after checking null online services plugin, understood that my initial idea of coding the online services plugin to revert connection to webrtc turns out not directly feasible. because the game instance only takes url provided by the module but does replication logics with based on url. 

so it uses a standard protocol on game engine side. (only session url is given provided by the plugin, but the protocols there is only what game engine supports. to change that would require changing game engine code also I mean.  


so have to return to the idea of some plugin that works alike in interim a webrtc layer and at engine integration side localhost like server.  and then there the server sniffs the packets and serializes and sends to actual server port with the remote end plugin taking packets with webrtc and delivering to actual server socket. 


but this might be incompatible if the qos mechanisms and some network implementation is present that has time markers in packets alike in game engine network manager side. 

so now time to read that code. to get understand if this tunnelling with webrtc with plugin side is feasible or not. 


for the plugin side it wont do alot more different than the null plugin but rather would provide a local host url for the joined session where the game engine would join a webrtc tunneled remote server session.

so lets see this additional lag given by webrtc intermediary (on top of initial udp direct communication) is something that is feasible or not. I mean does interpolated prediction replication models and such game logic still work as expected or not. 

only understandable with testing. 

gosh so lots of effort for today and tomorrow to this task. wishfully i would be able to finish this task by tomorrow end or following day or so.

not a not trivial task. unless i dont lose alot time to compiler/compiler setup issues etc.


and requires me to revisit some cpp knowledge. had not coded cpp a lot while.


hmm so we could think this solution as a proxy server.  would nat and reroute to original server session. but the proxy would do it internally with a webrtc intermediary. 

so nat punching with webrtc stun doer proxy server alike it would be. which would be integrated vertically (not would do add additional sofware modules) the online system plugin. (of copy of lan version. )





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