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NINTENDO Grandmaster Cheater Supreme
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Joined: 02 Nov 2007 Posts: 1371
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Posted: Thu Aug 13, 2009 3:58 pm Post subject: Client to client communication. |
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Is it possible for a client to contact another client without a server?
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Slugsnack Grandmaster Cheater Supreme
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Posted: Thu Aug 13, 2009 4:19 pm Post subject: |
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| not sure about other protocols but using winsock there must be one process somewhere running the client and one with server
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Flyte Peanuts!!!!
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Joined: 19 Apr 2006 Posts: 1887 Location: Canada
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Posted: Thu Aug 13, 2009 5:01 pm Post subject: |
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If you are doing the connections over the internet, there is no way to do a to do a direct client-client connection without first accessing a server (unless of course you know at least one of the clients IP addresses before hand, and you know it won't change).
If you are doing this over LAN, you could do a UDP broadcast in order to initiate communication.
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DanielG Expert Cheater
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Joined: 13 May 2009 Posts: 130 Location: The Netherlands
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Posted: Thu Aug 13, 2009 5:48 pm Post subject: |
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Ehm, yes.
Any TCP connection between 2 computers would constitute as a "client to client" connection.
But if you are talking about how (multiplayer) games work, then it would have to be built in the game otherwise it wil most likely not be possible.
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Flyte Peanuts!!!!
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Joined: 19 Apr 2006 Posts: 1887 Location: Canada
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Posted: Thu Aug 13, 2009 8:06 pm Post subject: |
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| DanielG wrote: | Ehm, yes.
Any TCP connection between 2 computers would constitute as a "client to client" connection. |
Wrong. Here is a scenario for you:
You have two computers, both in different subnets and both with dynamic IP addresses. How would you initiate communication between them without a central server?
I'll save you some time: You can't.
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BanMe Master Cheater
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Joined: 29 Nov 2005 Posts: 375 Location: Farmington NH, USA
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Posted: Thu Aug 13, 2009 8:24 pm Post subject: |
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Connectionless Protocols...UDP..
where as one is neither server or client but both?
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Anden100 Grandmaster Cheater
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Posted: Thu Aug 13, 2009 9:53 pm Post subject: |
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| BanMe wrote: | Connectionless Protocols...UDP..
where as one is neither server or client but both? |
I'd want to hear some more about that O.o
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Flyte Peanuts!!!!
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Joined: 19 Apr 2006 Posts: 1887 Location: Canada
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Posted: Fri Aug 14, 2009 12:47 am Post subject: |
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| BanMe wrote: | Connectionless Protocols...UDP..
where as one is neither server or client but both? |
Great. Awesome. Perfect. Now all we need to do is bruteforce the IP we want to send to, and it's all good right?
It would appear that reading comprehension has it an all time low.
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DanielG Expert Cheater
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Joined: 13 May 2009 Posts: 130 Location: The Netherlands
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Posted: Fri Aug 14, 2009 8:17 am Post subject: |
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| Athaem wrote: | | DanielG wrote: | Ehm, yes.
Any TCP connection between 2 computers would constitute as a "client to client" connection. |
Wrong. Here is a scenario for you:
You have two computers, both in different subnets and both with dynamic IP addresses. How would you initiate communication between them without a central server?
I'll save you some time: You can't. |
ehm dude?
Client1 fills in client2's ip adress he got over the phone or any other way and initiates the TCP handshake.
I think we have different meaning of the word "client". I am talking about a device capable of inter network communication.
What is your definition?
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Polynomial Grandmaster Cheater
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Joined: 17 Feb 2008 Posts: 524 Location: Inside the Intel CET shadow stack
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Posted: Fri Aug 14, 2009 8:44 am Post subject: |
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You can use UDP Multicast (or Broadcast) to send a UDP packet to everyone on the same subnet. This allows you to broadcast your location (i.e. send a UDP packet containing some unique identifier for the application and your IP address) to everyone on your subnet (e.g. 192.168.1.xxx). It's how LAN games identify other players on the network.
As regards client to client communication outside the subnet, you'd need some form of acquiring the IP of the other client. This is where you'd need the server to pass the IP between you. However, if you can communicate between each other using some other method (email, MSN, IRC, phone, face to face, etc) you can manually tell the other person your IP.
If you're developing an application and don't want to shell out for hosting or a server, why not use some obscurely named pastebin subdomain to post IP addresses that link to usernames? That way, when a client "logs on", you can post their username and IP in a new pastebin entry. When they log off, you simply submit an entry saying "<username> offline". To find the other user's IP, you just type in their username into your program and it will enumerate the entries in Pastebin to find the IP, then connect to it. This isn't very elegant, but it'd work.
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