IPv6 Support for GZdoom

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IPv6 Support for GZdoom

Postby Master O » Sat Sep 01, 2018 11:10 am

Zandronum is going to implement it, so does GZdoom have any plans for it as well?

https://zandronum.com/tracker/view.php?id=214
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Re: IPv6 Support for GZdoom

Postby Rachael » Mon Sep 03, 2018 3:14 am

This will not happen until GZDoom gets its client/server code done.

If you can't use IPv4 in the interim, please use VPN's to provide virtual IPv4 space.
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Re: IPv6 Support for GZdoom

Postby yura_111 » Fri Jun 19, 2020 5:58 am

Where can I find information during the development of this?

at what stage of implementation
estimated release date
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Re: IPv6 Support for GZdoom

Postby dpJudas » Fri Jun 19, 2020 6:11 am

Adding IPv6 support doesn't really require that many changes. The low level part of it is very simple - if anything it would be the places where it validates an IP address in text form that would require the most work (if it does that anywhere).
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Re: IPv6 Support for GZdoom

Postby Rachael » Fri Jun 19, 2020 6:15 am

yura_111 wrote:Where can I find information during the development of this?

at what stage of implementation
estimated release date

Right here.

If no one has posted here then literally nothing has happened with this.
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Re: IPv6 Support for GZdoom

Postby yura_111 » Fri Jun 19, 2020 9:48 am

Maybe I did not write my question correctly:

My question about "GZDoom's client/server code". I really look forward to when such a multiplayer will be implemented
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Re: IPv6 Support for GZdoom

Postby Redneckerz » Fri Jun 19, 2020 11:24 am

yura_111 wrote:Maybe I did not write my question correctly:

My question about "GZDoom's client/server code". I really look forward to when such a multiplayer will be implemented

That's something different then IPv6 support.

and the C/S branch is still there and occassionally worked on. But other things (like Raze) have more priority.

Out of curiosity, is your question related to Zandronum?
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Re: IPv6 Support for GZdoom

Postby yura_111 » Fri Jun 19, 2020 1:01 pm

My question is related to GZDOOM and only with it. I create a mod oriented only on multiplayer and we play only in this mode and now we have problems with synchronization when the number of players is more than three

can you give a link to this branch? I searched but not found.
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Re: IPv6 Support for GZdoom

Postby Redneckerz » Fri Jun 19, 2020 1:58 pm

yura_111 wrote:My question is related to GZDOOM and only with it. I create a mod oriented only on multiplayer and we play only in this mode and now we have problems with synchronization when the number of players is more than three

can you give a link to this branch? I searched but not found.

Client-Server
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Re: IPv6 Support for GZdoom

Postby Caligari87 » Fri Jun 19, 2020 2:28 pm

If you are having desync problems with your mod, you should post a separate thread with more details about what you are doing, for troubleshooting. In GZDoom P2P, all the players run the exact same code, so a desync should usually only happen if you are modifying one player's game-sim differently than another player's. This makes me believe your mod is doing something wrong and should be fixed. Client/Server support in GZDoom won't magically fix problems like this (and development is going slowly so don't expect it anytime soon).

Locking thread as Rachael and dpJudas answered the IPv6 question, and the client/server question is an off-topic necrobump which has also been sufficiently answered.

8-)
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