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[GH-ISSUE #3954] [Feature Request] 为啥没有基于udp的 P2P打洞 P2P怎么实现UDP的呢 #3138
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Reference: github-starred/frp#3138
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Originally created by @bigbeer1 on GitHub (Jan 25, 2024).
Original GitHub issue: https://github.com/fatedier/frp/issues/3954
Describe the feature request
[Feature Request] 为啥没有基于udp的 P2P打洞 P2P怎么实现UDP的呢
Describe alternatives you've considered
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Affected area
@xqzr commented on GitHub (Jan 28, 2024):
看起来需要实现 “xudp”
@dimsgithubaccount commented on GitHub (Jan 30, 2024):
p2p也简单,不过frp的目的就是转发,因为(公网服务器)转发延迟低,p2p延迟高,游戏都是p2p联机,总有卡比,所以才有frp这样的经典转发工具一席之地
@ShiinaRinne commented on GitHub (Feb 4, 2024):
正相反,p2p直连的延迟才低吧,为什么经过服务器转发会更快呢,因为服务器线路好吗?
联机卡顿似乎是由于运营商不同,以及nat等级和丢包影响,但单论延迟我认为直连才是最低的
@ShiinaRinne commented on GitHub (Feb 4, 2024):
猜你在找 zerotier, wireguard, tailscale
@dimsgithubaccount commented on GitHub (Feb 4, 2024):
是的,拥有独立ip的云服务器非常稳定。p2p对区域近的节点非常实用,但平均来说有一小部分的节点离master较远(或处在不同的运营商网络),p2p的问题是存在不稳定性。延迟最低只能适用于特定情况,不适用于普遍情况。
类似frp转发的特点就是稳定,但不一定低延迟,只是这个延迟大多数时候是可以接受的。一般用frp是为了把自己的主机暴露出去,同时也保障了普遍的低延迟。这没什么纠结的,应用程序可以根据两者延迟自行选择连接方式,只要有能力为用户提供云主机流量。
@github-actions[bot] commented on GitHub (Feb 26, 2024):
Issues go stale after 21d of inactivity. Stale issues rot after an additional 7d of inactivity and eventually close.
@xqzr commented on GitHub (Apr 13, 2024):
#1729