Feature #1658
Automatic port forwarding (UPnP/NAT-PMP/PCP)
0%
Description
To facilitate running servers behind local internet gateways (routers, NAT, etc.), Doomsday should take advantage of UPnP, NAT-PMP and PCP to automatically allow the server's port to be forwarded to the correct place inside the local network.
This should be helpful:- UPnP Forum: SDKs
- Qt-based HUPnP (GPL3, LGPL)
- libupnp (BSD license)
- RFC 6886 - NAT Port Mapping Protocol
- RFC 6887 - Port Control Protocol
- RFC 8445: allow clients to automatically negotiate connection parameters with each other, bypassing the need to use upnp and related tech.
Related issues
History
#1 Updated by skyjake about 11 years ago
- Description updated (diff)
#2 Updated by skyjake about 11 years ago
- Description updated (diff)
#3 Updated by danij about 11 years ago
BRisa (http://brisa.garage.maemo.org/) looks useful.
#4 Updated by skyjake about 11 years ago
- Description updated (diff)
#5 Updated by skyjake about 11 years ago
- Subject changed from Automatic port forwarding (UPnP) to Automatic port forwarding (UPnP/NAT-PMP/PCP)
#6 Updated by skyjake about 11 years ago
- Description updated (diff)
#7 Updated by skyjake about 11 years ago
- Description updated (diff)
#8 Updated by skyjake almost 10 years ago
- Priority changed from High to Urgent
#9 Updated by skyjake almost 10 years ago
- Related to Feature #1415: [Master Server] Allow specifying server IP manually added
#10 Updated by skyjake over 8 years ago
- Target version set to 2.1 (Late 2018)
#11 Updated by skyjake over 8 years ago
- Priority changed from Urgent to High
#12 Updated by skyjake over 6 years ago
- Target version changed from 2.1 (Late 2018) to Multiplayer
#13 Updated by jonesmz over 4 years ago
Another thing to consider is support for the ICE protocol, https://tools.ietf.org/html/rfc8445
This would allow clients to automatically negotiate connection parameters with each other, bypassing the need to use upnp and related tech.
Further, if Doomsday adopts the model of having single player games connecting to a multiplayer server launched automatically, this would allow for clients to dynamically negotiate with each other on which client should act as the server, based on whatever decision making scheme you want.
#14 Updated by skyjake over 4 years ago
- Description updated (diff)