News for hackers. Stuff that matters.
Re:California bill would require patches or refunds when onl... by VorpalWay on Saturday May 16, 2026 @03:59AM (#48157892)
Remember back in the old days when you could just run your own game server, even though it wasn't open source? That would work too. Or peer to peer LAN gaming, why is that not popular any more?

Designing a game to use developer hosted servers is a choice they made. Probably to squeeze money from microtransactions.

Re:California bill would require patches or refunds when onl... by darkwater on Saturday May 16, 2026 @04:26AM (#48158076)
> Or peer to peer LAN gaming, why is that not popular any more?

This. I mean, modern game companies could setup a common (for every game) Headscale or similar solution, let group of friends create their own private VPN between them punching through any NAT and host their own distributed multiplayer game. Yes there is still some involvement server aide from the company but it could be easily shared between games. And if support ends, you still leave players with the option to use their own LAN/VPN system.

Re:California bill would require patches or refunds when onl... by Jach on Saturday May 16, 2026 @06:45AM (#48158934)
Currently one of the features Valve's SDK offers is free use of network relays for P2P gaming without revealing each others IPs. Big and small games have used it. The main downside is if a game wants to offer cross-platform cross-play.
Re:California bill would require patches or refunds when onl... by imtringued on Saturday May 16, 2026 @04:46AM (#48158222)
Offering an .exe download is much less of a burden than open sourcing at gunpoint.
Re:California bill would require patches or refunds when onl... by gsich on Saturday May 16, 2026 @07:01AM (#48159020)
because real P2P is hard for realtime stuff. Be it timing or network port forwarding issues.
Re:California bill would require patches or refunds when onl... by VorpalWay on Saturday May 16, 2026 @07:52AM (#48159347)
A self hosted server executable still works fine with that though. Plenty of games had that model.
Re:California bill would require patches or refunds when onl... by gsich on Saturday May 16, 2026 @02:06PM (#48162401)
Yes, but that's not what usually is associated with P2P. That is normal client-server model.
Re:California bill would require patches or refunds when onl... by VorpalWay on Sunday May 17, 2026 @03:53AM (#48166889)
In my original comment I mentioned both options though.
Re:California bill would require patches or refunds when onl... by Denatonium on Saturday May 16, 2026 @10:01AM (#48160343)
Timing and scalability are probably the biggest issues with realtime P2P applications. Scalability is becoming a bit less of an issue; with mid-splits becoming the norm on cable internet services and 5G SA rolling out, there's just a lot more bandwidth to go around.

Timing issues can be worked around and GPS modules are cheap.

NAT problems aren't usually that bad. Only a minority of networks use symmetric NAT implementations, with most seeming to be using port-restricted cone NAT (EIM/APDF), which can still communicate with any other NAT implementation using endpoint-independent mapping (EIM). Most CGNAT implementations that I've encountered use EIM, with some also doing endpoint-independent filtering (EIF). Between UDP hole-punching, UPnP, NAT-PMP, and IPv6, it's usually possible to establish a P2P connection between 2 endpoints.

A game could use a hybrid client/server and P2P model, with the option to run entirely P2P while accepting its limitations.

Re:California bill would require patches or refunds when onl... by pjmlp on Sunday May 17, 2026 @05:35AM (#48167393)
Because they cannot profit from it hence why.

Centralised servers allow for subscriptions and other stuff.

Re:California bill would require patches or refunds when onl... by account42 on Tuesday May 19, 2026 @04:46AM (#48190843)
Subscriptions are so last decade, it's all about microtransactions now. Not that this changes the motivations for having centralized servers.