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  • Route gameserver traffic through cloudflare?

    - by Michael
    I use cloudflare for my website and we have a gameserver I was wondering if it is possible to route traffic through cloudflare. This recently sprung into my head when I realized that I could route Shoutcast through another of cloudflares port (8080) which does not do any performance enhancing or anything it just acts as a reverse proxy and stops DDoS. I then tried by setting up a subdomain with my gameserver IP cloudflared and then pinged the IP and Port. It seems to have connections but when actually connecting via the game it doesnt. Any ideas?

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  • Dos/ Flood Lag even though Port not Saturated

    - by Asad Moeen
    My GameServers had been under some UDP Floods due to which they generated outputs to the attacker which gave the GameServers some huge lags. Thanks to friends at ServerFault that upon different kind of testing, I was able to successfully block the attack. My question is actually something else but it is important to know how the GameServers reacted to the attack and if the machine kept stable or not: 300kb/s Input would cause GameServer to generate 2mb/s Output. So as the Input Rate kept increasing, output rate would reach so high that it would no longer be possible for the GameServer to control it and hence it would give a huge Lag until the attack is stopped. Usually the game server starts to lag when it sends out something greater than 5mb/s and under that is controllable. Theoretically, I was able to receive a 60mb/s output from my GameServer on inputting 10mb/s. Its just the way the GameServer works if not protected. Now on some of my machines, only the GameServer under attack lagged and although the server was generating 60mb/s output, rest of the gameservers on other ports would run fine without lags on the same machine. But there was another machine which also runs on a 100 MBPS Network port, even 1 mbps input ( and ZERO output because attack is blocked ) even on an unused port would give a constant yellow line ( on the Lag-o-Meter ) to all the clients on all GameServers indicating lag because that line is actually blue under normal conditions. It would remain the same even on 50mbps or 900mbps input. I tried contacting the host about it because I believe its the way their Network is bridged, but they can't help me about it. Anyone else knowing about such issues because if 900mbps input does not Saturate the port, how can 1mbps input lag the servers although port is not saturated and enough bandwidth is available?

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  • What can cause peaks in pagetables in /proc/meminfo ?

    - by Fuzzy76
    I have a gameserver running Debian Lenny on a VPS host. Even when experiencing a fairly low load, the players start experiencing major lag (ping times rise from 50 ms to 150-500 ms) in bursts of 3 - 10 seconds. I have installed Munin server monitoring, but when looking at the graphs it looks like the server has plenty of CPU, RAM and bandwidth available. The only weird thing I noticed is some peaks in the memory graph attributed to "page_tables" which maps to PageTables in /proc/meminfo but I can't find any good information on what this might mean. Any ideas what might be causing this? If you need any more graps, just let me know. The interrupts/second count is at roughly 400-600 during this period (nearly all from eth0). The drop in committed was caused by me trying to lower the allocated memory for the server from 512MB to 256MB, but that didn't seem to help.

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  • Huge or minimal performance hit running game servers on a Virtual Machine? [closed]

    - by Damainman
    I have a two dedicated servers to choose from depending on which one would do a better job. I plan on updating the Hard Drive space and RAM at a later date depending on how I move forward. Server 1: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon L5420(Quad Core) @ 2.50Ghz Server2: 500GB Hard Drive 8GB RAM 2x 64bit Intel Xeon E5420(Quad Core) @ 2.50GHz I want to run a virtual machine that will host about 10 game servers, with about 16 active slots per server. It will be a mix and match from: Minecraft Counter Strike( 1.6, Source, Global Offensive) Battlefield Team Fortress I know the general consensus is virtualization is a horrible idea if you plan on running virtual servers on them. The issue is, the discussions I read do not really clearly state whether they are speaking about a virtual server running inside an OS(ie: VMware Player running on Windows with the game server in a VM) or a Hypervisor such as Xen Cloud Platform. I am trying to get a definite answer on how feasible the above would be and how much of a performance hit it might be if the VM running the game servers is on a hypervisor such as Xen Cloud Platform. My initial research lead me to believe that there wouldn't be a performance hit since the virtualization is different than running it via inside of a OS.

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  • Advantage of using a smartfox server

    - by Fahim Akhter
    Hi, we are trying to outsource the server side of our game applicaton to someone. They recommend using http://www.smartfoxserver.com/ instead of our traditional php/mysql combination. Our game is in actionscript and will be using social aspects of facebook later on. Smartfoxserver is supposed to reduce the time of development. The thing I'm having a hard time getting right now is how? How does it reduce the time. We will still be making a RDMS writing stored procedures and game logic based server scripts. Where does smartfox come into play? Thanks, Fahim.

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  • Building a Server at Home

    - by madhairsilence
    Am left with a Spare PC . So , I thought of converting it to a Server kind of thing. I read about NAS Serer for simple file storage. But it is just a file server. I also play games like counter strike and other online games. So, I would like to use the same server for those purpose., so that a game server will running all the time so that me and my friends can join any time. Is running NAS server a best option or, is there any better arrangement possible so that my spare system can act better than a simple file server

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  • Java RMI cannot connect to host from external client.

    - by Koe
    I've been using RMI in this project for a while. I've gotten the client program to connect (amongst other things) to the server when running it over my LAN, however when running it over the internet I'm running into the following exception: java.rmi.ConnectException: Connection refused to host: (private IP of host machine); nested exception is: java.net.ConnectException: Connection timed out: connect at sun.rmi.transport.tcp.TCPEndpoint.newSocket(Unknown Source) at sun.rmi.transport.tcp.TCPChannel.createConnection(Unknown Source) at sun.rmi.transport.tcp.TCPChannel.newConnection(Unknown Source) at sun.rmi.server.UnicastRef.invoke(Unknown Source) at java.rmi.server.RemoteObjectInvocationHandler.invokeRemoteMethod(Unknown Source) at java.rmi.server.RemoteObjectInvocationHandler.invoke(Unknown Source) at $Proxy1.ping(Unknown Source) at client.Launcher$PingLabel.runPing(Launcher.java:366) at client.Launcher$PingLabel.<init>(Launcher.java:353) at client.Launcher.setupContentPane(Launcher.java:112) at client.Launcher.<init>(Launcher.java:99) at client.Launcher.main(Launcher.java:59) Caused by: java.net.ConnectException: Connection timed out: connect at java.net.PlainSocketImpl.socketConnect(Native Method) at java.net.PlainSocketImpl.doConnect(Unknown Source) at java.net.PlainSocketImpl.connectToAddress(Unknown Source) at java.net.PlainSocketImpl.connect(Unknown Source) at java.net.SocksSocketImpl.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at java.net.Socket.connect(Unknown Source) at java.net.Socket.<init>(Unknown Source) at java.net.Socket.<init>(Unknown Source) at sun.rmi.transport.proxy.RMIDirectSocketFactory.createSocket(Unknown Source) at sun.rmi.transport.proxy.RMIMasterSocketFactory.createSocket(Unknown Source) ... 12 more This error is remeniscent of my early implementation of RMI and I can obtain the error verbatum if I run the client locally without the server program running as well. To me Connection Timed Out means a problem with the server's response. Here's the client initiation: public static void main(String[] args) { try { String host = "<WAN IP>"; Registry registry = LocateRegistry.getRegistry(host, 1099); Login lstub = (Login) registry.lookup("Login Server"); Information istub = (Information) registry.lookup("Game Server"); new Launcher(istub, lstub); } catch (RemoteException e) { System.err.println("Client exception: " + e.toString()); e.printStackTrace(); } catch (NotBoundException e) { System.err.println("Client exception: " + e.toString()); e.printStackTrace(); } } Interestingly enough no Remote Exception is thrown here. Here's the server initiation: public static void main(String args[]) { try { GameServer gobj = new GameServer(); Information gstub = (Information) UnicastRemoteObject.exportObject( gobj, 1099); Registry registry = LocateRegistry.createRegistry(1099); registry.bind("Game Server", gstub); LoginServer lobj = new LoginServer(gobj); Login lstub = (Login) UnicastRemoteObject.exportObject(lobj, 7099); // Bind the remote object's stub in the registry registry.bind("Login Server", lstub); System.out.println("Server ready"); } catch (Exception e) { System.err.println("Server exception: " + e.toString()); e.printStackTrace(); } } Bad practice with the catch(Exception e) I know but bear with me. Up to this stage I know it works fine over the LAN, here's where the exception occurs over the WAN and is the first place a method in the server is called: private class PingLabel extends JLabel { private static final long serialVersionUID = 1L; public PingLabel() { super(""); runPing(); } public void setText(String text) { super.setText("Ping: " + text + "ms"); } public void runPing() { try { PingThread pt = new PingThread(); gameServer.ping(); pt.setRecieved(true); setText("" + pt.getTime()); } catch (RemoteException e) { e.printStackTrace(); } } } That's a label placed on the launcher as a ping test. the method ping(), in gameserver does nothing, as in is a null method. It's worth noting also that ports 1099 and 7099 are forwarded to the server machine (which should be obvious from the stack trace). Can anyone see anyting I'm missing/doing wrong? If you need any more information just ask. EDIT: I'm practically certain the problem has nothing to do with my router settings. When disabling my port forwarding settings I get a slightly different error: Client exception: java.rmi.ConnectException: Connection refused to host: (-WAN IP NOT LOCAL IP-); but it appears both on the machine locally connected to the server and on the remote machine. In addition, I got it to work seamlessly when connecting the server straight tho the modem (cutting out the router. I can only conclude the problem is in my router's settings but can't see where (I've checked and double checked the port forwarding page). That's the only answer i can come up with.

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  • svn post-commit not performing

    - by davin
    ive been sitting on this for about 7 hours, and ive aged close to 7 years... ahhh, server admin does that to me. i have svn wired through apache2 with webdav in the usual manner (basically like http://www.howtoforge.com/setting-up-subversion-with-webdav-post-commit-hook-and-multiple-sites-on-jaunty-jackalope-ubuntu-9.04). ive had endless problems with this (i didnt on my previous ubuntu server install, although this is ubuntu 10.10): this happened, and was fixed like in the post: http://stackoverflow.com/questions/2547400/how-do-you-fix-an-svn-409-conflict-error this looks like my issue, although its not my solution: http://serverfault.com/questions/135494/apache-svn-on-ubuntu-post-commit-hook-fails-silently-pre-commit-hook-permis my commit to svn works (finally). although the post-commit hook which is supposed to svn update the working copy of the repo on the server, doesn't work. the post-commit hook itself executes, and has sudo permissions (as in the setup url above. testing with whoami somelogfile.log or sudo whoami somelogfile.log shows www-data and root, respectively), although it wont perform the svn update (sudo svn update /var/www/gameServer /var/svn/gameServer.log). similar to the serverfault url above, when i perform the exact command it does update the working copy to the latest revision, just not through the post-commit hook. an age old question that is 90% of the time a permissions issue. but in pure frustration i chmod 777 lots of stuff not to mention the fact that www-data is in /etc/sudoer so it shouldnt even need that. im collapsing in front of the screen partly out of frustration and partly out of sleepiness. any direction would be appreciated.

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  • IPtables - Accept Arbitrary Packets

    - by Asad Moeen
    I've achieved a lot on blocking attacks on GameServers but I'm stuck on something. I've blocked major requests of game-server which it aceepts in the form "\xff\xff\xff\xff" which can be followed by the actual queries like get status or get info to make something like "\xff\xff\xff\xff getstatus " but I see other queries if sent to the game-server will cause it to reply with a "disconnect" packet with the same rate as input so if the input rate is high then the high output of "disconnect" might give lag to the server. Hence I want to block all queries except the ones actual clients use which I suppose are in the form "\xff\xff\xff\xff" or .... so, I tried using this rule : -A INPUT -p udp -m udp -m u32 ! --u32 0x1c=0xffffffff -j ACCEPT -A INPUT -p udp -m udp -m recent --set --name Total --rsource -A INPUT -p udp -m udp -m recent --update --seconds 1 --hitcount 20 --name Total --rsource -j DROP Now where the rule does accept the clients but it only blocks requests in the form "\xff\xff\xff\xff getstatus " ( by which GameServer replies with status ) and not just "getstatus " ( by which GameServer replies with disconnect packet ). So I suppose the accept rule is accepting the simple "string" as well. I actually want it to also block the non-(\xff) queries. So how do I modify the rule?

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  • Expert iptables help needed?

    - by Asad Moeen
    After a detailed analysis, I collected these details. I am under a UDP Flood which is more of application dependent. I run a Game-Server and an attacker is flooding me with "getstatus" query which makes the GameServer respond by making the replies to the query which cause output to the attacker's IP as high as 30mb/s and server lag. Here are the packet details, Packet starts with 4 bytes 0xff and then getstatus. Theoretically, the packet is like "\xff\xff\xff\xffgetstatus " Now that I've tried a lot of iptables variations like state and rate-limiting along side but those didn't work. Rate Limit works good but only when the Server is not started. As soon as the server starts, no iptables rule seems to block it. Anyone else got more solutions? someone asked me to contact the provider and get it done at the Network/Router but that looks very odd and I believe they might not do it since that would also affect other clients. Responding to all those answers, I'd say: Firstly, its a VPS so they can't do it for me. Secondly, I don't care if something is coming in but since its application generated so there has to be a OS level solution to block the outgoing packets. At least the outgoing ones must be stopped. Secondly, its not Ddos since just 400kb/s input generates 30mb/s output from my GameServer. That never happens in a D-dos. Asking the provider/hardware level solution should be used in that case but this one is different. And Yes, Banning his IP stops the flood of outgoing packets but he has many more IP-Addresses as he spoofs his original so I just need something to block him automatically. Even tried a lot of Firewalls but as you know they are just front-ends to iptables so if something doesn't work on iptables, what would the firewalls do? These were the rules I tried, iptables -A INPUT -p udp -m state --state NEW -m recent --set --name DDOS --rsource iptables -A INPUT -p udp -m state --state NEW -m recent --update --seconds 1 --hitcount 5 --name DDOS --rsource -j DROP It works for the attacks on un-used ports but when the server is listening and responding to the incoming queries by the attacker, it never works. Okay Tom.H, your rules were working when I modified them somehow like this: iptables -A INPUT -p udp -m length --length 1:1024 -m recent --set --name XXXX --rsource iptables -A INPUT -p udp -m string --string "xxxxxxxxxx" --algo bm --to 65535 -m recent --update --seconds 1 --hitcount 15 --name XXXX --rsource -j DROP They worked for about 3 days very good where the string "xxxxxxxxx" would be rate-limited, blocked if someone flooded and also didn't affect the clients. But just today, I tried updating the chain to try to remove a previously blocked IP so for that I had to flush the chain and restore this rule ( iptables -X and iptables -F ), some clients were already connected to servers including me. So restoring the rules now would also block some of the clients string completely while some are not affected. So does this mean I need to restart the server or why else would this happen because the last time the rules were working, there was no one connected?

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  • Rate-Limit affects All clients or single IP?

    - by Asad Moeen
    Well up-til now I've considered iptables rate-limit commands with the "recent" module to work for each IP Address. For example rate-limit rule of 20k/s will trigger only if a single IP exceeds 20k/s rate and not if 4 different IPs exceed 5k/s rate. Please correct me if I considered this wrong as I've only used these rules for TCP/ UDP. But today I tried similar rules for ICMP and applied 4/s Input/Output. But then on trying to ping-test from just-ping.com I could see packet loss on almost all IP Addresses. How could that happen because if it worked for each IP Address then it wouldn't be triggering the rule because I believe each IP from just-ping has a rate of probably 1/s. I still think the first one is true because if it wasn't then my GameServer would block everyone if the combined rate ( in case of more connected players ) increased the threshold. This hasn't happened up til now so the ICMP thing really confused me. Thank you.

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  • iptables rules for botnet (UDP flood) protection

    - by Petar Simeonov
    I'm currently experiencing a massive UDP attack on my server. I host a couple of gameservers, mainly Tf2, CS:GO, CS 1.6 and CS:Source, and my 1.6 server is being flooded. I tried different rules in iptables, but none of them seemed to work. I'm on a 100mbps bandwidth tariff, but the flood i receive is 500+mbps. This is the log of the latest tcpdump - http://pastebin.com/HSgFVeBs Packet length varies throughout the day. Only my gameserver ports are being flooded - 27015, 27016, 27018 via UDP packets. Are there any iptables rules, that might prevent this?

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  • Testing a Virtualisation of a Debian Server (vmWare vSphere probably)

    - by xyza
    I'm soon getting access to a powerful root-server (quad-core, 16gb ram, 1gbit connection) where gameservers (like minecraft,counterstrike etc.) for different customers should be setup. My plan is to use programs such as vmWare vSphere to create some virtual machines for each customer. Inside such a virtual machine I'll setup the gameserver and maybe some kind of ftp server when its needed. Now that I'm kinda new to virtualisation of servers I want to test this local on my Desktop Computer. Is it possible to create a virtual machine of debian using vmWare Player on my Windows desktop computer and then install vmware vSphere in this VM to create multiple VM's inside that VM ? Or do I really need to install Debian on my desktop computer. (I want to use the time during installations etc. to work a bit at my windows installation) Some tips on virtualising debian servers are also appreciated :)

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  • Game login server

    - by Tar
    I have a setup like this: A website, with a database. This database houses accounts and all details. Password hashes/salts/join dates/etc. What I want to do is to be able to use this same database for our game database. The game will be on servers in the United States while the web server and web server database is in the Netherlands. I know there is a big problem with using remote SQL and we really don't want to do that as operation of the website is just as vital as operation of the game server. We had one solution that involved sending account details to another database hosted on the same server that the gameserver is hosted on, but that was incredibly unreliable because if the website was down, no new people could register to play the game. The solution that we want is to have a log in server that is used to check credentials for everything. Is this possible/viable and could anyone point in the right direction? So, in summation: 2 game servers 1 web servers 1 central database used for authorization. The game accounts and website accounts need to be one in the same.

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  • Incoming connections from 2 different Internet connections

    - by RJClinton
    I am hosting a Gameserver on my Windows 2003 Server 32 Bit Server. Due to some limitations of my ISP, I have to take 2 Internet connections in order to satisfy my bandwidth requirement. I am facing serious problems here. The Internet is supplied using Wimax. I am given a POE and the RJ45 from both the POE (2 connections) are plugged into a Netgear 100mbps Switch and another RJ45 connects the server to the switch. I have tried to configure the IP addresses and gateway of both connections to the single NIC in the server. The IP series and the gateway of each Internet connection are very much different. I know that this is not the proper approach, because alternate gateways are meant to be only for backup in case of main gateway failure and the usage of the gateways depends upon the metric (correct me if I am wrong). I am planning to get a second PCI NIC so that I can connect each of the Internet connections into its respective NIC. If I use this approach, will I be able to accept connections on both NICs? Also, please suggest any other alternatives that I might use.

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  • How can I improve this search usability?

    - by Craig Whitley
    This is the first real programming attempt of mine, and theres some major flaws. It's a learning project, and I'm currently re-writing the entire thing as my php is is really messy. I really want to get an idea on how I can improve the actual usability and accesibility of the site at the same time though - so I know how to implement it correctly. The website is basically a comparison website for gameserver hosting. As I mentioned, its a learning project and I don't actually expect any revenue from it. At the moment theres only test data in it, so in the game input box select either 'Battlefied Bad Company 2' or 'Call of Duty 4: Modern Warfare' and ignore the actual search results. http://www.laglessfrag.com I wasn't really sure how to work the search functionality. Basically when you click a game in the drop down box, it sends an ajax request and finds all the locations available to that specific game in the database. After selecting the country theres another ajax to find all the citys available to the game in that country - which gives me the two unique identifiers I need to create the search results. One major and fundamental flaw is that without javascript enabled, the site ceases to function. I'll overcome that in the next re-write, but without the ajax functionality stopping the user 'going wrong' - how can I implement a search that requires two fields without creating extra steps in new pages after form submissions? I'm also no designer so my whole layout and css is a bit rubbish, but this was mainly a learning project as I'm interested in applications / programming rather than design. It's also slow as its on shared hosting, but if I can get it to work correctly then I'm not impartial to chucking a bit of money at it for faster hosting and maybe a bit of advertising and seeing where it goes (if anywhere!). Any info appreciated.

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  • Two loops speeds drawing in a Jframe

    - by noahn567
    I have a program that requires two classes. The player-Names class, and the Player-Model class. I want the player-Names class to repaint every half second, and the Player-Model class to repaint 60 times per second because i want the movement to be smooth. The problem that i am having is that i want all of this to be done on one J-frame. How would i go about doing this? If you could lead me in the right direction or give me a little example that would be great! Thank you :). for some reason it wont let me post so i'm going to put in some random code import java.awt.Color; import java.awt.Font; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.RenderingHints; import javax.swing.JComponent; import javax.swing.JFrame; public class PlayerNames extends JFrame { static int connectionTimer = 0; static int connectionTimer2 = 0; static int reconnect = 0; static int reconnectValue = 1; static int x = 0; static int reconnectWait = connectionTimer + reconnectValue; private static final long serialVersionUID = 1L; public graph gg = new graph(); public graph g = new graph(); private static GameClient socketClient; private GameServer socketServer; public static void main(int width, int height) { PlayerNames tt = new PlayerNames(); // PlayerGraphics t = new PlayerGraphics(); tt.setSize(width, height); if (Game.ServerOwner == 1) { tt.setTitle("Server: " + Game.username); } else { tt.setTitle("Username: " + Game.username); } tt.setVisible(true); tt.getContentPane().add(tt.gg); tt.getContentPane().add(tt.g); tt.setDefaultCloseOperation(EXIT_ON_CLOSE); tt.setResizable(false); }

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