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Teeworlds
discord.gg/teeworlds / general
Teeworlds Discord Server.
Between 2020-06-28 00:00:00Z and 2020-06-29 00:00:00Z
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So is it normal for there to be 0 servers in the Teeworlds category? Only see any in the App All category (edited)
04:16
check ur filter settings
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Fresh install. Haven't played in years. Fixed by wiping the configs folder (edited)
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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! 🙂
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40 gbits in?
07:23
how lol
07:23
@MarisaG are there tw servers currently up using this plan?
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@noby click proceed to main website
07:40
there is a list i saw
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I'd guess 40gbps shared between all servers
08:03
Or sign me up, I'll just resell the bandwidth
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there are only two srvs on list
08:05
so twenty gbits per srv, still insane
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Maybe 40g for his entire set of servers in that datacenter? Or maybe 40g for the entire datacenter?
08:11
I've been looking for a dedicated 10g line for ddnet for a while now and those things are not coming cheaper then 1k€ a month
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yeaah thats why i wondered
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Hiya @noby Yes I run several of my own.
09:26
The bandwidth I say is not shared between servers
09:26
Each server gets its own alotment
09:27
Obviously things like the muds or bbs's on that server share the bandwidth for that server, but they are not very resource-intensive
09:27
And im offering for free so you can always try it out 😉
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it must be super mod to take that offer 😆
09:37
like 128 ppl with 0.6/0.7 compatible
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Not sure, I have only played a couple games. Might not support 128, no idea 😉
09:38
My hobby is offering game servers
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how do u allow 40gbits down for so cheap?
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That is just what the hosting company linode offers
09:39
They do have a $5 plan, but it is not as good, obviously
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im curious what a speedtest from one of these connections looks like
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You can try one of mine and see it
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i would be interested to know as well
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try it lol
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I wouldnt know how to test it 🙂
09:42
I've played on it, and never saw any issue, but I live near the datacenter it was on
09:42
There are like 10 different datacenters to choose from
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Command line interface for testing internet bandwidth using speedtest.net - sivel/speedtest-cli
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Hmm, let me see what I can do with that
09:53
I'll check the dallas datacetner
09:58
Is this what you were looking for?
09:58
I was testing the dallas server from my home here is fremont CA
10:07
its definitely good; not 40gbits, although maybe this speedtest doesnt go that high either
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who knows
10:07
how did u measure 40
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I took their word for it lol
10:07
That is what they claim for that subscription plan
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iiwy i would try to verify it somehow
10:08
by looking for other speedtest services that can go higher
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ok will give it a try
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download this and do vnstat -l after lik a minute
10:08
(then kill the download after uve got speed)
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where do I find vnstat? Its not on my servers
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install it
10:10
apt-get install vnstat
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ah lol ok
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it is a useful thing to have on server anyway
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This was many times less than the first one:
10:17
I think a play-test is the best way to analyze it
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that doesnt seem right, huh
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I know my Alien Arena servers get good marks from players near the relevant datacenter
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You can't actually measure a 40g link unless you have another 40g link 😄 (edited)
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tbh i dont know the best way to
10:18
yeah
10:18
that^ lol
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lol yep
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send a file from one of ur servers to another one
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won't work, datacenters have even larger links for internal transfers
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i assumed differnt servers = different cities
10:19
or would that still be a problem
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In my case they do exist on different datacenters
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as far as I'm aware linode offers shared servers
10:20
you can get dedicated cpu cores, dedicated ram, storage but as far as I'm aware, you'll be sharing the network
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Yes those stats are what linode claims to offer
10:21
I've always believed it 🙂
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I wonder how much of that they let you use, if they don't limit per client bandwidth it might be a great idea to move to linode
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try iperf or something
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honestly, I'm not even sure the software stack they run can put out the 40g out of the virtual machine to the hypervisor and then to the network
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maybe it only applies to root servers?
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There is some shared resources, for example the monthly total data transferred
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Linode is one of those future is cloud hosters, they give you very low level virtualized slices
10:25
They can even give you dedicated cpu cores, digitalocean also offers the same kind of hosting
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But looking at it you would have a hard time hitting that limit as I spend $1100 a month on hosting so the pool is very large
10:26
And I run some torrent servers, and still never come close to running out
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huh, is linode torrent friendly?
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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
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oo i used to have digitalocean
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This is very interesting, I might get a linode to test for ddnet GER2 for the next round of tests
10:29
I mean the teeworlds networking stack is far from handling 40gbps but still, it'd be nice to not worry about the link speed while working on it
10:31
I wonder how long it'd take for them to boot us off their network if we get ddos
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They switched to using a get-it-first, then-pay-later service now
10:31
You used to have to pay first, then use it
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do they nullroute
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Makes it easy to spin one up for testing, then shut it down when you don't need it anymore
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@noby now that'd be a buzzkill
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yes thats why i stopped using digitalocean
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you have 40gbps, but if you use more then a certain amount, we'll nullroute you would be the scummiest marketing tactic ever 😄
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lol no as far as I know they dont do that
10:33
Ive been using linode since 2012 or so
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whats the fastest data transfer uve personally seen on one of the servers
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They never gave me any trouble, even when I was unknowinglyu hosting sony psp games
10:34
Never measured it till today
10:34
I just had to remove the offending files
10:35
I ended up shutting down that whole linode
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the only way you get to measure something like that would be to download a large very well seeded torrent
10:37
with hetzners very unsatisfactory peerings, I can usually get around 85MB/s on my gbit link
saddo 2
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Ive seen more than 125MB/s on some of my servers that are running transmission
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it's not like bandwidth is so critical for simple teeworlds servers, is it?
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i wouldn't think so
10:57
while it may use more than a bbs or mud, odds are you wont come near hitting the limit
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@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
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is there an issue for official servers? 🙂
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because almost all of the attacks i see that spoof ips and use tw protocol are under 1gbit/s
11:10
because they are all probably coming from a single server with a 1gbit link
11:10
so 40gbits would be an advantage here
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the bandwidth is useless to down a server, simulating the protocol is enough to saturate the cpu
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it depends where the packets get intercepted
11:10
if they reach the tw server definitely
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afterall some shit like this got fixed on 0.7
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if they are blocked by a firewall or even iptables it might make a diference
11:11
well 0.7 fixed the reflection attacks atl east
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@noby yes but remember on 0.6 you can't really filter like that, overwise you could hide the server or not allow people to join
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on 0.7 it's much easier
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yeah requiring 500byte packet to do inforequest was a good thing i suppose
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there's a token check
11:12
also
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yes but ive found
11:12
that generating the token itself is sometimes a bottlneck
11:12
and with 0.7 masters, u have to use the md5 stuff, or it wont work
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the way the networking is set up, it can't quite handle this insane amount of traffic, doesn't quite matter what part of the protocol you are abusing
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@Learath2 I just meant by that that even a guy with an adsl could make lag a 0.6 server
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I highly doubt that
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well not rly adsl, lets say vdsl2+
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I don't think a 10mbps attack is interesting either
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if they could spoof maybe
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@Learath2 well i'm not lying
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not vulnerable to spoofing anymore either
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noby could tell that too, he remembers this shitty host nfoservers
11:14
when vali was taking us down with 10mbps
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we regularly get 10mbps, it's rarely an issue
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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
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bombay was on nfo at the start, when I joined the clan
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the optimizations in code made the servers withstand up to ~100-200mbits
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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
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that's why for me it's stupid to make 0.6 + 0.7 protocol when you still have some noobs trying to attack multiple servers on 0.6 side
11:16
@Learath2 yes we do that too
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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
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i guess that also makes inforequest floods less effective
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it is more than the 0.7 one
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more what?
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vulnerable
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the reflection ratio, yes, if it is actually vulnerable, create a github issue or if you think it's critical, let us know in private
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we also started since a long time to move on eBPF to filter some useless packets
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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
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i think the idea is to filter out as much as possible before it ever even reaches userspace
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exactly, if it gets to the teeworlds network code, you are pretty much already fucked
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yep
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that's why most modern "game anti ddos" solutions rely on hardware firewalls specifically optimized to drop packets based on rules made for the game
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In some cases the host even limits the number of packets per second, no matter how high the bandwidth is
11:22
And the technology used for network virtualization also matters
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@redix +1
11:23
but well for that case..
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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
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ovh's brain: "block all packets with same data", "let pass all packets with same data + one random byte"
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@redix if you want to actually perform under large ddos, I don't really think even the slimmer virtualisation options are workable anymore
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@Learath2 well stateful connections are one way to filter some attacks on teeworlds if it is done correctly
11:26
pretty sure if tw had a tcp socket for session then an udp one for ingame data, things would be much better
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I'm not sure about that. See things like SR-IOV. But you often need special drivers and an optimized network stack for this
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I did work on a branch like this, having a separate control connection over tcp would indeed help a lot
11:28
the network code proved too intertwined for me
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yah that's a lot after behind
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a connection socket that is on a separate thread with a core dedicated to it that's as barebones as possible would be what I go for
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yap, for me that's way better than the actual way to go
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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
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would be easy to make a fw for that on kernel space
11:34
+ yah communicating with userspace
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!The Basic Guy 2020-06-28 20:44:27Z
Whitch is the max velspeed?
20:45
Cause if u press ctrl + shift + D you can see in top right a value named velspeed
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you mean ground max speed?
23:44
f1 -> dbg_tuning 1 should give more detail to default tunings
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