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Game Server Help

Go to solution Solved by Mooshe,

A client is not required to port-forward to join a server. With games like Team Fortress 2, the way a player "hosts" a server is that the server is actually created on Valve's side, so it's no more than joining a lobby (or, what's called a "Shard Server"). Now there is LAN servers, which don't require any port-forwarding since the server never communicates over the Internet, but is only limited to players within the same network.

 

However, if you're looking for something where the user is able to host a server themselves without port-forwarding, I would look into UDP Hole Punching, which is what Skype uses to instantiate calls between two clients. This still requires a server in order for this to be one, and is much more complicated, since there is no universal solution.

 

Edit: I would also recommend checking out what dooly said about Cling; I took a look at it, and it looks like it may be a solution.

I am developing a game with java and I want online have multiplayer but I am not very experienced in communication over the internet. I wanted to know how to receive data from a server without the player port forwarding there home router. please help!

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http://stackoverflow.com/questions/11158543/lightweight-and-low-latency-java-network-library

http://www.java-gaming.org/index.php?topic=36131.0

https://docs.oracle.com/javase/8/docs/technotes/guides/net/

 

to me networking is more or less something that i would like a 3rd party to develop the components for me to adapt, this is because networking in-itself is one of the largest areas to break a game or make a game.

 

with this in mind i would suggest for java games  NitroNet

 

on the subject of Automatic port forwarding UPNP is what you are after

a example would be project Cling.

http://4thline.org/projects/cling/

 

in the end java is great because of its community, so why not ask on the javas forum.

 

myself i have moved from straight languages that dont need a IDE to unity because of the amount of time that i waste from righting simple stuff.

 

to finish up with i have not done much with unity so please take this into account when replying to me any of this could be the wrong path or process please take that in mind.

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A client is not required to port-forward to join a server. With games like Team Fortress 2, the way a player "hosts" a server is that the server is actually created on Valve's side, so it's no more than joining a lobby (or, what's called a "Shard Server"). Now there is LAN servers, which don't require any port-forwarding since the server never communicates over the Internet, but is only limited to players within the same network.

 

However, if you're looking for something where the user is able to host a server themselves without port-forwarding, I would look into UDP Hole Punching, which is what Skype uses to instantiate calls between two clients. This still requires a server in order for this to be one, and is much more complicated, since there is no universal solution.

 

Edit: I would also recommend checking out what dooly said about Cling; I took a look at it, and it looks like it may be a solution.

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