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[GH-ISSUE #3009] udp gaming server access, minimal latency [Feature Request] #2404
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Reference: github-starred/frp#2404
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Originally created by @siliconhippy on GitHub (Jul 10, 2022).
Original GitHub issue: https://github.com/fatedier/frp/issues/3009
Describe the feature request
A. Is it possible to use frp to access a udp ( e.g., CSGO) gaming server behind NAT from the Internet, via a single URL that can be used by all clients logging in?
Is kcp udp protocol the answer?
Any use case example?
B. Latency is a big problem with gaming, especially if the public server is geographically distant.
Is there a way for the client gamers to access the behind NAT gaming server directly after connection is initially established by public server?
Describe alternatives you've considered
Boringproxy.io is very easy to use and includes auto SSL cert+ reverse proxy. You get a URL that can be shared by all users (clients.)
But currently it is TCP only. Author is considering an extension to QUIC.
Wireguard is UDP, but most GUI implementations are not free. Latency will be another problem with a distant public server.
Only frp looks a comprehensive http/s, udp, TCP maybe QUIC solution that might have direct user traffic for low latency!
Affected area
@Becods commented on GitHub (Jul 11, 2022):
You may need XTCP.
But as far as I know, CSGO can't be forwarded well.
If this only serves you and your friends, consider using zerotier to set up a virtual LAN.
@siliconhippy commented on GitHub (Jul 11, 2022):
Ok thanks!
Xtcp might be the answer... 🤔
@github-actions[bot] commented on GitHub (Aug 11, 2022):
Issues go stale after 30d of inactivity. Stale issues rot after an additional 7d of inactivity and eventually close.