ID:260481
Dec 15 2007, 10:58 pm
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Perhaps DreamSeeker can run some kind of test when people try to host, if it can't get a connection back to the world, it suggests the user port forward? (And give him some information on how to do it?)
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In response to KodeNerd
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Thirded.
Can't think of anything else to say. |
Flame Sage wrote:
Perhaps DreamSeeker can run some kind of test when people try to host, if it can't get a connection back to the world, it suggests the user port forward? (And give him some information on how to do it?) I don't know that this would be feasible. Only the pager could possibly tell if there was trouble connecting in, and even then that wouldn't tell you if your game hosting port also needed setting up. Lummox JR |
You could always code this yourself for new games -- just perform a world.Export() call to your own server and have that check the port.
-- Data |
In response to Lummox JR
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Lummox JR wrote:
Flame Sage wrote: Couldnt you ping a request to the byond server to ping you back at your port? |
In response to Android Data
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Android Data wrote:
You could always code this yourself for new games -- just perform a world.Export() call to your own server and have that check the port. Ah, true. And you need world.internet_address to do it; if that isn't set, it's a giveaway that you have a problem. Lummox JR |
In response to Android Data
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Android Data wrote:
You could always code this yourself for new games -- just perform a world.Export() call to your own server and have that check the port. The whole point of this being here, is that people don't KNOW they have to port forward in the first place, (havn't you seen the forum posts, "Why can't I host!") |
In response to Flame Sage
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Now that it is explained how to do it in your code, thanks to previous posts in this thread, you can point them here - or better yet offer up a useful snippet or library that we can link to. And maybe a notable blog post on the subject.
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This would prevent quite a lot of questions on why people cannot host.
George Gough