@surfer said in Private coturn server for my games.:
Please, state cleary what is the point?
We usually play in a small group of 4-5 people. When I say: "Let's try to play 8vs8." I usually get the answer: "We'll wait a long time for the game, and then we'll still leave because of the lags."
If I could say something like: "I have my own private server and there will be no lag" That would be a strong argument.
If FAF has the ability to register your own server in the client through which traffic would pass instead of a P2P connection.
If a person who has registered his own relay server creates a game, then everyone who connects to this game will redirect their traffic to the relay server.
If this is a high-quality VPS with a static IP, then the connection will be more stable.
As an option, you can send an excessive number of UDP packets to the server, for example, send two duplicates for each packet, which will increase the probability of reception on the player's side and remove duplicates in ICE. But here I am not sure about the possibility of implementing this. https://gafferongames.com/post/deterministic_lockstep/ (Yes, this is much more complicated than a simple Relay server)
This is a very brief description of the feature, so please don't beat me up XD