Monday, April 23, 2012

An idea to help GPG track network troubles.

I am not sure if GPG has the infrastructure to do the following, but perhaps -
It might be worth it to release a patch that adds tracing / debugging code on every lobby disconnect / desync / game-drop. I don't want to go into details, but it seems like it might be worth-while to at least attempt to get some debugging / reporting code into the game. I definitely know this would give you a LOT of test cases. :) You just need a place to gather the data.
The question is, since this seem steam related, how much useful information can the SupCom2 app actually see and report? I don't know - maybe none.|||Good chance that such code is already in the game and just needs to be enabled.
However, it's looking like a steam issue that is not affecting the other steamworks games as much as supcom. GPG can only bug valve about it and this probably isn't top on valve's list.
Keeping in mind that I know very little about how modern networks work, I believe the problem relates to valve's relay servers. I'm trying to think of how we can for sure test this other than enabling port forwarding when you can't connect to someone's game.|||If it's the NAT traversal that isn't working, maybe we could circumvent this issue by opening and forwarding the correct ports in our routers? Does anyone know which ports steam and SupCom2 use?

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