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Sorry, I don't quite understand this in the context of "friend code" vs "matchmaking". Are you saying that friend codes bypass their servers, allowing peer-to-peer play even when the servers are overloaded (the way direct IP addresses used to do in old PC games)?

I apologize for not asking a clearer question. I was actually just interested in buying the game, but only if it has public matchmaking built-in for finding anonymous pick-up groups, instead of needing an external Discord server to swap friend codes on.



Friendcode is basically a token: lets have a game - call me on this burner number. we have game.

.>..x###.////3~~E`~,~X>>----- XXNXN x0x

then I know that youre solardev.. and we can be friends in future

(but this model is exploitable in ways, which is premise of many threads here)


I get that, but how does that help with overloaded servers? Unless the friend code is actually an IP address for peer to peer networking (which is rare in online games because of cheating), it still has to go through some central server.

At a minimum, the server would connect the tokens to players in a database. But usually I think they do more than that, such as hosting lobbies, punching through NAT, and in many cases, actually hosting the games themselves and being the authority for all the state.

In that case I don't see how tokens would save any load over matchmaking.


>>the server would connect the tokens to players in a database*

the additional telemetry data for such connections and also unknown tracking from the clients is what is load.

unless you know what is coming going from to each client, and reqs of that connection btwn clients on the DB... have a bad time?

--

Or am I an idiot.




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