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DDraceNetwork
Development / bugs
Report client & server bugs, especially but not limited to release candidates.
Between 2024-12-27 00:00 and 2024-12-28 00:00
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Are y'all planning to address the ddos attacks, or does the Inspire clan need to rally our many software developers?
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we cannot "address the ddos attacks" without a small loan of a million dollars
00:17
(proper ddos protection is horribly expensive)
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"DDoS protection" is simply an euphemism for more bandwidth and processing power for filtering
00:24
You'll end up paying more to filter out the garbage than to process your application...
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So, if the people who funded the servers came together and made a plan...
00:42
Sounds like a strong-arm tactic to make an account system like most games have. Idk tho. Free and fun is fun until..
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Do accounts even stop ddos?
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Very easy to ban accounts. Verified accounts will eventually happen unless the game fails. Verified IP address may be a step. Idk, I'm not a software developer. A bunch of smart software developers in the Inspire clan, though. I bet they have some ideas (edited)
00:47
Off the cuff, I would imagine your server cannot be ddosed if you only allow pings and connections from verified IP addresses, right?
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you can't really just block all other connections, they still must reach the server and somehow be filtered / processed
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YupHio
Off the cuff, I would imagine your server cannot be ddosed if you only allow pings and connections from verified IP addresses, right?
how unverified people would verify themselves without going on the server?
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I wonder if someone from the Inspire clan knows anything about how more popular games handle their server firewall settings and account activation on a separate server. Idk
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Some inspire guy said to keep server IP private and only accessible to verified accounts. Can get more info if needed (edited)
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Keep the server anonymous and there's no problem. USA can fund that fix if necessary
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YupHio
I wonder if someone from the Inspire clan knows anything about how more popular games handle their server firewall settings and account activation on a separate server. Idk
Popular games handle their ddos protection by having millions of dollars at their disposal. You get Cloudflare Spectrum or Akamai Game Solutions for thousands of $ per server per month. Or you host your own datacenter, pay thousands in peering fees for 100 gbits of bandwidth, then buy your own hardware smart firewall like a netscout arbor for tens of thousands to scrub your own traffic
07:46
Realistically the only way to handle ddos for a small actor like us is finding hosters willing to donate their time developing a filter for us, like the case with GER10
07:48
Another way is hiding all servers behind extremely cheap lightweight low ping proxy servers. But it's far from easy to make sure you can resume your game on a different proxy
07:48
Nor is it guaranteed that these "low ping" proxies give good enough latency for such a ping sensitive game
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many less rich games on steam use valves datagram relay which solves the problem for free and instantly
08:00
but it's not an open protocol, so it's not easy to maintain standalone servers and the steam networking api servers at the same time
08:02
also you can't connect to the servers without a steam account as a player (edited)
08:04
oh, this is interesting
08:04
I wonder how much effort that would be
08:06
also this
08:07
with both of those things it sounds like you could write an adapter layer for the ISteamNetwork api and the ddnet server doesn't need to be aware of it (edited)
08:10
@Learath2 Is there some glaring issue with the steam datagram relay that makes it not suitable for ddnet? (edited)
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Tater
@Learath2 Is there some glaring issue with the steam datagram relay that makes it not suitable for ddnet? (edited)
This is one we considered, but I think the consensus was that killing the normal standalone client was not acceptable
08:13
There was a small move to developing our own relays too so non-steam players could connect through those. But that effort stalled because of lack of available developers
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idk, the own-relays solution sounds expensive or difficulty
08:14
even if you had everything already working idk how many servers you need to avoid latency increase
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It's the only option that doesn't kill the standalone clients
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Learath2
It's the only option that doesn't kill the standalone clients
valve seems somewhat negotiable about supporting cross platform usage of their services even on the open source api https://github.com/ValveSoftware/GameNetworkingSockets
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Tater
valve seems somewhat negotiable about supporting cross platform usage of their services even on the open source api https://github.com/ValveSoftware/GameNetworkingSockets
We talked to a steam engineer about this and I remember that we couldn't use it for some reason. I don't remember exactly what the issue was but I can dig through logs later to find it
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well, I'm not gonna pretend to understand the requirements better than the steam engineer so if you couldn't work it out with them then I guess it won't work.
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Maybe they changed something, or maybe we had some requirement from them that we can relax in order to get more ddos protection. It's always worth checking out old conclusions just in case
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Learath2
Another way is hiding all servers behind extremely cheap lightweight low ping proxy servers. But it's far from easy to make sure you can resume your game on a different proxy
oh that's what im about to do
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Learath2
Maybe they changed something, or maybe we had some requirement from them that we can relax in order to get more ddos protection. It's always worth checking out old conclusions just in case
I think there was nothing missing, someone from our side just has to put in the work, and it will be Steam-only.
14:09
The other platforms and stores they talk about must have authentication, we don't
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deen
I think there was nothing missing, someone from our side just has to put in the work, and it will be Steam-only.
I was talking about the “other platforms” part
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deen
The other platforms and stores they talk about must have authentication, we don't
I wonder if/when we have accounts that would constitute “authentication”
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I don't think we have enough players for them to care about adding support for us
14:10
A Steam-only solution would be the best we can realistically get
14:10
even that is nice since we are not making Steam any money
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Idk if they have any support needed on their side
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2024-12-27 09:15:34 I assert: /home/deen/isos/ddnet/ddnet-source/src/engine/client/sound.cpp(907): Sample not loaded
15:19
Can't launch
15:19
nightly
15:25
Lock the sound lock when accessing any of the sound samples, voices and channels. Add assertions to ensure that sound sample IDs are within range and that samples are loaded. Rename parameter FromE...
15:27
I'm assuming it does and I just have to wait, I'm a github noob, no clue how to tell what all has been added to latest nightly on steam
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MilkeeyCat 2024-12-27 15:32
does your client have line like 2024-12-27 17:31:02 I client: git revision hash: 004729532f894658 in console?
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Can't launch nightly to see the current nightly one I guess, but ya it does show that in release candidate, would it be the same? (Assuming not, since it's just telling me what the current version of what I have) (edited)
15:35
Hmnm prob shows in my crash log, I'll check
15:36
nope
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MilkeeyCat
does your client have line like 2024-12-27 17:31:02 I client: git revision hash: 004729532f894658 in console?
2024-12-27 09:38:36 I chat/all: Poop: 81db700b78c3df4be922a02f5df647dd1f9d8147 My friend doesn't crash
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MilkeeyCat 2024-12-27 15:41
the client has the pr code
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MilkeeyCat
the client has the pr code
The hash? How would I go about using that to help me, do I search that on git and it shows the latest thing that was added?
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Skeith
2024-12-27 09:15:34 I assert: /home/deen/isos/ddnet/ddnet-source/src/engine/client/sound.cpp(907): Sample not loaded
MilkeeyCat 2024-12-27 16:11
@Robyt3 can you help justatest
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Skeith
The opposite, this PR would cause this crash. Doesn't crash for me though with current master and also the nightly from the website. Do you have sound enabled or disabled? When does it crash exactly? Directly after the loading screen?
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Skeith
Hmnm prob shows in my crash log, I'll check
Can you send the crash log if you have one?
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Robyt3
The opposite, this PR would cause this crash. Doesn't crash for me though with current master and also the nightly from the website. Do you have sound enabled or disabled? When does it crash exactly? Directly after the loading screen?
Sound enabled, directly after loading screen
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The filename of the crash log should include the version
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I see. Looks like you have at least one sound that fails to be loaded, I'll fix it tomorrow.
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I use custom sounds, and I delete the hammer swing sounds, would that have anything to do with it?
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yeah, the assertion happens because the sound is not loaded correctly, as a workaround you can restore the sound or replace it with a valid silent sound file
👍 2
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Thank you
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Works~
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Cosmic Xenor {Yannik} 2024-12-27 21:45
i've got a "bug"? I don't know why but when you color quads it isn't right. I don't know it it's intended but it's definitive wrong:
21:45
the left one is in DDNet the right one any color plate (edited)
21:46
and it should look like the right one but it doesn't. I don't know if it's wrong coding
21:47
there is this diagonale line which shouldnt be there
21:53
21:54
in this color plate it's right and the quad should look like this
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Cosmic Xenor {Yannik} 2024-12-27 22:07
i don't know if you could change it but tbh for me it's annoying 😅🙈
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Cosmic Xenor {Yannik}
i don't know if you could change it but tbh for me it's annoying 😅🙈
backwards compatibility
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Cosmic Xenor {Yannik} 2024-12-27 22:44
🤔
22:44
i think if it's changed it shouldt break any maps 🤷🏻‍♂️ but idk
22:46
or can i change it somehow in my maps?
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Cosmic Xenor {Yannik}
i think if it's changed it shouldt break any maps 🤷🏻‍♂️ but idk
It won't break them but it'll make them look different
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Cosmic Xenor {Yannik} 2024-12-27 22:47
it would make them look right 😅
😁 1
Exported 84 message(s)
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