点对点游戏的NAT代理

Daryl Seah, W. Leong, Qingwei Yang, B. Leong, Ali Razeen
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引用次数: 6

摘要

网络地址转换(NAT)在互联网上无处不在,任何点对点(p2p)游戏几乎肯定需要通过这些设备执行NAT遍历。我们的实验表明,虽然NAT穿孔技术相对成熟,但它们只有90%的成功率,因此p2p游戏将不可避免地需要使用NAT代理来建立剩余的连接。我们通过实现和测量研究证明,使用对等体作为NAT代理对于UDP和TCP连接都是可行的。我们发现找到能够充当代理的对等体相对容易,并且所取得的性能与基于服务器的NAT代理相当。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Peer NAT proxies for peer-to-peer games
Network Address Translators (NAT) are ubiquitous on the Internet and any peer-to-peer (p2p) game will almost certainly need to perform NAT traversal through such devices. Our experiments suggest that while NAT hole punching techniques are relatively mature, they succeed only about 90% of the time and thus p2p games will inevitably need to employ NAT proxies to establish the remaining connections. We demonstrate with an implementation and a measurement study that using peers as NAT proxies is feasible for both UDP and TCP connections. We found that it is relatively easy to find peers capable of acting as proxies and that the performance achieved is comparable to that of server-based NAT proxies.
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