Author Topic: IPv6 Support in AI war?  (Read 2506 times)

Offline Anticept

  • Newbie Mark III
  • *
  • Posts: 49
IPv6 Support in AI war?
« on: January 24, 2010, 02:18:14 am »
So yeah, with the deadline approaching for the day IPv4 addresses run out, everyone will be scrambling for IPv6... does AI war have support?

Yeah I know it's a year and a half off, but if you think about it... having support now means we can enjoy AI war for years to come :P...

Offline Black

  • Full Member
  • ***
  • Posts: 107
Re: IPv6 Support in AI war?
« Reply #1 on: January 24, 2010, 02:22:43 am »
That's a library issue, not something Chris has to worry about very much.

Offline HellishFiend

  • Hero Member Mark II
  • *****
  • Posts: 758
Re: IPv6 Support in AI war?
« Reply #2 on: January 24, 2010, 02:23:20 am »
Eh, VPN will always provide the ability to play legacy games, so it's not really too concerning unless you are mega-anti-VPN.
Time to roll out another ball of death.

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Re: IPv6 Support in AI war?
« Reply #3 on: January 24, 2010, 04:35:33 am »
IPv4 can never run "out" - only new ip-range assignments will be stopped at some point, for the average internet user right about now, NOTHING will change when ipv4's run out. Hell most sites you use will probably never have to bother going fully IPv6 only.

So yeah, don't listen to the (wrong, as usual) slashdot stories about this, ipv4 will run out and nothing will happen.

Worse, no (normal) human on earth can remember even a single IPv6 - this'll give a whole new meaning to "Whatismyip" sites ,p

The thing is, personally i absolutely detest Ipv6, because its a protocol update thats made by tech scientists. Which is why its humanly unreadable and impossible to use or remember manually.

I think this is also the main reason why adoption is not only low, but abysmal
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline deMangler

  • Full Member Mark II
  • ***
  • Posts: 189
  • om tare tuttare ture soha
Re: IPv6 Support in AI war?
« Reply #4 on: January 24, 2010, 08:06:19 am »
Perhaps support for domains in the hosting screen - I would like to use deMangler.no-ip.org as my gaming PC address because the ip is always changing..... Hmmm....
Disliking IPv6 because it is not human readable is like disliking giraffes because they are aerodynamically rubbish.
Well, anyway, I am in danger of escalating an argument.... Restraining myself.....
dM
« Last Edit: January 24, 2010, 08:14:07 am by deMangler »

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: IPv6 Support in AI war?
« Reply #5 on: January 24, 2010, 10:06:35 am »
Right now the game probably does support ipv6, but I have not tested it. It does not support domains because that has to be translated into an ip first in order to work with our network library, which requires that we give it an ip to connect to.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline carlosjuero

  • Full Member Mark III
  • ***
  • Posts: 211
Re: IPv6 Support in AI war?
« Reply #6 on: January 24, 2010, 10:38:07 am »
Right now the game probably does support ipv6, but I have not tested it. It does not support domains because that has to be translated into an ip first in order to work with our network library, which requires that we give it an ip to connect to.

Doesn't .NET have a library for translating host names to IP's via DNS?

Edit:

System.Net namespace

Dns.GetHostAddresses(string hostname)

Sample usage:
Code: [Select]
Using System.Net;


string localhost = "myomepc.dyndns.org";
string localip;
IPAddress[] addresslist = Dns.GetHostAdresses(localhost);

// Most users should only have one IP address associated w/ a dynamic host name
// so only select the first returned IP
localip = addresslist[0].tostring();

Obviously the code isn't 100% but its the basics of it.
« Last Edit: January 24, 2010, 10:44:41 am by carlosjuero »

Offline Anticept

  • Newbie Mark III
  • *
  • Posts: 49
Re: IPv6 Support in AI war?
« Reply #7 on: January 24, 2010, 02:35:13 pm »
Eh, VPN will always provide the ability to play legacy games, so it's not really too concerning unless you are mega-anti-VPN.

I know, but that creates it's own slew of pains :(

IPv4 can never run "out" - only new ip-range assignments will be stopped at some point, for the average internet user right about now, NOTHING will change when ipv4's run out. Hell most sites you use will probably never have to bother going fully IPv6 only.

Technically it isn't supposed to, but that's not the issue. In order to create efficient routing tables, IANA assigns blocks to regions around the world. Some regions will go through their IP's faster than others. Combine that with the early internet's inefficient assignment of HUGE blocks of IP's to companies which do not even use half of them, universities which are too large for class B, so they were given a class A, and private addresses. This takes quite a chunck out of routable IP's.

Quote
So yeah, don't listen to the (wrong, as usual) slashdot stories about this, ipv4 will run out and nothing will happen.

ISP's will either convert, or switch to ISP wide NAT routing *shudder*. They have to. Period. We will still have IPv4 support backing up IPv6 for a while, but in time they will convert to straight IPv6 for costs reasons.

To be honest, I forsee ISP wide NAT routing being more likely for a while. We still run off of telecommunication lines from the 50's, and there's no rush to upgrade them, so why would ISP's change their entire backbone just to change protocols?

Quote
The thing is, personally i absolutely detest Ipv6, because its a protocol update thats made by tech scientists. Which is why its humanly unreadable and impossible to use or remember manually.

You will get used to it :P I've heard that about IPv4 plenty of times :)

Quote
I think this is also the main reason why adoption is not only low, but abysmal

It's always costs. Everything is about money when it comes to telecommunications.


Right now the game probably does support ipv6, but I have not tested it. It does not support domains because that has to be translated into an ip first in order to work with our network library, which requires that we give it an ip to connect to.

Possibly make a small DNS handling library then pass off the IP to the main libs?
« Last Edit: January 24, 2010, 02:39:14 pm by Anticept »

Offline Spikey00

  • Lord of just 5 Colony Ships
  • Master Member Mark II
  • *****
  • Posts: 1,704
  • And he sayeth to sea worm, thou shalt wriggle
Re: IPv6 Support in AI war?
« Reply #8 on: January 24, 2010, 02:47:17 pm »
(That would be helpful; I also would enjoy DNS support.)
I'd take a sea worm any time over a hundred emotionless spinning carriers.
irc.appliedirc.com / #aiwar
AI War Facebook
AI War Steam Group

Offline Fiskbit

  • Arcen Games Contractor
  • Master Member Mark III
  • *****
  • Posts: 1,752
Re: IPv6 Support in AI war?
« Reply #9 on: January 24, 2010, 08:35:52 pm »
I feel it worth adding that support for host names has been requested in the IRC channel multiple times. Sounds like the demand is there, so if it's not a difficult change, it'd probably be worth it.
Have ideas or bug reports for one of our games?  Click here to get started with Mantis for Suggestions and Bug Reports.  Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: IPv6 Support in AI war?
« Reply #10 on: January 24, 2010, 09:19:45 pm »
carlosjuero makes an excellent point with his code post -- ironically, I think I have actually used that, way back in the .NET 1.1 days, but I forgot all about it. I will have to test it out, but it should be a pretty easy change to add in if it works as it is supposed to.  Thanks!
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline carlosjuero

  • Full Member Mark III
  • ***
  • Posts: 211
Re: IPv6 Support in AI war?
« Reply #11 on: January 25, 2010, 08:00:40 am »
carlosjuero makes an excellent point with his code post -- ironically, I think I have actually used that, way back in the .NET 1.1 days, but I forgot all about it. I will have to test it out, but it should be a pretty easy change to add in if it works as it is supposed to.  Thanks!
The only reason it came to mind is that I used it for a custom utility in C# not long ago :).

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: IPv6 Support in AI war?
« Reply #12 on: January 25, 2010, 07:30:14 pm »
I'm not sure if it qualifies as IPv6 support, but host name support is now in for 3.018.

Edit: Chris, since this is in General instead of bug report or feature request (and since there's something of a discussion involved) I won't move it yet, let me know if you'd rather I move this to completed or whatnot.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: IPv6 Support in AI war?
« Reply #13 on: January 25, 2010, 07:41:30 pm »
I think this is a good one to leave here. Thanks! And so far as I know, ipv6 is already supported anyway.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!