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ListenForPunches issue VS ListenForSinglePunch working #5
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The lines are identical yes. I debugged the code for a while. In the video there are debugging messages which state that the punch-through actually was successfull on the host as well as on the client (check this out: https://drive.google.com/file/d/1v1u0PjrMvHSTrymUDXW2WmNpMKE05ayE/view?usp=sharing) --> something else must be blocking the client from connecting / host from firing an onconnected event. some more information on this issue:
To summerize: punch-through gives success-callback on both, host and client, however no connection is established afterwards. |
Hey @TwoTenPvP and @Kreshi, we tried to implement your Puncher-Module into our game but like @Kreshi mentioned the Method "ListenForPunches" not work at all and the function "ListenForSinglePunch" only works for first user joined game. Thanks |
Hey @NoserverStudios As a work-around you could call the ListenForSinglePunch behaviour again whenever a new player connects to the server (haven't tested it though). Best Regards, |
Hey @Kreshi thanks for your work-around and reply!
Best regards and merry christmas, |
Hey there, is there any "working" example of this NAT Puncher in multi player environment? Thanks and best regards, |
Hello,
here the YouTube video describing the issue: https://youtu.be/aHU8hiAHERY
Tested: locally with public IP - MLAPI.Puncher.Server plus the two game instances were all running on the same device simultaneously.
Used code snippets:
`public void ui_setupHostSingle()
{
closeConnection();
public void ui_setupClient()
{
closeConnection();
}`
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