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Peer-To-Peer Implementation of The Game Client-Server Using TCP Hole Punching

Journal of Multimedia, Animation, Game, Interaction, and Creative · Vol. 1 No. 1 (2026) · hlm. 8–13

Terbit
2026-10-01
Penerbit
Politeknik Elektronika Negeri Surabaya
Bahasa
eng
Lisensi
creativecommons.org/licenses/by/4.0

Abstrak

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.

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14 penulis · 36 tautan kepenulisan bersama

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  • Politeknik Elektronika Negeri Surabaya
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Tampilkan sebagai tabel
Rekan penulisOrganisasiArtikel bersama
Rizky Yuniar HakkunPoliteknik Elektronika Negeri Surabaya2
Halimatus Sa’dyahPoliteknik Elektronika Negeri Surabaya1
Nur Shabrina ShalihaPoliteknik Elektronika Negeri Surabaya1
Dwi Kurnia BasukiPoliteknik Elektronika Negeri Surabaya1
Arif BasofiPoliteknik Elektronika Negeri Surabaya1
Muhammad Unggul PamenangPoliteknik Elektronika Negeri Surabaya1
Oktavia Citra Resmi RachmawatiPoliteknik Elektronika Negeri Surabaya1
Zakha Maisat Eka DarmawanPoliteknik Elektronika Negeri Surabaya1
Ashafidz Fauzan DiantaPoliteknik Elektronika Negeri Surabaya1
Tri Budi SantosoPoliteknik Elektronika Negeri Surabaya1
Kevin Ilham ApriandyAfiliasi tidak diketahui1

Afiliasi berasal dari OpenAlex; metadata OAI-PMH jurnal tidak memuatnya. Penulis tanpa ID OpenAlex dicocokkan berdasarkan nama, sehingga dua orang bisa tergabung atau satu orang bisa terpisah.

Sumber metadata: OAI-PMH (metadata jurnal) https://journals.pens.ac.id/index.php/jmagic/oai, pertama di-harvest 6 Nov 2026, terakhir terlihat 8 Nov 2026.
Metadata asli (oai_dc)
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	<dc:title xml:lang="en">Peer-To-Peer Implementation of The Game Client-Server Using TCP Hole Punching</dc:title>
	<dc:creator xml:lang="en">Alifian, Mohammad</dc:creator>
	<dc:creator xml:lang="en">Hakkun, Rizky</dc:creator>
	<dc:creator xml:lang="en">Kholid Fathoni</dc:creator>
	<dc:subject xml:lang="en">TCP Hole Punching</dc:subject>
	<dc:subject xml:lang="en">Peer-to-Peer</dc:subject>
	<dc:subject xml:lang="en">Multiplayer Game</dc:subject>
	<dc:subject xml:lang="en">Network Latency</dc:subject>
	<dc:subject xml:lang="en">Network Address Translation</dc:subject>
	<dc:subject xml:lang="en">Server Performance</dc:subject>
	<dc:description xml:lang="en">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. </dc:description>
	<dc:publisher xml:lang="en">Politeknik Elektronika Negeri Surabaya</dc:publisher>
	<dc:date>2026-10-01</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
	<dc:type>info:eu-repo/semantics/publishedVersion</dc:type>
	<dc:type xml:lang="en">Peer-reviewed Article</dc:type>
	<dc:format>application/pdf</dc:format>
	<dc:identifier>https://journals.pens.ac.id/jmagic/article/view/73</dc:identifier>
	<dc:source xml:lang="en">Journal of Multimedia, Animation, Game, Interaction, and Creative; Vol. 1 No. 1 (2026): September; 8-13</dc:source>
	<dc:language>eng</dc:language>
	<dc:relation>https://journals.pens.ac.id/jmagic/article/view/73/62</dc:relation>
	<dc:rights xml:lang="en">Copyright (c) 2026 J-MAGIC Journal of Multimedia, Animation, Game, Interaction, and Creative</dc:rights>
	<dc:rights xml:lang="en">https://creativecommons.org/licenses/by/4.0</dc:rights>
</oai_dc:dc>