No, I was "Guest" before. If you look at the result from another client it looks right, i.e. you see:
"Guest is now known as Fred"
but on the client where you change your name it says:
"Fred is now known as Fred".
NAT punch through
Just a thought:
If NAT is still an issue for TCP with TNet (but NAT punch through is easy on UDP), is it possible to seamlessly revert to all coms via UDP so a player can still do everything anyway or if someone has a NAT punch through issue will they effectively still be unable to join/play a game if you only implement UDP NAT punch through?Assuming UDP only is viable, perhaps this could be a temporary solution ahead of full NAT punch through on both TCP and UDP...NAT punch through is a very high item on the list for most games. Do you think that you will raise the priority for addressing this in TNet and is it likely to lead to needing the TNetServer on a server with more IP addresses (i.e. like the Unity solution which I think needs 3 IP addressed)?
Will your NAT punch through solution still work on the Amazon EC2 servers (so we know what kind of servers to consider for future proofing)?
For my current work project
TNet is lovely, spot on, well done!
...But for our future projects NAT-punch though will be essential and knowing that it will be addressed (ideally
with some idea of timescale) and what kind of server solution to look for now would be much appreciated because TNet is so nice to use so far and it would be great to know that we will be able to stick with the same package.