It's been kept around because they treat their customers ok, but they absolutely exsanguinate their developers.
And their engineering culture is... odd. They hire senior people and then let them all fuck sound aimlessly. Their APIs are terrible, their infrastructure is all over the place, they still have patch Tuesdays. But because they are the landlord that owns every house in town, what are you going to do, not pay rent?
Gabe is out there cruising the world in a billion dollar yacht, eating thousand dollar meals. All that came off the backs of developers who actually make the games.
This is true, but "treat their customers ok" goes a long way. When everybody else severely abuses their customers, the one company that doesn't generates a lot of goodwill.
May be? It's absolutely evil in a lot of ways. It's an active participant in multiple genocides at the moment. And has been for a long time.
I guess it could be worse, but being stuck laboring under Saruman's orcs and pointing at Mordor and going "At least we aren't over there" isn't exactly a defense of the situation.
Hell, they even buy timed exclusive access to certain games
And yet. Steam persists
https://www.fortnite.com/news/fortnite-developers-will-soon-...
Unless you're inside Fortnite, where Epic takes a 63% cut of any 'in game item' you sell, and you don't have a choice of storefront inside the game.
Rules for me, but not for thee, so sayeth Timmy Tencent as he collects his next ten cents of revenue from a twelve year old.
WebRTC works as fallback. WebRTC is encrypted and cant be used for much else.
STUN in the otherhand is unencrypted and the protocol itself can be used for DDoS reflection/amplification. I would not be surprised if this is somehow weaponized and/or blocked/analyzed in real time that then breaks the connectivity.
WebRTC clients take that STUN/TURN response and send to peers through out-of-band, through e.g. a lobby server chat mechanism, to set up the connection. This allows NAT table entries to be created as if they are outbound connection at both ends.
You can't make P2P connection with STUN/TURN alone. STUN/TURN is just a tool required for WebRTC.
If you can make all the STUN servers fail from the perspective of the clients, you could hypothetically force them to use TURN servers that are more centralized and easier to spy on. STUN negotiates pipes n:n. TURN is closer to n:1.
I don't know you mean by this, but I think you're confused. I have implemented STUN, so I know how it works. AFAIK, TURN doesn't reveal an address/port any different from that revealed by STUN, and cannot, because its discovery feature is STUN. (Also, a typical home user has only one internet-facing address, not a dynamic one plus another one.)
Rather, TURN provides a STUN address/port discovery service and a data relay service. The relay is for cases where two peers wishing to connect are both behind difficult NAT, meaning there is no quick and reliable way for them to directly connect even when they have their STUN results. So instead of connecting directly, they communicate through the relay.
[1] https://en.wikipedia.org/wiki/STUN
[2] https://en.wikipedia.org/wiki/Traversal_Using_Relays_around_...
STUN has mitigations now against being weaponized but it’s still a shit protocol. The fact that neither STUN nor TURN contain any way whatsoever to accomplish any kind of rendezvous without yet another signaling path boggles my mind given how easy it would have been.
Interesting. Can you expound on this a bit? How does ZeroTier do it?
I think we can align on WebRTC for realtime P2P gaming and enterprise networking and more, instead of IPs base solution as end-users will not need to figure out firewall issues and IPv4/IPv6 differents
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.
Perhaps some of this is contracted, similar to the Linux compat and drivers, but it's still impressive to me, compared to the orgs like Spotify, order of magnitude larger with barely any features at all. (I understand there's legal, huge backend, and I didn't see many bugs over time, but still)
I wish they offered remote; I'd happily work there doing those sorts of unglamorous bug fixes. High-reliability engineering is my jam.
In fact, the flat org allows a random person to work on a niche bug management doesn’t seem to care about, which wouldn’t be possible if you had a boss breathing down your neck.
I kind of hope at least they'll fix such issues permanently before the steam machine release.
I shop on GOG.
It's just something so heartwarming of multiple people coming together to describe their symptoms, workarounds and theories of what could be causing it.
Don’t blame Github for getting spammed whenever an issue reaches the front page.
> when the platform was for professionals
When was that?Why did you leave this part of title out? For clicks?
https://partner.steamgames.com/doc/features/multiplayer/stea...
SDR is a relay network, and encrypted, so like onionrouting etc.
its well known malicious actors can abuse it by publishing a p2p game and running coms over SDR via that game...
you can imagine that people want to inspect this traffic in these regions..
`Major P2P issues in Israel and possibly other middle east countries`
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.