I'm trying to add networking over the internet to my game, using Peer to Peer. I have already implemented a LAN only version, which uses .NET's peer to peer classes to connect within the local network.
I realized I need to use UDP hole punching in order to establish a connection to other clients that are behind a firewall.
This is how I have started to implement it: The server is a HTTP server using very simple PHP scripts to get the job done.
Now I have a bunch of questions
Thanks!
UDP hole punching is a complex topic, and many attempts have been made to find a solution that works. The problem is that there are so many different NAT routers out there, and there is no standard way of implementing NAT, so all routers behave a bit different.
Some attempts have been standardized, e.g. STUN, ICE. They still work only in most cases, not all, but they accumulate a lot of knowledge and address many concerns -- more than your attempt will ever be able to, simply because you can't test your solution with every NAT router under the sun. Skype, for example, spent years of perfecting its NAT traversal mechanism.
I recommend you have a look at STUN or preferably ICE. Try to implement one of them or look for existing implementations.
Another option might be to simply create a port forward at the router, e.g. using UPnP or NAT-PMP.
That said, I wouldn't be surprised if the .NET peer to peer classes came with a NAT traversal mechanism, but I'm not familiar with them.