Roy
Content Type
Profiles
Articles
Updates
Projects
Twitch
Website Bugs/Suggestions
Guides
Newsletters
About GFL
Knowledge Base
Expenses/Hardware
Server Comparisons
Routing
Form Bugs
Community Representative Applications
Development Request
Forums
Events
Posts posted by Roy
-
-
Just thought I'd leave this here:

This was taken today
-
1 hour ago, RoshMosh7 said:
Thank you for the trace route.
I see you're routing through the Miami POP. How often is the server lagging out for you? Would you be able to take a video with net_graph 4 set (you can just type net_graph 4 in the console to enable) and record you connecting and lagging out? If so, please do so and send the video to me.
As for the IP address, you can just go to my profile on the forums and click "Message" to send me the IP.
Thanks.
-
Please provide your public IPv4 address in private messages. You can receive your public IPv4 address from here.
With that said, please perform a trace route to the server and provide the results. You can execute the following command in Windows Command Prompt:
tracert 92.119.148.4
Thanks.
-
@Ash- One thing I noticed is they're downloading the file via HTTP. This should be redirecting to HTTPS/SSL and it does in my web browser. But I'm wondering if in-game downloads might not support the HTTPS redirect. If it isn't already, I'd suggest changing the sv_downloadurl CVar to use HTTPS. Although, if this was the case, others would probably be running into the same issue which is why I still believe there's something blocking on CloudFlare's side which I'll try to confirm once I get the IPv4 address.
Still worth a try though
I can set it in a bit.
-
Just now, Ash- said:


Remove the period at the end of the file name. I ran into that initially as well.
-
1 hour ago, Ash- said:
@Xy Things not sync'd or something?
I am able to download the maps using the URLs provided in the console output. Therefore, I doubt it's a syncing issue unless if for whatever reason the POP they're routing through isn't syncing properly (since we're using CloudFlare + BackBlaze for FastDL now). This is less likely the case, though.
@elimin8g You're using IPv6 to access the website which is fine. However, I do not see any entries in our back-end with that IP address. I believe the Source Engine downloads files using your public IPv4 address.
Would you be able to provide your public IPv4 address to me through private message? You can find your IPv4 address here.
Also, can you go into Windows Command Prompt (assuming you're running on Windows) and try to resolve the FastDL hostname (fastdlv2.gflclan.com). You can do this with the following command:
ping fastdlv2.gflclan.com
The following should resolve to an IP address. If it doesn't, please let me know.
Thanks.
-
Typically, this error can mean two things:
- You aren't able to download any maps from our FastDL server.
- You may have a copy of the current map running on the server, but they don't match (e.g. one map file is different than the other). In this case, you would want to delete the map file locally and try joining again.
Given our FastDL server changed recently for many servers and with the assumption this happens to multiple maps, it sounds like the issue is problem #1. Are you using a VPN to connect to the website? If not, I'll search your IP in our back-end and see if it's somehow getting blocked.
As Ash said, it may help also getting some more console output to ensure we're not missing anything here.
Thanks.
-
Hey everyone,
I'm posting this publicly in the case there's somebody interested who may not be a part of our Developer Team yet.
We are looking for a PHP/Web developer who is willing to learn the IPS 4 API. We have major projects including a donation system that need to be made.
For organization and maintenance reasons, we'd prefer if these applications were made utilizing the IPS 4 API so everything can be managed and configured within the IPS 4 AdminCP. This'll make it easy to give certain groups or individuals permissions to execute certain tasks along with keeping all configuration handled within the AdminCP.
The projects will be tracked in our GitHub organization located here.
If you're interested, please let @Nick or I know!
Thank you for your time.
-
Hey everyone,
I know it has been a while since I posted an update on the CS:S Division. I apologize for that, I've been really busy with other things and life recently.
Anyways, I just wanted to introduce some further changes to our CS:S division.
CS:S MiniGames
After seeing the success of CS:S Dust2 on our Anycast network, I decided we should try to setup a CS:S MG server again. This is a server I've long missed and I even had a test CS:S MG server setup at one point just to play with friends on, etc. I know this was requested years ago, but at the time, I didn't see CS:S MG having any future in GFL. In fact, at the moment, the game mode is pretty much completely dead, at least in the US.
However, with the recent spike of players from COVID-19 along with the combination of the server being on our Anycast network and CS:S Dust2's success, I believe the server stands a decent chance this time. It really can't hurt to try at this point, anyways.
I've started talking to @Jekyll and I believe he would be a good fit for the server! I will be helping him any way I can with the server as well.
Moving Surf RPG DM To Anycast Network
@Dreae and I agreed we should move the CS:S Surf RPG DM server to our Anycast network. This is because game servers on our NFO machine appear to suffer from lag spikes regardless of the server/configuration. I believe this has to do with hyper-threading being disabled some time ago due to security holes within Windows. Moving the server from Windows to Linux will also help debugging crashes since Valve hasn't stripped debugging symbols in their CS:S Linux server builds (non-like Windows and CS:GO). Plus Linux generally comes with better system resource consumption and better performance in most cases.
Possibly Move BHop
I haven't talked to the staff on the CS:S BHop server, @Khel, and @Reeve about this yet. But just like CS:S Surf RPG DM, I would like to move CS:S BHop. This is because I've noticed the server suffering from the same lag spikes as we see on CS:S Surf RPG DM and it messes up runs, etc. This would probably be a more complicated change since we'd need to make sure the extensions all have Linux support and so on. I will get with everybody to discuss this before making any decisions.
These moves would result in an IP change as well. But with the GSLT feature (moving favorites from one IP to another) and the server being on the network, I believe it'll sustain their population. The servers wouldn't change IPs after this since we have our own IPv4 block.
That's all for now!
Thank you.
-
I wanted to give a big shoutout to @Dreae for helping me understand the Chacha20_poly1305 cipher along with encryption in general and answering any questions I have. He has been a HUGE help, as usual
I'm sorry for messaging you 200 times yesterday regarding the issues I was running into LOL.
-
Hey everyone,
I just wanted to share my latest project. This application implements a TCP client and server. The client is written in C and uses a library named Libsodium for encryption and hashing. The server is programmed in Elixir and uses ErLang's Crypto module for decryption and hashing.
A program named "genkey" is also included for generating a key that is typically 32 bytes in size. This key will be used as a shared key between the client and server.
The client encrypts messages inputted by the user and sends it to the server. The server decrypts these messages using the same key, IV/nonce, and tag (generated from the client program for the MAC).
This application uses the Chacha20_poly1305 symmetric cipher which utilizes Chacha20 (cipher) and Poly1305 (MAC).
More information can be found in the GitHub project! This project will be serving as a foundation for my future projects such as my Barricade Firewall project that I plan to work on very soon!
Thanks!
-
Hey everyone,
I just wanted to let you know that I've extended the new filters I've been working on (outlined here) to our Tokyo and Singapore POPs. The new POPs are actively retrieving a list of all whitelisted services as well and I've made changes to my IP/ASN Go project here to add checks so things are less likely to break (added HTTP status code support, better error handling, and more).
Once everything is deployed, we'll be giving Directors and all of TAs access to whitelist services for these POPs. This will help a lot since things won't rely on only me.
I've been monitoring traffic and players appear to be connecting without any issues.
The new filters are now deployed to Sydney, Tokyo, and Singapore. If things are stable for a few days, I will expand these filters to all of Europe as well.
Thank you!
-
your hair game is s1ck
-
Hm, I'd have to say GFL as a whole, the Anycast network that GFL utilizes, and my open source projects here. I don't really have anything else at the moment.
-
5 hours ago, CyanideSix said:
Looks everything is working now. Thanks for the help!
No problem
-
I've received the following from NFO:
QuoteIt looks like that IP was blocked, I have passed it along for removal for you now.
They should be removing it soon.
Thanks!
-
I've created a ticket with NFO and awaiting a reply from them.
Thanks.
-
Our hosting provider removed the filters that were preventing us from sending out as our Anycast network. The IPIP Direct program is enabled on the NYC machine again and working properly
Thanks!
-
Received the following from our hosting provider:
QuoteI do believe we put functionality in place to stop spoofing due to some local network attacks that were being emitted. I'll put this in queue for Matt to review and see if he can allow it for your IP range.
Once I have another update, I'll let everybody know.
Thanks.
-
Hey everyone,
I'm writing this thread for documentation purposes.
Yesterday, our game server(s) on our NYC machine (e.g. CS:GO Surf Timer #4) stopped receiving traffic temporarily. This is because our hosting provider appeared to have added ACLs back to prevent us from spoofing as our Anycast network (92.119.148.0/24). I made a ticket months ago to have them remove these ACLs. Unfortunately, they were added back.
I've disabled the IPIP Direct program I made so the outbound traffic is now going through the NYC POP (this allowed the servers to come back up at least). I've created another ticket with our hosting provider asking them to look into this and find out why these ACLs were added back.
Once I have an update, I will let you know.
Thank you.
-
The manager or I need to submit a ticket to NFO to have them confirm the IP is blocked and unblock it if necessary. Typically, NFO/Internap blocks IPs that are performing port scans or other possible malicious activity against their network. Therefore, I'd suggest that you start performing virus scans to ensure you aren't compromised.
I will make a ticket in a bit.
EDIT
Please provide the trace route results to me in DM.
Thanks.
-
It sounds like NFO/Internap has blocked your IP address and chances are, half of your favorites were servers being hosted by NFO/Internap. The Surf Timer servers run on our Anycast network (92.119.148.0/24) and we don't block clients on there. That is why the Surf Timer server works okay for you.
Are you using a VPN to connect to the website?
Thanks.
-
I'm making this thread for documentation purposes.
Tonight at around 7:30 PM CST, our LA POP ran into an issue where it stopped routing to our game server machines with one of our primary hosting providers. The route wasn't leaving the DC which was odd. Since ICMP replies were disabled on the LA POP, I couldn't confirm this until I stopped announcing the POP to the network and disabled Compressor. After doing this, I confirmed there was a routing issue and the players who were affected before were able to connect to the servers again.
As of 8:15 PM CST, the POP is able to route to the game server machines again (confirmed via MTR). However, I still haven't announced it to the network again since I want to monitor and ensure it doesn't go down in the next hour or so.
Thanks!
-
sure, why not?




welcome to the party, pal!
in Zombie Escape
Posted