Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Roy last won the day on September 13

Roy had the most liked content!

Community Reputation

9,645 Rainbow

About Roy

Personal Information

  • Location
    San Antonio, TX

Computer Information

  • Operating System
  • CPU
    Intel i7-8700K @ 3.7 GHz
  • GPU
    RTX 2070
  • RAM
    16 GBs DDR4
  • Power Supply
  • Monitor(s)
    1 x 2K 144 HZ, 1 x 1080p 60 HZ
  • Hard Drive(s)
    1 x 512 GBs SSD, 1 x 3 TBs HDD

Recent Profile Visitors

184,505 profile views
  1. πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†Β πŸ˜†πŸ˜†πŸ˜†

    1. Roy



  2. Made a couple neat Linux kernel modules using the Netfilter hook :)Β The first one is simple. It basically just blocks any incoming UDP packets that have the destination port of 8888 and logs it to the kernel (/var/log/kern.log). The second module, however, matches on the same characteristics as before (UDP and destination port 8888), but it will send the packet back to the host it came from and drop the incoming packet. This includes switching the UDP source and destination ports obviously. It's basically a ping-pong effect.


    For some reason, packets with > 85 bytes of UDP payload length encounter a bad checksum and I'm not sure why. I plan to look into it later, but I tried three different methods to calculate the UDP checksum with the same exact results. I'm honestly not sure what the issue could be lol.


    Anyways, pretty happy with this πŸ˜„Β I know these are fairly basic, but the experience will help a lot once I start developing the kernel module we'll be using for Bifrost!

    1. juky



  3. Assuming this isn't a troll post (which I'm assuming/hoping it is), there usually isn't a point in answering people who automatically assume you run on cloud servers without any evidence and also ruling out other things like possible routing issues from them to the game servers network-wise or just poor optimization on the server (or map) itself (which wouldn't be related to the server's hardware). But eh, fuck it, I'm out of it at the moment. Anyways, feel free to read this thread -> To answer your assumption, we don't run on cloud servers. Every dedicated machine we have right now supports more than 4.0 GHz turbo on all cores. Now, depending on the server, there could be issues with optimization either with the addons/plugins ran, the map, or the machine itself could potentially be overloaded (which will be resolved as soon as we fully move to the new setup proposed in the above thread, but less likely since we've moved a lot of servers from overloaded machines to GS14 IIRC). This means it is less than likely the hardware. Apart from that, our new setup includes one machine with the Intel i9-9900K and two others with the Intel i9-10900K (both probably the most powerful CPUs for single-threaded performance which matters the most for the type of game servers we run generally). The Intel i9-9900K on GS14 has been clocking at 4.7 GHz steadily with anything above 20% overall load on the machine and I've been monitoring this constantly the last week. I've also performed a stress test on the machine before moving it to production which had consistent 4.7 GHz on all cores and the results can be found here -> @Hayze If you're not trolling with this thread then provide the game server you're referring to and also provide evidence that we run on cloud servers. BUT IMMA ASSUME THIS IS BAIT OR A TROLL POST AND IM OUT OF IT RIGHT NOW. So on that! I'm going to go pass out now and ❀️ you all.
  4. For reference, this is what I sent the Garry's Mod developer yesterday morning:
  5. Update I received the following from the Garry's Mod developer: The server shouldn't be on the blacklist anymore. I appreciate their fairly quick response on this as well (two days is honestly somewhat quick given how many other tickets/emails they probably get)!
  6. I just want to clarify the situation a bit more since I'm sure some of you are wondering why we were blacklisted. We're not exactly sure what the reason is yet since Facepunch hasn't replied to my ticket yet. However, we're suspecting it is due to A2S_INFO caching we have enabled for Breach and a majority of our other servers at the moment. If you're wondering what A2S_INFO caching is and what it does to our servers along with why we have it on to begin with, I'd recommend checking out this post along with reading this Google Doc. You can also read this post for more information on the technical benefits of caching the A2S_INFO response on our POPs. I want to make quite clear that this decision was made entirely by me when deploying the network and I take full responsibility of it. It was obviously quite a hard decision to make and you can read what my thought process was in the Google Doc linked earlier. However, this is the final decision I went with. Servers using a specific hosting provider in Garry's Mod have been doing this for three to four years now. These included a lot of the top servers in GMod (now and back then). Late last year, Facepunch finally started cracking down on servers using the A2S_INFO caching and blacklisted our servers first. We were complying with them and disabled the caching at this time. Eventually, though, they blacklisted the servers that have been doing this for years. Since this included a lot of the top servers, a big outrage occurred from the server owners and players. This resulted in them being unbanned and no further action has been taken against servers using the A2S_INFO caching until today (most likely). From what I was told, Facepunch apparently said they weren't banning for this. Therefore, we re-enabled the caching. The part most frustrating about this is how inconsistent Facepunch has been. I reported these servers a couple years ago before our Anycast network was even a thing. All of this is heavily documented here and Facepunch themselves said they couldn't do anything about this because it was a Valve/Steam issue (Valve didn't want to either as documented in the project I linked above). However, late last year Facepunch started cracking down on servers which is fine. I completely understand why they would and also why players would hate/report servers doing this (you can direct all the hate towards me if you want). Though, of course, when they finally performed action against the servers doing this for years, they backed out and unbanned everybody after complaints. All I really want is consistency from Facepunch over this. As I said though, it isn't confirmed if A2S_INFO caching is the cause. However, I'm pretty sure it is.
  7. Already made a ticket with Facepunch. I wish Facepunch would make up their minds, lol.
  8. I don't believe GFL had a Scoutknivez server in CS:GO and we had a non-populated one in CS:S back in 2011/2012 (far too long ago haha). Though, a SK server would be cool and I was thinking about it the other day! I won't be making that decision though, but I'd recommend speaking to the CS:GO DL (@FrenZy) if you want to suggest it.
  9. Windows> LinuxΒ 

    1. Roy


      Never play or speak to me ever again.

  10. I've been learning about Linux kernel module development recently! I started getting into this due to my interest in the Linux kernel itself and we're going to be shipping Bifrost with a Linux kernel module for packet processing on certain Bifrost modules we create in the future. It's actually not that hard to learn and I find that using the Netfilter hook within the kernel is a lot easier AND faster than Linux sockets (since the packet isn't being copied to the user space). The only difficult part is you'll need to use character devices to communicate with the user space and vice versa. Setting up and using the character devices isn't difficult, but parsing the data inside the Linux kernel module will be since we won't be able to use third-party libraries such as JSON to read/parse data.


    While obviously hooks like TC (Traffic Control) and XDP are faster for packet processing than Netfilter, both of these hooks aren't good for inspecting packets due to BPF restrictions and more. Therefore, using Netfilter should be able to achieve this. We'll receive the same performance as NFTables and IPTables more than likely if we use Netfilter since that's what they both use as well. From here, we'll inspect packets and add any malicious traffic we detect to a BPF map that the XDP program will read to drop (so we'll be dropping packets as fast as possible other than using the DPDK, which we still plan on adding a hook for regardless in the future).


    For thoseΒ interested in making Linux kernel modules, I'd definitely suggest starting off here!

  11. Another problem

    I've removed that map from the rotation and trust your judgement or w/e since we've talked before about all of this, etc. Thank you for the report!
  12. Do you know if this has always been a problem or did you start noticing it happening recently? I believe we've had this same issue with SourceMod timers in the past and it's usually due to the timers themselves not being properly optimized. Not sure if it's the same case, though. Other than that, I doubt it's anything network-related since I bumped the TCP rate limit up by 4 times recently (and haven't heard of any issues beforehand as well). So unless if the route from our web server to the closest POP is getting screwed (which I just checked and it's fine), I don't believe it's network-related at least (if this was the case, all of our game servers would be seeing issues as well). Anyways, I'll let the Server Manager(s) and other TAs look into this. Hopefully the above information is helpful to them.
  13. Sup sexy

  14. This is a good idea. I believe @Leks mentioned this idea and said we could send this info via a DM when somebody registers on the website. We used to do this back on the old forums (2014 - 2016). It would send them a DM once registered with useful links/info along with ways to help GFL (at the time, we wrote things down like spreading the word, registering and applying for our group/clan on GameTracker, and more). I think this'll be neat once we get the Social Media platform going for GFL again and then we can share all of this information via a DM. Edit Also found this thread on the old forums.
  15. @Mr Saaed Pretty excited for this and the game looks great!
  • Create New...