I don't know If you'd believe me, but an Upstream of 384 kbit/s would in theory be enough for over 500 players the same time (without lags). The data traffic amount to the servers is very low.
You said that all people want to play on a server with many players. But if we'd publish the source now, there won't be one server with many players. Then, there might be 20 servers with 5 players on each server - don't you think one server with 100 players will be better?
Also, the friendcodes would be a problem. The user profile must be known by the server, else you can't login. We solved this problem via downloading the needed data from Nintendo so many people could keep their friend code. But if there would be more servers, you would have to create an own profile for each of this servers.
Summarizing, the Gamespy network protocol was designed for one server and many clients - many servers might lead to problems.
We might publish the source for everyone who wants to host an own server with all the problems I told in the future when our server has established, but at the moment there are no plans for releasing the source.
You said that all people want to play on a server with many players. But if we'd publish the source now, there won't be one server with many players. Then, there might be 20 servers with 5 players on each server - don't you think one server with 100 players will be better?
Also, the friendcodes would be a problem. The user profile must be known by the server, else you can't login. We solved this problem via downloading the needed data from Nintendo so many people could keep their friend code. But if there would be more servers, you would have to create an own profile for each of this servers.
Summarizing, the Gamespy network protocol was designed for one server and many clients - many servers might lead to problems.
We might publish the source for everyone who wants to host an own server with all the problems I told in the future when our server has established, but at the moment there are no plans for releasing the source.