I am developing a P2P netplay system for emulators, similar to Fightcade2, and require an experienced professional to assist with configuring a rendezvous server and implementing UDP hole punching. My Python scripts are functional locally, but I am encountering significant challenges with online connectivity. Key areas of difficulty include: - Correctly exposing the UDP port to the internet. - Achieving successful hole punching between two players located on different networks. - Ensuring direct peer-to-peer data exchange between clients, utilizing the intermediary server solely for discovery (STUN/rendezvous functionality). The ideal candidate will possess strong expertise in network programming, udp sockets, nat traversal techniques, and game netcode. I can provide the existing Python scripts and detailed explanations of the current issues. For reference, the project is based on a GitHub directory:
https://github.com/Zansword/fightcade-fbneo-overclock/releases. The provided code compiles easily with Visual Studio Code and operates correctly in a local environment. Example of local configuration: player1 Game=kof2002 ip=127.0.0.1 My Port=7000 Partner Port=7001 delay=1 player2 Game=kof2002 ip=127.0.0.1 My Port=7001 Partner Port=7000 delay=1 The issue arises when attempting online connections, as observed in network traces: source destination protocol length info 192.168.0.100 177.200.34.103 UDP 47 8001 -> 8000 Len=5 I am looking for someone who can diagnose and resolve these networking challenges to enable robust P2P connections for the emulator netplay system.
Plazo de Entrega: No definido