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  • RE: Faf Ranking rename

    @miki1900 said in Faf Ranking rename:

    @brutus5000
    its not military "knowledge", its basic knowledge.
    people in z-generation dont know that captain is bigger than corporal? my god....
    but we can replace example brigadier.

    I was born in the 80s and here in central europe this is not common knowledge.

  • RE: Faf Ranking rename

    These ranks only make sense in one country (I assume usa here). Non-military people can't put them into order.

    So no, thank you.

  • RE: Smurfs account

    What on earth is x1? Do you mean 1v1 ladder?

    You fail to explain why you think you need another account to train. You just state you need it. That's not a reason. And accusing other people of breaking the rules without evidence is defamation and peak whataboutism.

    Effectively "training" is playing. If you get better your rating goes up. No reason to switch to a different account that has a different account to play with others and hiding your real skill/rating is exactly the definition of smurfing.

  • RE: Private coturn server for my games.

    In mock tests ICE also always works perfectly 😛

    Nobody ever questioned whether one large plain proxy would work. The ICE adapter laid foundations for rerouting the game traffic anywhere.
    However it has drawbacks in operational costs and in latency.
    And in theory plain ICE connections should always work (with relay as a fallback which basically is single-connection proxy). As such in theory it is also superior to a proxy-solution that does not traffic deduplication.
    But in practice (especially Windows and/or security software interference) and for the given software libraries available we see, that it does not hold up the promises.

    However under current DDOS situation a proxy server becomes more interesting if it were tunneled through cloudflare websockets...

  • RE: Private coturn server for my games.

    @yew said in Private coturn server for my games.:

    I doubt faf will ever fully resolve this issue, I don't think they even know how.

    This is correct. We don't know. None of us are professional game and/or network engineers. We can not afford to pay for a company to fix it for us. And making ourselves dependent of Steam is also not an option (even all the legal issues aside).

  • RE: Private coturn server for my games.

    You assume that running your own stable coturn solves all connection issues. Our reports from ICE adapters tell otherwise.
    The problem is not necessarily unstable coturns, but with issues making a connection even with coturn.

  • RE: Private coturn server for my games.

    @iamfromrussia said in Private coturn server for my games.:

    @brutus5000 If we know so little about the data protocol, how do you get information about the game starting/ending? How do you get messages from the chat?

    Because there are different datastreams 🙂

    There is a more "high-level" protocol where the game gives information about the game state. This is called GPGNet protocol and it's only sent between Game <-> FAF Client <-> FAF lobby server. This is well known.

    Then we have the game datastream (which is basically the replay format). This is except for few unknown bits well known by now.

    The part you are asking for is the network metadata between the UDP connections of the games and this was never in the focus. If you look at @Surfer's git repository, he reverse engineered a few pieces. But that is basically new work from the last few months.

    If it's not too much trouble, send the discord of the modder who is trying to do this )

    Its @Surfer or anykey111 in Discord.

  • RE: Private coturn server for my games.

    The Forged Alliance engine will alway open one udp port per player in the game and send data multiple times.

    In theory you could try to reverse engineer the binary network protocol and remux the streams that some intermediate software merges outgoing traffic into 1 connection and splits up incoming traffic into "per player" traffic.

    The is actually a developer on Discord trying to do exactly that. I'm not sure if this really solves network connection issues. What I am sure is that it will cause latency issues for all users geographically far away from the central server.

    2 players from australia don't take the direct route but sent over a gateway in europe adding 500ms+ latency.

    We don't know much about the binary data protocol