TL;DR: Who is doing multiplayer and what did you use for a solution? Has anyone actually used the implementation of p2p from the replication sample? Are there any thirdparty solutions that save the headaches? I don’t even care about having a dedicated server. I just want a way for friends to connect and host (even if they have to tell each other their ip over the phone or something). Is there a viable commercial solution to make this work better?
Farthest I got using the sample was:
Client Connected
and then immediately after: Client Disconnected
etc
(with a bunch of tries before failing totally)
This is based off the Sample with the ball thing running a server with digital ocean.
If I just do two pcs, seperate networks, and I run an unmodified SceneReplication sample, it just won’t ever connect. I know there is a p2p multiplayer helper project by Arnis which I’m grateful for but unfortunately the setup is way over my head. Also, I don’t see why the sample method doesn’t work. I’ve spent far too many hours messing with digital ocean trying to get two applications to connect. One person can connect, but not a second one. I’ve tried everything I could think of as far as opening ports and all that. I don’t have networking issues with other p2p games though (alien-arena, for example just works without issues). I’m worried something about the way urho does it is the problem. No idea how to troubleshoot this.
Localhost works (running the application multiple times on the same pc always replicates and allows all clients in). I can run it multiple times and with the networking sample I’ll have multiple “player” balls. Trying this with two computers on the same wifi doesnt work, though.
Is there an easy way or should I just stick to single player projects?