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Client to client communication.

 
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NINTENDO
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PostPosted: Thu Aug 13, 2009 3:58 pm    Post subject: Client to client communication. Reply with quote

Is it possible for a client to contact another client without a server?
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Slugsnack
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PostPosted: Thu Aug 13, 2009 4:19 pm    Post subject: Reply with quote

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
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PostPosted: Thu Aug 13, 2009 5:01 pm    Post subject: Reply with quote

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
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PostPosted: Thu Aug 13, 2009 5:48 pm    Post subject: Reply with quote

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
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PostPosted: Thu Aug 13, 2009 8:06 pm    Post subject: Reply with quote

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
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PostPosted: Thu Aug 13, 2009 8:24 pm    Post subject: Reply with quote

Connectionless Protocols...UDP..
where as one is neither server or client but both?

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Anden100
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PostPosted: Thu Aug 13, 2009 9:53 pm    Post subject: Reply with quote

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
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PostPosted: Fri Aug 14, 2009 12:47 am    Post subject: Reply with quote

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? Rolling Eyes

It would appear that reading comprehension has it an all time low.
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DanielG
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PostPosted: Fri Aug 14, 2009 8:17 am    Post subject: Reply with quote

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
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PostPosted: Fri Aug 14, 2009 8:44 am    Post subject: Reply with quote

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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