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Valve P2P networking broken for more than 2 months

https://github.com/ValveSoftware/GameNetworkingSockets/issues/398
43•babuskov•1h ago

Comments

babuskov•1h ago
The rabbit hole started as a major P2P issue in Israel and possibly other middle east countries and further investigations revealed it seems to be a worldwide problem.
xyst•58m ago
IDF deep packet inspection causing lag, probably
IAmGraydon•31m ago
Don't these systems usually use a splitter, thereby adding zero latency?
sillysaurusx•24m ago
How do they inspect traffic when most is https?
RossBencina•18m ago
In this case we're talking about P2P traffic, which is generally not HTTPS. The linked issue references WebRTC https://en.wikipedia.org/wiki/WebRTC
RossBencina•22m ago
You think IDF-grade packet inspection causes lag?
make3•7m ago
Government-controlled inspection wouldn't be solved by switching to older DLLs (unless the code itself is compromised, which is unlikely for video game code)
picofarad•50m ago
Hm, I have always wanted to use this to play couch co-op remotely but is this even the same "service" that provides that?

Looks like they tracked it to a steam update in March, and there's a workaround for at lest 3 games that involves all players copying steamwebrtc.dll to the game's ./binaries folder.

jofzar•43m ago
I know I'm just preaching to the choir here but my favourite thing about open source/published source libraries/applications is discussions on bug reports/pr's like this.

It's just something so heartwarming of multiple people coming together to describe their symptoms, workarounds and theories of what could be causing it.

thenthenthen•26m ago
Mmm im in China and played a third party game through steams Spacewar dev game (enabling steam p2p i think) like 3 weeks ago and it worked fine.
RossBencina•24m ago
Wild hypothesising here on HN but if you read to the end of the GH issue users have been reporting that STUN has been failing (i.e. no P2P link establishment, fallback to high-latency relay servers.) Multiple users have been able to work around the issue by manually substituting older Valve WebRTC dlls. I'd love to read a postmortem from the Valve devs.
nixosbestos•12m ago
Halo MCC launched with virtually entirely broken networking because their networking stack couldn't do basic NAT hole-punching/traversal. And those folks gaslit 343 management (presumably, since Frankie and Bonnie more than covered for them), MS management, the internal testing folks, and then the public for months after launch. Two weeks+ of internal MS testing where everyone was like "uh it doesn't work" right before launch.

Granted, I expect a lot more out of Valve than the MS-culture/folks that led to 343i / Halo Studios (since from every single bit of evidence, the cultural problems continue).

wook__•12m ago
As SteamOS user for years i can say "typical Valve"
komali2•9m ago
Valve fascinates me because the devs there occasionally seem to be simply the best on earth in a given field, but despite that, bizarre bugs will persist for a long time. My favorite was how steam in home streaming from a PC to a steam deck wouldn't work if the steam deck had an Ethernet and wifi connection - one of the connections had to be disabled or the stream would always crash.

Maybe they need a few average devs there to spend time sweeping up behind the paragons that are pushing the envelope into these features existing at all.

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Valve P2P networking broken for more than 2 months

https://github.com/ValveSoftware/GameNetworkingSockets/issues/398
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