I just discovered all of this STUN/TURN stuff after having been working on my multiplayer project, testing my build just to see all this connectivity issue, and discovering the complexity of it all-having thought that the breakthrough it was doing was something I'd get to bring to my completed project.
(Understandably that's not reasonable to be included too considering what I've read, but there's no remotely clear solution to this, and it wasn't evident at all to me this was going to become a problem when I was working on the game in the editor and testing in the browser, etc).
I've done a lot of searching trying to find solutions, and there are some references directly to Construct in a few posts about TURN, but the problem is those 'solutions' are far too complex when approaching this engine from a visual designer perspective. I have no idea how to get a virtual server etc setup and run/build all the programs and command lines or what any of the open source TURN libraries need, just to get the few pieces of data I need to add to the ICE server input box.
I'm currently using the free developer account available at xirsys.com to try and get things working in my built project via the information generated from a php script, however the speed fluctuates dramatically to the point where it misses important things like when the peer has connected sometimes, etc. Additionally it doesn't connect at all when in firefox for some reason, even though the remote preview in construct does.
So I'd really appreciate some kind of understanding of how the internal TURN works, or what may be missing/an alternative method, etc.
(Note: 'use colyseus instead', etc, isn't a solution. I'm a visual programmer and I can't break into that stuff, and the internal multiplayer's functions/structure has just what I need for my project. The issue is all this TURN/ICE stuff).