Peer-To-Peer Implementation of The Game Client-Server Using TCP Hole Punching
Keywords:
TCP Hole Punching, Peer-to-Peer, Multiplayer Game, Network Latency, Network Address Translation, Server PerformanceAbstract
Online games have become one of the most popular types of games in the world today, but the success of online games is not without its drawbacks, online games are very dependent on a stable and fast internet connection. Network delays or interruptions can have a significant impact on player performance, especially in first person shooter (FPS) games where players have direct control over their character. In addition, it is necessary to have a high-performance server that must be ready to receive or forward data sent by each player. One way that can be done to eliminate or reduce these two problems is to use the Hole Punching method. In this study the authors will focus on the Hole Punching method using a TCP connection which is then referred to as TCP Hole Punching. This research will explain the advantages, disadvantages and requirements needed in making Peer-to-Peer connections using the TCP Hole Punching method and its implementation in multiplayer online game applications. This study also modifies experimental data compared to the TCP Hole Punching network and the Server-Client network.
Downloads
Downloads
Published
Issue
Section
License
Copyright (c) 2026 J-MAGIC Journal of Multimedia, Animation, Game, Interaction, and Creative

This work is licensed under a Creative Commons Attribution 4.0 International License.


