Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 9291801
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 18, 20262026-06-18T20:44:07+00:00 2026-06-18T20:44:07+00:00

The Problem Some friends of mine play a game which involves a maximum of

  • 0

The Problem
Some friends of mine play a game which involves a maximum of 4 players. I am trying to write a program which will allow a 5th person to monitor what is going on in the game without actually being in the game.

Background

The multiplayer portion of the game functions as such:

One player is designated as the “host”. All other players connect to the host by entering the hosts’ ip address. The host’s machine is responsible for controlling the game’s AI. When an event occurs in game, the host copy of the game sends the event to each of the other players’ game (Clients). If a client player performs an action, their game sends the action to the host, who in turn sends it to the rest of the players so that an action by any player is visible to all of the others. The host and clients all utilize a single TCP port predefined in the game’s configuration file (ex: port 58282). The game is a real-time strategy game (not turn-based).

Constraints

1. The mechanics of the game are not changeable. It is pre-compiled and there is no way to change the multiplayer mechanics.
2. The game uses TCP to communicate between the server and clients

The Question

Is there a way to have a separate program, which is running on either the host or client computer listen to the game’s port (while the game is going on)? I am aware that TCP only allows one socket per port per ip address, so having both the game and a seperate program listen to the same port at the same time is problematic. Assuming I launch the external app before the game and have the app listen to the game’s port, is there a way for the app to hear the host over the game port, take/copy that information, and then forward it to the game? (Sort of like a local man-in-the-middle)

The Ultimate Question

Is this possible given the constraints? Am I going about it in the best way?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-18T20:44:08+00:00Added an answer on June 18, 2026 at 8:44 pm

    I’ll answer the second question first. You’re not going the right way. The right way would be implementing some functionality in the server to allow a separate “client” to connect on another port to collect statistics periodically.

    is there a way for the app to hear the host over the game port,
    take/copy that information, and then forward it to the game?

    You don’t need to do a mitm. You can do a simple packet capture, with something as ubiquitous as tcpdump or wireshark. For example, to capture everything on that TCP port:

    tcpdump -n -w capture.pcap tcp port 58282
    

    The other applications will never know you captured the data.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have some problem in my JDBC code. I am trying to connect through
Friends, I've got some problem. I'm using the Facebook C# SDK 6.0.10.0 for the
Problem: some of the post titles on my WordPress site are questions, i.e. the
I had this problem some time ago and I gave up but lately it
I have some problem to get the utf-8 string from PHP using jQuery $.load()
I have some problem with the cursor when using JOprionPane. I set a cursor
I have some problem. Dialog.dismiss() does not work. I want to input ip, username,
I have some problem with this mongoid. It's my first time to use mongoDB,
I have some problem with MySQL Workbench in that I sometimes can't set foreign
I have some problem with Emit mapper when I try to save in database

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.