My game has previously connected using UPNP with my friends, using my public IP, but I cant connect when the exported version of the game is hosting (P2P), I've checked the ports using "netstat -ab" on cmd (i'm on windows) and the ports are opening correctly, but why the only in the exported version the connection cant host but still connect?
UPNP code
if discover_result == UPNP.UPNP_RESULT_SUCCESS:
if upnp.get_gateway() and upnp.get_gateway().is_valid_gateway():
var map_result_udp = upnp.add_port_mapping(PORT,PORT,"godot_udp","UDP",0)
print("map udp:",map_result_udp)
var map_result_tcp = upnp.add_port_mapping(PORT,PORT,"godot_tcp","TCP",0)
print("map tcp:",map_result_tcp)
if not map_result_udp == UPNP.UPNP_RESULT_SUCCESS:
upnp.add_port_mapping(PORT,PORT,"","UDP")
print("UPD created")
if not map_result_tcp == UPNP.UPNP_RESULT_SUCCESS:
print("TCP created")
upnp.add_port_mapping(PORT,PORT,"","TCP")
(The prints are from early debugging)
ENet server
peer = NetworkedMultiplayerENet.new()
var result = peer.create_server(PORT)
if result == OK:
get_tree().set_network_peer(peer)
ENet Client
client = NetworkedMultiplayerENet.new()
client.create_client(ip_address, DEFAULT_PORT)
get_tree().set_network_peer(client)
When hosting from the editor, the game plays normally, its just when I try to host from an exported version. Thank you for your time.