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  • RE: Open discussion on testing and rollout of the new ice adapter

    @Kilatamoro said in Open discussion on testing and rollout of the new ice adapter:

    Is this supposed to help against DDoS?

    Yes and no.
    Due to DDoS we can no longer run our own TURN servers, so we have to use 3rd party ones. Our current provider Xirsys seems to work, but people have still connectivity issues and it could be related due to issues in our current ice adapter. We know this, because it doesn't work together with Cloudflare TURN service at all.

    With the new solution we can use Cloudflare, which is also cheaper than Xirsys.

    So it does not directly impacts DDoS related problem, but it is related to it.

  • RE: Mac user - Whiskey or other options?

    I can't even get the client to properly run from source under MacOS. And I develop on mac (not for, just on) for a living. Tried to fix it, but too many problems...

  • RE: Open discussion on testing and rollout of the new ice adapter

    So you need a new test-client version. That only works with other test clients. You can go back to the normal client (but I don't know if you can install them in parallel or need to uninstall and reinstall each time).

    You can play on the production server.
    But a test-client can only connect to a test client and a normal client can only connect to a normal client. That's why you should only play custom games, in the matchmaker you will be matched with people using the normal client.

    If you encounter issues you describe the problem and tell us the game id and we can look at all the logs.

    At some point we have to decide to roll it out for everyone. At this point there is no turning back for single users where it doesn't work (in worst case we need to do a global rollback to the old version)

  • Open discussion on testing and rollout of the new ice adapter

    For quite a while we have been working on a new ice adapter implementation (server side, client side and the adapter itself which is now called faf-pioneer).

    It has a few pros and cons compared to the old ice-adapter solution:

    Pros

    • Auto-update in the FAF client. So far we needed to rollout a new client to make a version change. Updates are now possible without a client update, just by releasing a new version on Github.
    • It no longer requires a lobby server for ICE candidate exchange. We can run updates on the lobby server or the FAF client connection (or the client itself) might crash and it should still be able to reconnect.
    • It supports Cloudflare TURN services, which should make connections more stable and hopefully less expensive than on our current provider Xirsys.
    • (Unless you opt out in client settings) You share your connection logs centrally with FAF servers, so we have the accumulated logs of all players of a single game to debug issues.

    Cons

    • No more debug connection window. The builtin UI is vanished and we also have no alternative WebUI so far. A reimplementation would take too much effort right now.
    • Probably more bandwidth required. We use the WebRTC protocol now, which does a lot of work for us, but it enforces encryption. According to the old ice adapter developer this idea was dismissed in 2017 because it required more bandwith (in worst case doubling it). But now its 2025 and even mobile connections offer more bandwith. And better slow connectivity than no connectivity I guess.

    So what is the state?
    It is now in a state that games are stable on 1v1 and we need to get more people on board to broaden the test experience.

    There is a big problem however for both testing an final release. It's not backwards compatible. We deploy a new FAF client and people on that version can no longer join old client version games or vice versa. So testing only works if all players use the modified client version. And for that time they should probably use password protected games, and TMM should be avoided completely.

    So once we go live, there is no turning back really. If it makes problem for some players, they cannot downgrade. They can't play anymore until the issue is fixed.

    I know that this is undesirable, but we evaluated options and there basically no way to offer a fallback strategy and/or backwards compatibility.

    .

    So before I do anything big, I am asking you, the community, for feedback. How much time do we want to spend on testing? Who is willing to test? How much risk do we want to take?

  • RE: I can't log in, there are problems with authorization.

    handshake timed out after 10000ms

    There seems to be connection issues due to hardware or software issues. Nothing we can do about it. Since you are posting on the forum https seems to work in general...

  • RE: immpossible to create game unable patch forged alliance

    Unable to patch Forged Alliance to the required version due to conflicting version running

    Make sure no game is running anymore. If it is already closed try rebooting your pc. windows thinks the file is still in use

  • RE: Another dumb idea from Dorset

    @BlackYps said in Another dumb idea from Dorset:

    From my experience, most things stall because people have ideas, but there is nobody to implement the idea.

    I don't think this is correct though. My feeling is there are lot of people who could implement any idea, but why on earth would they spent time on the ideas of other people instead of implementing their own ideas. Implementing own ideas is the reason why most people learned coding or modding on the first place. So they are not to blame for it.

  • RE: Galactic War 2025

    nope. I joined faf development 2015, gw was long gone by then. probably 2013-2014 last season

  • [April fools] The Day Has Come: We Have the Source Code!

    After nearly a decade of relentless pursuit—researching, begging, bribing, schmoozing, annoying, plotting, and exchanging more favors than we care to admit—we’ve finally done it. The impossible has become reality: We have the source code for Supreme Commander: Forged Alliance.

    Not only that, but we’ve already cleaned it up and made it compatible with modern systems, running smoothly on Windows 10+ and (of course) Linux.

    Starting today, the code is publicly available on GitHub:
    🔗 https://github.com/FAForever/SCFA_source

    Of course, as expected, this comes with a few caveats. We do not have copyright permissions for the game assets, nor do we have official authorization to use the brand. However, this breakthrough still unlocks unprecedented opportunities: we can now fix engine-level bugs, expand the game’s capabilities beyond anything we’ve ever imagined, and push FAF into a new era.

    This is more than we ever hoped for. The future of FAF has never looked brighter.