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unixmad
03-22-2016, 06:08 AM
We have secured login to graal servers, it is no more allowed to login using a Proxy or a Vpn.

Please use your normal DSL to connect to Graal servers.

We are still working on the proxy detection, if you can't login on graal servers and your IP is not a proxy or VPN please contact me by PM: provide your IP and your graal account in the message.

Thanks for your understanding.

Unix.

Crono
03-22-2016, 08:20 AM
Does this apply to the iServers too?

unixmad
03-22-2016, 08:47 AM
For now it is only Pc servers but we will extend to iServers.

Does this apply to the iServers too?

Crono
03-22-2016, 12:19 PM
For now it is only Pc servers but we will extend to iServers.

Excellent.

BlueMelon
03-22-2016, 04:24 PM
Is Graal becoming the new netflix?

Elk
03-23-2016, 02:26 AM
Excellent.

are the people on iservers using VPNs that much?

Feorth
03-23-2016, 05:25 AM
are the people on iservers using VPNs that much?

Yes, mostly by hackers and pedos to evade bans.

icemanextreme
03-23-2016, 05:41 PM
well im not returning unless this is a 100 % guarantee that it can take care of Ramza and crew.im tired of being ddossed and im tired of the harassment and even going to hacking my Facebook to falseify info.

Im an ETA.i host and manage ETs with Kittums on Unholy Nation.i love doing it,but due to yesterdays antics it went beyond Graal and honestly i cant take it any more.I even wrote a Resignation.

Im tired of being forced to leave like this.im sick of the fact that Graals so infested and overrun now with Idiots trying to ruin people just because they can.

Ive played Graal and been High End Staff multiple times,Multiple Servers and honestly when i returned in October,i was so amazed with how much its gone to **** :/

jake13jake
03-23-2016, 06:26 PM
Is this a ban evasion measure, an anti-cheating measure or both? It makes sense as a ban evasion measure.

Meanwhile, a lot of people claim use of VPNs to gain an unfair advantage in spars and other competitive activities. For anti-cheating it makes more sense to use latency and packet loss metrics to implement restrictions on participation in competitive activities like sparring. A month or two back I was having >1000ms lag without VPN or proxies, and I wouldn't think it fun for anyone to spar against me under those conditions. I'm used to seeing 350-400ms used for restrictions on other MMOs.

Tim_Rocks
03-24-2016, 12:49 AM
It would be wonderful if you could fix the disconnect problem on PC servers. Thanks.

Crono
03-24-2016, 10:25 AM
For anti-cheating it makes more sense to use latency and packet loss metric

That would only work if the server was reliable and consistent. After this maintenance it will be interesting to see how it performs.

jake13jake
03-24-2016, 04:27 PM
That would only work if the server was reliable and consistent. After this maintenance it will be interesting to see how it performs.

Not if you make the threshold a statistical variable based on a running sample of the latency and packet loss of randomly selected players.

Crono
03-24-2016, 04:37 PM
Not if you make the threshold a statistical variable based on a running sample of the latency and packet loss of randomly selected players.

bro i only speak english

jake13jake
03-24-2016, 05:26 PM
bro i only speak english

Packet loss: the amount of data being sent between the game server and the game client the fails to reach its destination. This is high when you see something like someone on one side of the spar ring suddenly appear on the other side of the spar ring. I don't know if Graal provides a means of measuring packet loss.

Latency: the time it takes for data to be sent between the game server and the client. This is high when you see things like a player having to swing where the other person is going rather than where they are.

Running Random Sample of Packet Loss and Latency: making random measures of packet loss and latency (e.g. check lag of one randomly selected player, the lag of another randomly selected player, and so on) over time to create an unbiased data set, using the sum of the data to account for natural variation in lag.

From that random data sample, you can create variable thresholds for ping and packet loss, which you can then set to a value such that a player exceeding that threshold and being unable to spar (or kicked from spar) would occur 5% of the time if the threshold were to be applied to the players in the random sample (the 5% spec can be raised or lowered). I have a weighted reservoir sampling algorithm that I posted to Graalians that could be used for the sampling.

So you have that threshold that's calculated from the sampling, call it A. You also have a threshold where it stops being a major issue (e.g. average 350ms ping), call it B. When A < B (e.g. A=20ms; B=350ms), then threshold B applies. Otherwise if A > B (e.g. A=450ms; B=350ms) threshold A applies.

Does that make more sense?

Here's a screenshot of a spreadsheet I made to help illustrate the logic.

55890

unixmad
03-25-2016, 10:07 AM
Hello,

I can confirm we have spend time to study latency problems.

The way to improve latency is to put servers more close to players, that's why most of our server are in the center of the Usa since most of our customer base is in Usa. So if you are located in Asia or Even some part of Europe latency can be quite bad.

For some of the top servers we have tried to improve network latency with special routing technics, we are using our own pipes to make packets travel for exemple between Europe and the Usa servers. We can't use the same technics for playerworld for exemple, because it's very costly to setup this.

Another solution is to allow pear to pear communication between players, it will improve gameplay if players are in the same area.

The main problem is we always have to make a tradeoff between protecting against client modification, proxy server, ddos, hacking and making the gameplayer more enjoyable for everyone. Because of a few people focusing in bothering others we have to limit everyone to use some nice features, this is unfortunately how life is going for to many stuff, some are working to make life of everyone better some others are focusing on getting fun destroying what other create.

In the forthcoming weeks we will release a new network, it should improve network latency for most of our players. If you have any issue with a server or network latency you can contact [email protected] so we watch at it.


Packet loss: the amount of data being sent between the game server and the game client the fails to reach its destination. This is high when you see something like someone on one side of the spar ring suddenly appear on the other side of the spar ring. I don't know if Graal provides a means of measuring packet loss.

Latency: the time it takes for data to be sent between the game server and the client. This is high when you see things like a player having to swing where the other person is going rather than where they are.

Running Random Sample of Packet Loss and Latency: making random measures of packet loss and latency (e.g. check lag of one randomly selected player, the lag of another randomly selected player, and so on) over time to create an unbiased data set, using the sum of the data to account for natural variation in lag.

From that random data sample, you can create variable thresholds for ping and packet loss, which you can then set to a value such that a player exceeding that threshold and being unable to spar (or kicked from spar) would occur 5% of the time if the threshold were to be applied to the players in the random sample (the 5% spec can be raised or lowered). I have a weighted reservoir sampling algorithm that I posted to Graalians that could be used for the sampling.

So you have that threshold that's calculated from the sampling, call it A. You also have a threshold where it stops being a major issue (e.g. average 350ms ping), call it B. When A < B (e.g. A=20ms; B=350ms), then threshold B applies. Otherwise if A > B (e.g. A=450ms; B=350ms) threshold A applies.

Does that make more sense?

Here's a screenshot of a spreadsheet I made to help illustrate the logic.

55890

ffcmike
03-25-2016, 04:55 PM
Hello,
Another solution is to allow pear to pear communication between players, it will improve gameplay if players are in the same area.


I thought that in France it was called Pierre to Pierre? :D

jake13jake
03-28-2016, 07:01 PM
Hello,

I can confirm we have spend time to study latency problems.

The way to improve latency is to put servers more close to players, that's why most of our server are in the center of the Usa since most of our customer base is in Usa. So if you are located in Asia or Even some part of Europe latency can be quite bad.

Many players manipulate their internet traffic to establish an unfair advantage.

Google Translate: De nombreux joueurs manipulent leur trafic Internet pour établir un avantage injuste.

-----

It may be worthwhile to partition competitive activity into regions if international latency remains an issue.

Google Translate: Il peut être intéressant de répartir l'activité concurrentielle dans des régions si la latence internationale demeure un problème.

unixmad
03-30-2016, 11:36 AM
I think the best way to explain what I am thinking reading your message will be a picture of my hand, so you don't have to use Google translator.

Many players manipulate their internet traffic to establish an unfair advantage.

Google Translate: De nombreux joueurs manipulent leur trafic Internet pour établir un avantage injuste.

-----

It may be worthwhile to partition competitive activity into regions if international latency remains an issue.

Google Translate: Il peut être intéressant de répartir l'activité concurrentielle dans des régions si la latence internationale demeure un problème.

Crono
03-30-2016, 12:15 PM
lmao jake13 are you ok bro?

ffcmike
03-30-2016, 01:53 PM
Many players manipulate their internet traffic to establish an unfair advantage.

Google Translate: De nombreux joueurs manipulent leur trafic Internet pour établir un avantage injuste.

-----

It may be worthwhile to partition competitive activity into regions if international latency remains an issue.

Google Translate: Il peut être intéressant de répartir l'activité concurrentielle dans des régions si la latence internationale demeure un problème.

I think the best way to explain what I am thinking reading your message will be a picture of my hand, so you don't have to use Google translator.

Massokre ;).

(to be fair I once sent French and German translations to Stephane and Stefan, but they were written by French and German speakers)

jake13jake
03-30-2016, 10:08 PM
I think the best way to explain what I am thinking reading your message will be a picture of my hand, so you don't have to use Google translator.

I was of the impression that your original response was a misunderstanding because of a language barrier, so I attempted to make additional effort to clarify. Meanwhile, I'm trying to think of all the ways I can interpret your most recent response as not being condescending, and I am simultaneously hoping that my interpretation is because of a language barrier. What do you mean by picture of your hand?

Also, in turn, if my response came off as condescending, I apologize. It was not my intention.

PlanetOscar
03-31-2016, 05:06 AM
Will the server change affect players who are playing mobile devices? :)

Crono
03-31-2016, 09:23 AM
Will the server change affect players who are playing mobile devices? :)

unixmad said this will be pc only at first and then later be implemented on the iservers.

PlanetOscar
03-31-2016, 11:13 AM
I'm unable to get the 6-digit Google Authenticator code, thus meaning I'm unable to access any server that I'm staff on :(

PlanetOscar
04-01-2016, 03:27 AM
When I click the link that I get in the e-mail, it takes me directly to the page that wants me to enter the 6-digit code. I've been made aware by Carlito that there supposed to be a previous page that contains a QR code...any fix?

fowlplay4
04-01-2016, 12:28 PM
When I click the link that I get in the e-mail, it takes me directly to the page that wants me to enter the 6-digit code. I've been made aware by Carlito that there supposed to be a previous page that contains a QR code...any fix?

email [email protected]

xXziroXx
04-18-2016, 05:11 PM
We have secured login to graal servers, it is no more allowed to login using a Proxy or a Vpn.

Please use your normal DSL to connect to Graal servers.

We are still working on the proxy detection, if you can't login on graal servers and your IP is not a proxy or VPN please contact me by PM: provide your IP and your graal account in the message.

Thanks for your understanding.

Unix.

Hi.

I've been playing or developing Graal for 17 years now, and I've never used a VPN or proxy. You asked that people who can't login since the ip detection was implemented PM you with both their IP and Graal account, which I did about 3 weeks ago and I haven't gotten a reply or help yet.

Ever since this detection was implemented, it's been detecting me as a false positive, but no matter who I turn to or who's directions I follow, I can't seem to get any help about this. At this rate, it'll have to be a very unfortunate and unexpected end to my contributions to Graal.

-Ching
04-21-2016, 06:42 AM
For now it is only Pc servers but we will extend to iServers.

oo iServers too? :cool:

lookin forward to that one

Crono
04-21-2016, 07:11 AM
Ever since this detection was implemented, it's been detecting me as a false positive

what isp do you have bro?

PlanetOscar
04-21-2016, 07:57 AM
Graal Democracy > Graal Monarchy

xXziroXx
04-21-2016, 09:09 AM
what isp do you have bro?

Im using Bahnhof. Tried with and without my router in case it was messing things up somehow, but Graal blocks me either way.

maximus_asinus
04-21-2016, 12:19 PM
Graal Democracy > Graal Monarchy

Tell that to UNDINE, the official Queen of Graal.

PlanetOscar
04-21-2016, 01:52 PM
Tell that to UNDINE, the official Queen of Graal.

i don't dare :cry: