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?
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
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
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)
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
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
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.
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
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
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
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
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
MilkeeyCat
does your client have line like 2024-12-27 17:31:02 I client: git revision hash: 004729532f894658 in console?
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?
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?
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