-
-
Notifications
You must be signed in to change notification settings - Fork 13.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[Feature Request] 为啥没有基于udp的 P2P打洞 P2P怎么实现UDP的呢 #3954
Comments
看起来需要实现 “xudp” |
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 |
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? |
猜你在找 zerotier, wireguard, tailscale |
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。 |
Issues go stale after 21d of inactivity. Stale issues rot after an additional 7d of inactivity and eventually close. |
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
No response
Affected area
The text was updated successfully, but these errors were encountered: