traffic cost
      • server require maitance
      • increased latency depending on player location (nogo for Oceanic players)

      I made few tests but noting real, the code is available on github

      https://github.com/anykey111/fa-mp-test

      posted in General Discussion
      S
      Surfer