I have some servers in a datacenter that are not using their full potential and I would like to offer them for use as Teeworlds servers for someone who wants a server of their own. With my servers you will get the best performance and reliability compared to a server in your home, and lots more bandwidth than you are likely to ever use The difference between this and my commercial servers is that these free server will also be used for hosting a BBS or MUD for another user. If you are interested just go to https://TeeWorldFans.GamePlayer.club/HostSplash and choose the default plan and use "offline" payment method so you don't have to pay. I will get back to you shortly with your server info.
Here's to Teeworlds fans!
Never given me any reason to not think so. I think as long as each server doesn't exceed their alotment you are free to use your bandwidth as you see fit. I host legal torrents, so there are no copyright issues
@Dune idk, ddos on teeworlds is pretty common, it might help to host on a server where the link wont be able to be saturated by any of the common attacks
i never used nfo servers, but i do remember my old fng servers with 0 optimizations to the netcode on a server with no firewall or ddos protection and 10mbits would lag it
we already have fixes for most of these, we don't maintain state for early connections, we don't respond with full serverinfo if it's getting flooded, we cache the serverinfo so it doesn't cause exponential cpu usage
the 0.6 protocol is not much more vulnerable then the 0.7 protocol, we just lack the large token request to prevent reflection, instead we keep the reflection ratio down by sending small serverinfo
the fact of the matter is that the networking stack can only handle so much packets per second, which scales with core count and the networking code itself can handle only so many packets without lagging being in the same loop as the gameserver
afaik, arbor can even keep state nowadays, you can teach it your protocol and it knows when a client has established connection to your server, after that, no filtering for that ip
could even have the connection thread interact with the firewall, e.g. only allow people who went through the connection process to contact the actual gameserver