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Teeworlds Discord Server.
Between 2020-08-12 00:00:00Z and 2020-08-13 00:00:00Z
bëtz joined the server. 2020-08-12 05:09:24Z
07:54
:t
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if 0.7 is not vulnerable to spoofing and DDoS levels are mediocre then what is happening now? (edited)
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one downside of not pinging all servers and have the serverinfo on a http master instead: no ping value in the serverbrowser =\
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We can estimate the ping
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nah... i'd rather add optional pinging for certain filters. For example just ping the servers in favourites
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@Deleted User 0.7 is fine
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possible estimate: user_to_msv_ping + msv_to_server_ping, but i would rather ping viewed servers on demand instead of all (edited)
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How about an estimate and when you click on the server it actually pings it?
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bomb omb tee
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lil boomer
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my gut feeling says that that estimation is kinda always the worst case of ping one would have
15:05
so making server pings actually properly comparable
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my estimator would meet your condition
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Why don't client just caches all previous responses on disk?
15:34
he could even cache it
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There are a couple clients doing it
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and as players filters servers in list client could only refresh those which are on screen
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We considered it for ddnet, but back when we considered it, the masterserver ddos wasn't as bad
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it's not about masterservers only, it's about a burst of network requests client does at the start (edited)
15:36
and the time he has to wait before actually filtering (3-20 secs)
15:37
this list should be populated from a disk snapshot, client could just do a full refresh as usual
15:37
but this refresh should not just delete everything and start from the start but update already fetched info info instead
15:38
right now refresh button acts like that -- it just deletes everything
15:38
I know there are 4 master servers which shards game servers and in case one is down one may hit refresh several times before that master responds
15:39
but if we should cache master lists and also game servers info we could make this button obsolete
15:40
cause background process could refresh only those servers which are on screen
15:40
and new servers could just be added as information arrives from master
15:41
I know there is situation when game server owner turning registration intentionally for some (weird) reasons, but this is rare
15:41
@Learath2 don't you remember which clients implements some caching?
15:41
F-Client?
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Don't remember, sorry :/
15:43
You could search for it in the ddnet github issues. I think the person who suggested it said which client did it
15:43
Could be ATH
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nice thanks
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Didn't you do a caching PR for the srvbrowser @Learath2
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I don't remember making one
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people are ranting about the new infection servers being too complex (edited)
16:35
just leaving that here
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I'm not sure if such a ping estimate would really be useful. That would also require the masterserver to ping all the servers. From the heartbeat https requests you probably don't get useful info about the ping.
16:46
There is at least a serverlist.json which stores the ips from the masterserver
16:47
The serverinfo from each server would be too outdated when it's loaded from a file. Maybe the name but everything else would not be useful anymore
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Yeah only caching the name sounds the most useful
17:02
@redix such a ping would give you an idea how far the server is and the heartbeat from the server can include a timestamp, atomic clocks are fairly accurate and modern cpus don't drift that much
17:03
but yes it could be wildly inaccurate as that's not how routing works
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well it's probably better than not having a ping value at all
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that is not how routing works, BUT its very unlikely that a route is slower then hopping over the masterserver
17:07
and yes the server would send a timestamp to the masterserver, but it's fakeable
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the answer time is also fakable
17:13
as you do not get a new token generated on each server-master communication
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How do you know so many things about a protocol that doesn't exist yet? 😄
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@Learath2 yes it is ATH
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prove me wrong 😄 (edited)
19:30
~😛~ (edited)
19:31
we had this ping conversation (edited)
19:31
on a different topic, where I wanted to change the field of view based on player ping (edited)
19:34
generating a new token for every new communication also seems bad, would need to have a server per IP limit, as people would be able to fake request a registration forcing the server to generate tons of tokens making is kind of the single point of failure (edited)
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How do you know so many things about a protocol that doesn't exist yet? 😄
@Learath2 if you layout a concept of anything you try to understand the pros and cons in order to improve your concept, this is normal business planning
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How do you know so many things about a protocol that doesn't exist yet? 😄
@Learath2 who ._. is you
(edited)
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@Assa well yes, but we didn't even lay out anything about the http master server protocol, besides the 2 PoCs ever made and only one of those are public
20:00
So you can't really talk about it's shortcomings 😛
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Problem with ping estimation: Player and server in south america, master server in europe. Real ping <80, estimated ping >500 :D
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@redix note that pinging all servers also comes with another downside: leaking player IP addresses to everyone who wnats to listen
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Yeah. But it should at least be optimal. Or a per filter option, e.g. only for favorites
20:40
Optional*
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a button to ping all servers might be fine
20:41
then the client can remember the pings and not do it again
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can you guess server ping by location?
21:59
I am pretty sure you can if you have good data
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