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Starcraft 2 netcoding

Forum Index > SC2 General
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Whakkah
Profile Joined February 2010
Sweden113 Posts
August 18 2010 00:10 GMT
#1
Hi everyone,
Okay, we've spent some time looking around for how SC2 deals with hosting. Is the hosting system different for matchmaking and custom games? Is it all p2p and if so, how does it work exactly? My friend seems to have his mind set on that all sc2 games are p2p (which of course could be possible, but sounds weird to me).
I remember in the wc3 days, I could easily play matchmaking ladder but I couldn't host AT games or custom games unless I had the right ports opened in order to enable the p2p. So, does that mean that the matchmaking takes place serverside? Also, is this the same at SC2?

Sorry if there's been threads about this, but I couldn't find them. If there are any, please point me in that direction.

As always, thanks in advance.

/Zore
vindKtiv
Profile Blog Joined June 2009
United States215 Posts
Last Edited: 2010-08-18 00:16:01
August 18 2010 00:14 GMT
#2
I believe StarCraft 2 uses a client-server model, where the servers are hosted by Blizzard. There was a thread about it during the beta.

Edit:

Oh wait, sorry.
It's P2P
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
August 18 2010 00:15 GMT
#3
It can't be P2P.
toosoon
Profile Joined July 2010
United States18 Posts
Last Edited: 2010-08-18 00:23:13
August 18 2010 00:16 GMT
#4
If it was p2p, you would be able to easily verify this by running netstat on a windows box. I'm about 99.999% sure it isn't p2p... that would be too large a security threat to players.

Edit:
Not to mention, if games were played p2p, it would become much easier to perform packet injection via a router.

I looked at R1CH's post that was linked (only the first post). He doesn't really mention how he drew the conclusion that games are p2p. I'm not saying he's wrong, but some more supporting info would be nice.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
August 18 2010 00:19 GMT
#5
It's not P2P, hence why you don't have to forward any ports on your router.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
deth
Profile Blog Joined August 2009
Australia1757 Posts
August 18 2010 00:29 GMT
#6
R1CH says it is routed through a Blizzard server, as both players send their data to it and synch up. Not P2P.
Whakkah
Profile Joined February 2010
Sweden113 Posts
August 18 2010 00:31 GMT
#7
Okay, thanks.

But if it's routed... where is the actual server hosted? By routed, is that the same as hosted?
deth
Profile Blog Joined August 2009
Australia1757 Posts
August 18 2010 00:43 GMT
#8
On August 18 2010 09:31 Whakkah wrote:
Okay, thanks.

But if it's routed... where is the actual server hosted? By routed, is that the same as hosted?


There's a server(s) for every region, US hosted on US, SEAsia in singapore, etc
Whakkah
Profile Joined February 2010
Sweden113 Posts
August 18 2010 01:03 GMT
#9
On August 18 2010 09:43 deth wrote:
Show nested quote +
On August 18 2010 09:31 Whakkah wrote:
Okay, thanks.

But if it's routed... where is the actual server hosted? By routed, is that the same as hosted?


There's a server(s) for every region, US hosted on US, SEAsia in singapore, etc



So then it is ultimately remotely hosted? Either way, is there a source for this?
Xapti
Profile Joined April 2010
Canada2473 Posts
Last Edited: 2010-08-18 06:18:32
August 18 2010 06:09 GMT
#10
I am pretty sure there is rather critical server traffic going on in games of SC2, otherwise a server emulator or "LAN hack" would be a lot easier to do (and likely be available already I'd guess).

As far as I heard (this is not recent information though), it is client-server, since all traffic is routed through the server before going to the opponent.

Edit: I was wondering the difference (or if there was a difference) between server hosted/client-server and server-routed, but I just realized it I think.

As far as I understand, the server is just acting as a dummy passing along information (like a router/switch/hub), which adds security to the users.
No additional functionality is done through the server though, which sucks. You'd think there'd be nothing to it when it comes to adding anti-disconnect functionality though. That's the one thing I'm still a bit confused on.
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
MavercK
Profile Joined March 2010
Australia2181 Posts
August 18 2010 07:08 GMT
#11
it's not p2p or a private server would have been already released.
Brood War Remake - SC2BW - http://www.teamliquid.net/forum/viewmessage.php?topic_id=145316
Iggyhopper
Profile Joined July 2010
United States259 Posts
August 18 2010 07:18 GMT
#12
It's not direct P2P. Everything gets sent through battle.net.
vek
Profile Joined March 2010
Australia936 Posts
August 18 2010 07:19 GMT
#13
It is P2P but the connection goes through battle.net as the middle man. You never connect directly to the other person. All data gets "routed" through battle.net. The game is never hosted by battle.net. Battle.net has no say in the game state or which clients get what data.

It's unfortunate they didn't go for a more dedicated server style of hosting that made maphacks/dischacks impossible... but that's just the way it is.

I believe the reason it was designed like this was to get around the port forwarding problems people had in BW/WC3.
illumination
Profile Joined August 2010
Korea (South)248 Posts
Last Edited: 2010-08-18 07:23:08
August 18 2010 07:21 GMT
#14
p2pbecause bnet 2.0 is revolutionary... oh wait

well its not 100% p2p but its more of a p2p2b but either way its not ideal
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
AcOrP
Profile Joined November 2009
Bulgaria148 Posts
August 18 2010 07:48 GMT
#15
On August 18 2010 16:19 vek wrote:
It is P2P but the connection goes through battle.net as the middle man. You never connect directly to the other person. All data gets "routed" through battle.net. The game is never hosted by battle.net. Battle.net has no say in the game state or which clients get what data.

It's unfortunate they didn't go for a more dedicated server style of hosting that made maphacks/dischacks impossible... but that's just the way it is.

I believe the reason it was designed like this was to get around the port forwarding problems people had in BW/WC3.

what you said is just exact opposite to P2P peer to peer is where there is no server in between.
I will check when i get back from work how exactly the things are. And its about time till SC2 is reverse engineer and there is bnet2.0 emulators out.
vek
Profile Joined March 2010
Australia936 Posts
August 18 2010 07:55 GMT
#16
On August 18 2010 16:48 AcOrP wrote:
Show nested quote +
On August 18 2010 16:19 vek wrote:
It is P2P but the connection goes through battle.net as the middle man. You never connect directly to the other person. All data gets "routed" through battle.net. The game is never hosted by battle.net. Battle.net has no say in the game state or which clients get what data.

It's unfortunate they didn't go for a more dedicated server style of hosting that made maphacks/dischacks impossible... but that's just the way it is.

I believe the reason it was designed like this was to get around the port forwarding problems people had in BW/WC3.

what you said is just exact opposite to P2P peer to peer is where there is no server in between.
I will check when i get back from work how exactly the things are. And its about time till SC2 is reverse engineer and there is bnet2.0 emulators out.


How is it the opposite? There is still no "server" in the current set up. Data just gets sent from client1 -> battle.net -> client2. There is no game state on battle.net, the authoritative game state exists on the clients which is exactly how P2P networked games work.

The only difference from "pure" P2P is that there is a 3rd party (battle.net) sitting between all of the connected clients passing the messages along.
opticalza
Profile Joined May 2010
New Zealand188 Posts
Last Edited: 2010-08-18 08:11:23
August 18 2010 08:10 GMT
#17
Seems to be a lot of speculation here.

The model is routed peer to peer, like R1CH said in his thread.

This is NOT p2p. All players are connected to a server hosted by blizzard, which simply redirects traffic to all the clients, like a router. This means there is no host benefit, and it is harder to create disc hacks, as you cannot simply kill the socket like in BW.

Custom games are also Routed peer to peer.

As far as this making private servers harder to implement - Hardly - it's very, very simple (the routing aspect) - a large portion of the protocol has been reverse engineered, but its not public. The only reason we do not see them popping up is that blizzard's lawyers are actively shutting any projects down. Blizzard has previously gone against private servers and emulation, and has won.

Sources on private server suits:
Beta Battle.net 2.0 emulator shutdown - http://www.gamasutra.com/view/news/28213/Blizzard_Sues_StarCrack_Hackers_Promptly_Dismisses_Suit.php

Scapegaming loses court case - http://www.wow.com/2010/08/14/private-server-company-forced-to-pay-blizzard-88-million/

Bnetd case (battle.net 1.0 server) - http://en.wikipedia.org/wiki/Bnetd#Blizzard_takedown_demand_and_lawsuit
vek
Profile Joined March 2010
Australia936 Posts
August 18 2010 08:21 GMT
#18
I suppose routed P2P is a reasonable way to describe it.

If you look at it purely from an architecture point of view then no, it is not P2P. However if you look at how the data flows between the clients and the fact there is no central server with a running game state it works the same way P2P works.
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