OhMyGame
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Your local multiplayer, online. Play your games' local wireless mode with anyone, anywhere: no PC, no setup. · Tu multijugador local, ahora en línea.
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README 전문 보기 ↗Español · English · 🌐 lanywhere.online: open groups right now
🧪 Beta: we are looking for testers. Full matches already work between a console and two emulators, but we still need to test between real consoles in different homes. If you try it, tell us how it went (even if it failed) with a test report. Tested games so far are listed in the beta issue.
Local multiplayer, but your friends don't have to be in the room. LANywhere takes the local wireless mode of your games to the internet: no PC, no setup, no IPs to type.
Create a group in the game as usual ("local wireless" → "create group") and players anywhere in the world can join; search for groups and you'll see the ones open online. To play only with a friend, use a private room with a 6-letter code. You can also play from a PC with the Ryujinx emulator, in the same groups as the consoles.
Independent, non-profit project, not affiliated with any console or game maker. It only carries the network traffic of the local wireless mode over the internet: it does not modify games, does not use keys or accounts, and does not give access to any official online service.
LANywhere is about the local wireless mode: it works with any game that has one, from day one, without patching games or creating accounts. Projects such as Nextendo Network take a different route: they reimplement a game's online mode (worldwide matchmaking, friends, rankings) one game at a time. If your game is supported there, its online mode will give you the fuller experience; for everything else with local wireless play, use LANywhere. The two are complementary.
lanywhere-<version>.zip from Releases.The LANywhere app shows the groups open right now, your nickname and the private room. It follows the console's language: Spanish for Spanish, English otherwise.
Everything can be used with the touch screen too.
| Button | What it does |
|---|---|
| Tap a group (or ↑ ↓) | Pick an open group; A (or tapping it again) opens its game, and that group is the one waiting for you in "search for groups" |
| A | Create a private room: you get a code to share with your friend |
| Y | Join a private room with its code |
| B | Leave the private room |
| X | Show or hide your groups to the rest of the world |
| − | Change your nickname |
While you are in a private room, your groups are only visible to that room.
If the player who created the group leaves, the match ends for everyone. That's how games' local mode works: the host is the group's network. If anyone else leaves, the rest keep playing. The player with the most stable connection should create the group.
A PC running Ryujinx can play with consoles in the same groups, with nothing else to install: LANywhere speaks the LAN Play protocol. You need a Ryujinx version with the "LAN Play" multiplayer mode.
LAN Play. LAN Play server: 129.38.114.182. Virtual IP: automatic. Keep "Enable guest
internet access / LAN mode" checked.Everyone needs the same game and the same version, as between consoles. Emulators don't use private rooms: they meet in open groups.
game ──ldn──▶ sysmodule (ldn_mitm fork) ──TCP/UDP 11460──▶ room server ◀── other consoles
▲
Ryujinx ──LAN Play, UDP 11451──┘
console/): a fork of ldn_mitm. It replaces the system's
ldn (local wireless) service; groups are published, found and joined through the server, and the game's packets
for the room's virtual network are relayed by it.server/relay/server.js): Node.js, no dependencies. Rooms of up to 8 consoles, open groups, automatic
reconnection when Wi-Fi drops, abuse limits and a monthly traffic cap. It includes a LAN Play gateway
(lanplay.js) for emulators.app/): the LANywhere panel.The protocol is described (in Spanish) in docs/PROTOCOL.md.
You don't need this to play. LANywhere comes ready to use the project's public server, which is already running.
This section is only for those who want to host their own (for example, a server closer to their region). To use
another server, create sdmc:/lanywhere/config.ini:
server=1.2.3.4
port=11460
Any small Linux virtual machine works, in the cloud or at home; for example an AWS t4g.small instance or similar.
Minimum requirements:
deploy-relay.ps1) still filters by port after reassembly.LANYWHERE_CAP_GB to what
your plan includes to avoid surprises.The server is a single file: node server/relay/server.js --port 11460. Environment variables: LANYWHERE_CAP_GB
(monthly outbound traffic cap, 8000 by default; once reached, it pauses until next month) and LANYWHERE_STATE_DIR
(where the counter is stored).
To install it as a service on Ubuntu (with SSH key access):
.\scripts\deploy-relay.ps1 -VmHost <VM IP> -Key $HOME\.ssh\my_key
It installs Node.js if missing and sets the server up as a sandboxed systemd service (no privileges), with automatic security updates. It also turns off the "don't fragment" bit for UDP: on clouds with a large internal MTU (9000), a packet with that bit set gets lost on the internet. Recommended: allow SSH only from your IP.
The server comes with an activity dashboard: connected consoles, rooms, open groups per game, monthly traffic against
the cap, charts for the last 24 hours and the last 30 days, counters and recent activity. It only listens inside the
server (127.0.0.1:11461), so no new port is opened; you view it from your PC through an SSH tunnel:
.\scripts\panel.ps1 -VmHost <VM IP> -Key $HOME\.ssh\my_key
Everything is aggregated: no IPs or personal data (only nicknames and room codes). To see names instead of game ids,
create games.json in the state directory, for example {"0100000000ABC000": "My game"}.
With devkitPro (devkitA64 and libnx):
git submodule update --init --recursive # Atmosphere-libs (1.12.1) and libtesla
make -C console # sysmodule → console/out/sd
make -C app # app → app/lanywhere.nro
.\scripts\package.ps1 -Version 0.1.0 # dist\lanywhere-0.1.0.zip
Server tests: node server/relay/test.js and node server/relay/test-lanplay.js (LAN Play gateway). To test with a single console, server/relay/fake-peer.js simulates another
player (--abiertas: finds and joins an open group; --anfitrion: publishes a group).
Debugging on the console: sdmc:/lanywhere/relay.log (always, up to 256 KB) and, if the file sdmc:/lanywhere/debug.flag
exists, also bsd.log with the game's sockets.
Translations, servers in other regions (lower latency for players far from the default one) and reports of which games work are all welcome: open an issue or a pull request.
GPL-2.0, like ldn_mitm: see LICENSE.