P2P "Serverless" with Godot Engine, through Requests

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I'm developing a game based on Turns 1v1 on the Godot Engine , and I'm having trouble connecting two players as in a matchmaking. My problem is that I do not want a central server itself, if it is possible, I would like a web hosting server to be sufficient.

The idea I had is to use HTTP Requests to get the IP of the opponent, and I already did this, but I can not, using Godot's RPC, start a non-local connection.

It does not have to be the way I've described it, nor the way I'm thinking, basically I want the game to connect two players without the need for a central server to manage the game, only that getting the opponent's IP is by requests HTTP.

I understand little of networking to get a solution for this, but I believe the problem is related to NAT or Firewall, is there any way to implement a P2P connection having only the external IP of the opponent?

Another idea I had, a little more complicated, would be to implement something like a Tunneling similar to Hamachi, but to do this automatically instead of manually, connecting two players to the same "room", since I already tested through Hamachi the connection works, what do I need to know to implement this if it is the easiest option to achieve the goal?

TLDR : I need to establish a connection between just two players in the Godot Engine , basically the initial connection because afterwards, Godot's RPC already does everything else. The issue is that I do not want a central server, I would like, if necessary, only a web hosting server that can do this using only HTTP Requests, at least to make Godot establish the initial connection, ie, to intermediate the connection between two players.

    
asked by anonymous 07.04.2018 / 22:25

0 answers