- Is the network still using UDP? If not, is it still distributed but using TCP?
Its completly TCP now (offers much more reliable when handling packets, and sends signals when someone loses connection, so the game knows they've left).
- How is YOG implemented and what is its current responsabilities?
YOG metaserver now does most of the work, so points about NAT and P2P and such in your presentation aren't valid anymore (don't worry, P2P is coming back in Beta3 I think Bradley said). Anyway, it handles the chat, the map distribution, and the routing for all games. Play A hosts a game, Player B joins. Player A starts it. Player A sends packet, server gets packet, server pases to Play B, while doing the same in reverse. It also helps sync the pre game information screens, which are distributed (each players game client had the list on their own computer, it does not query the server except to sync), which apparently removed dleays when a host would kick someone, and the server would have to send away to acknowlege. Now it kicks form the hosts computer, then syns the changes to the server, which then syncs to everyone else, or something like that. Its rather neat.