Integrating NATPunchSamples into external projects
Posted: Thu Feb 01, 2018 2:02 am
Hi, so I finally got NATCompleteClient and NATCompleteServer working and running. Now comes the hard part of figuring out how to integrate them into my Unreal project.
Prior to trying to integrate the samples into Unreal, I am just trying to do some basic testing. Specifically, I am able to create a reproducible case where my UE4 game client and UE4 game server are unable to connect when the machines they are running on are behind NAT. I am hoping that by running the NATCompleteClients on those 2 machines (and have them connect to NATCompleteServer), they will be able to connect.
This obviously is not working. So I have a few questions:
1. When NATCompleteClients punch through to each other, are those holes kept open? If so, then it follows that other applications should be able use those holes that are opened by SLikeNet without integrating SLikeNet in the UE4 Project right?
2. My game client/server always connect using port 7777. Therefore, I tried using port 7777 when NATCompleteClient asked for local port entry. How would I verify that port 7777 on my game client and game server are open once the NATCompleteClient connects? What kind of tools are available to see whether the game client and game server are viewable to each other on port 7777?
3. Are there any recommendations for integrating SLikeNet into Unreal?
Thanks
Prior to trying to integrate the samples into Unreal, I am just trying to do some basic testing. Specifically, I am able to create a reproducible case where my UE4 game client and UE4 game server are unable to connect when the machines they are running on are behind NAT. I am hoping that by running the NATCompleteClients on those 2 machines (and have them connect to NATCompleteServer), they will be able to connect.
This obviously is not working. So I have a few questions:
1. When NATCompleteClients punch through to each other, are those holes kept open? If so, then it follows that other applications should be able use those holes that are opened by SLikeNet without integrating SLikeNet in the UE4 Project right?
2. My game client/server always connect using port 7777. Therefore, I tried using port 7777 when NATCompleteClient asked for local port entry. How would I verify that port 7777 on my game client and game server are open once the NATCompleteClient connects? What kind of tools are available to see whether the game client and game server are viewable to each other on port 7777?
3. Are there any recommendations for integrating SLikeNet into Unreal?
Thanks