[quote=“OAXP, post:1692, topic:30020”]
Hey, can you add a p2p system on this plugin please.
that’s quite an ask…
first i recommend you understand what the p2p concept really is. this is quoted from a really smart person on here named shadowriver:
"P2P means that one of clients run a server, register it’s IP to some central server (I’m not sure but some online networks supports that i think), server is assign to there online ID instead of be a server on list, some use matchmaking over that. Now problem is connectivity, because as normal server you need forwarded ports from router and lot of people have problem to do so, and here whats P2P is diffrent from normal client-side servers, it’s tried to solve that. Clients can work as proxy server and let you proxy from one client that is connected to server to get game state and as well as send info to main server about proxied client, theoretically client can also work as server and server can run as client and server connect to client on order (since server and client in network layer of things it’s just who connects to who). In other words P2P is client-side cloud (cloud you have when servers are not logically visible, you just info that there some game instance and and you can connect to it. Client and server deal with it automaticly).
Biggest problem with P2P, is fact that users have [poor] ISPs to run server (low upload), which means lower quality connections unlike normal dedicated server in some server room with some 100mbit or gbit upload connections, in PC where you don’t know on what hardware you run there might be potential issue of performence to run a server and client in same time, and when server start to lag everybody will lag, consoles will have same problem is you don’t manage it. Thats why gamers prefer and ask for dedicated server support over P2P. Ofcorse fact that clients runs servers and all you need is some minimum HTTP to manage connections between them makes this solution a lot cheaper then having array of dedicated servers (or else you let users run them, which was most popular method on PC games in past), thats why it’s very popular now days"
here’s where i got that quote from - https://forums.unrealengine.com/unre…er-multiplayer
here’s another posting about this - https://www.reddit.com/r/unrealengin…2p_networking/
"Well define supports.
You have full access to the networking code. If you want you can do it yourself via TCP socket listeners.
But the engine itself was never designed to work that way and it’s unlikely there will be serious support and out of the box functionality in that regard.
"
so from the above, you really should consider using dedicated servers if you’re doing a big game. default is the functionality that the advanced sessions plugin already provides. you need to think about money and how to make profits. if the users will be lagging due to low upload speeds, the game will have unfavorable reviews in my opinion.
(steam allows for this dedicated server functionality by the way which is why i recommend you really look at that. really try to think about how you are going to integrate steam with your game with the functionality that has been provided with this plugin. steam was kind enough to pick up my game which i’m very excited about and it’s set for release already in early February, and i didn’t use a lick of P2P code in my game, but i certainly used this advanced sessions plugin. thank you again for this wonderful plugin by the way :).)