Quote: "That seems to be a smart solution... Though, I cannot imagine this technically. A more techie example would be awesome."
This is all theoretical, but something I've thought about for finding players globally for a 2 player game.
step 1. Each client registers itself on the website, using a HTTP request and a bit of PHP on the server.
step 2. When there are 2 players that have matching criteria (level, location, experience etc) then the server matches them. This would be done automatically on the back of the second client to register, or could be a manual selection. For a manual selection, the client would need to ask for a list of valid opponents, again using PHP to deliver the list.
step 3. At this stage the clients are still asking for information. they send HTTP requests with their unique ID, until the server returns a message telling them the details of their opponent.
step 4. Player 1 gets the "Host" message, and details of who to expect to connect (IP address, port to host on, client name)
step 5. Player 2 gets details of Host and makes a connection using multiplayer commands (IP address, port, client name to connect as)
step 6. You're off!
Quote: "@BatVink: That is a good solution as long as you are using less than 21 connections. More than that and the Clients crash."
That's useful to know, I wondered what the limit was. I've partially coded my solution to have multiple networks tied together via the host. Based on what you have said, I can have 19 users per port, and 2 spare to make the web of networks work together. I suppose you could call it a peer network.