kingkeule / vpnubt Goto Github PK
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This tool sniffs local UDP broadcast pakets and forwards them as unicast to a specific IP adress.
develop, release, ...
2020/11/12 18:24:18 Could not find the ressource
2020/11/12 18:24:18 open img\icons8-tunnel-24.png: Das System kann den angegebenen Pfad nicht finden.
This file should be part of release package.
Fix for now is to download the png and place it manually in a new folder "img" next to the exe
new folders are required (e.g. src, build, ... ) for better structure
Greetings.
I tested the program today and I discovered that, after port forwarding everything, if my friend is running the program trying to connect to me he will not see the game. The log shows the packets were sent and received though. The only way for us to play was with both of us to enter each other's IP, use the same port, and run the program.
While it working was great... this means that it only supports two players at a maximum. Is there anything we are doing wrong on our end? Would love to use this program if it supported more one active connection at a time.
"Tunneling Service" should be renamed to "Broadcast Service" or similar
It's not (yet) a VPN Tunnel Client, although Plans exist to integrate Wireguard natively
Ich habe es mit chanels versucht. hat auch erstmal ganz gut geklappt aber irgendwie dann doch nicht so richtig.
hauptproblem ist sehr wahrscheinlich der pacp handle und das "defer handle.Close()".
I wanted to try VPNubt for Wine on Linux to run Windows games.
For example, Lancraft worked fine so far, but i want to have a universal tool, so other games might work with that as well.
Unfortunately lots of games need to run in win32 WINEARCH, so your 64bit compilation in your releases is not starting at all.
I would like to have a 32bit-Version to run on 32bit systems.
So could you provide a 32bit release as well, please?
check for binaries e.g. debug_bin
Greetings!
I wanted to verify and ask a few questions about this project.
1a) Limited to 1 on 1? [EDITED]
If the answer above is yes then would it be limited to one-on-one connections? As currently, if my understanding is correct, you can only forward the packet to one ip address right?
[EDIT: After looking over the program I believe the intent is that anyone can attempt a connection with a host who has open ports. The host themselves does not run the program. So the question is really "Many-To-One" setup.]
1b) Dynamic Hub Creation [EDITED]
If the answer to 1 & 1a is yes then could there be an addition for this project be a "dynamic hub?"
This would allow for one host, if they have the 'dynamic hub' setting enabled, log the ip address of whomever sent a incoming unicast packet to them on the specified port and proceed to then forward any and all future unicast packets it receives to all the addresses it has logged.
[EDIT: To better clarify this idea I posted a revised description below:
There would be an option to run this program in HUB mode. What HUB mode does is log the IP & Port of whoever tunnels to it. Afterwards any unicasts sent by clients to the HUB will be relayed, via multicast, to everyone else who is connected on that port.]
The current toplevel README is way to large
It should just show the mandatory information and explain the usage of the tool, maybe by screenshot
The rest could be moved to another README file in doc/ subfolder or similar
I created a new branch "logviewer" for the new feature log view window.
2 options:
a) use the windows console
b) create a new fyne window
Please check both options and let me know which option you prefer!
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