![]() ![]() ![]() Such windows in general are not all that useful to add. I did thinker a bit with adding a "You are about to connect to are you sure?" dialog, but came to the realisation that most people will not understand what it is asking them (and just always click 'yes'). It also includes a link to a page (which I have yet to create) to explain what is going on, in language non-techies can understand. For our binaries that will read or similar. In this popup is the address of the relay service. When you join a server, and the session turns out to be relayed, you are being told about this via an info-popup. This PR affects the NewGRF API? (label 'needs review: NewGRF')Īfter fiddling with several solution for the "people should know their session is being relayed" part, I settled on the following solution:.The compatibility wrappers (compat_*.nut) need updating.ai_changelog.hpp, gs_changelog.hpp need updating.This PR affects the GS/AI API? (label 'needs review: Script API').This PR affects the save game format? (label 'savegame upgrade').The bug fix is important enough to be backported? (label: 'backport requested').This list is a reminder for the reviewers. Some things are not automated, and forgotten often. This avoids us being used as TURN-server for any other purpose other than relaying OpenTTD.įuture work extends TURN-servers to allow Websockets, meaning we can provide full network support for our Emscripten builds. But in the odd case it does fail, estabilishing theĬonnection fails without any further possibility to recover.įor OpenTTD TURN is expensive, as we are paying for the relaying (bandwidth cost), and as such the Game Coordinator does its at-most to find any other means first.Īdditional, our TURN-servers are not off-the-shelves TURN-servers, but instead they validate the protocol they are relaying. The STUN server, as they are both already connected to the GameĬoordinator. It is very unlikely either the client or server cannot connect to TURN is a relay approach to connect client and server together, where TURN is a last resort, used only if all other methods failed. The situations where it won't be possible are most properly extremes: those who do not have (stable) Internet, or those that have very poor peering and cannot connect to our TURN servers. With this, it should be possible in nearly all situations for player A to play with player B, without any configuration in their network. This is meant to allow connecting those clients and servers that we cannot connect in any other way. There is a 2 second timeout on waiting for STUN, hence the delay.Īs final piece of #9017, this introduces TURN support in the OpenTTD client. This is because it is expecting STUN, but as we "disabled" that, it will fail. there is a 2 second delay till it switched to TURN. Start the game like: OTTD_COORDINATOR_CS=":4976" OTTD_STUN_CS="localhost".This will give a connection error, that is fully expected. We "disable" STUN by using a server that doesn't exist ("localhost").Host your server on a port that you do NOT forward (you do not want to have a Public server).Note: this is currently only deployed on staging. ![]()
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