Files

97 lines
5.2 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# How etrelay works
> Diagrams: PlantUML sources in [`diagrams/`](diagrams), PNGs regenerated with `make diagrams`.
## The problem
A server shows up in the in-game browser only if a **master server** lists it. Registration is a 3-step handshake over UDP:
1. The game server sends `heartbeat EnemyTerritory-1` to the master.
2. The master does not trust it: it queries the **source IP:port of the heartbeat**. `etmaster.net` sends `getChallenge`, then `getInfo` (classic Quake 3 masters send `getinfo <challenge>` directly).
3. The game server answers (`challengeResponse`, `infoResponse`). The master lists the **source IP:port of those answers**.
Our ET server sits at home, reachable from the Internet only through the front server and the WireGuard tunnel. Players went in through the front (DNAT, then nginx `stream`), but the ET server's own heartbeats went **out through the home box**: the master challenged the home IP, where nothing listens for it. Result: server reachable by IP, invisible in the browser.
![Before: heartbeat leaves through the home box](diagrams/before.png)
## The fix
`etrelay` runs on the front and owns the public UDP port 27960. It does two things on **the same socket**:
- **Proxy**: forwards every client (players, server browsers, masters) to the ET server, like nginx `stream`.
- **Heartbeat**: sends the heartbeats itself, so the master challenges the **front** address. That challenge is just another client packet: it goes through the proxy, the ET server answers it, the answer leaves from the front address, and the master lists the front.
The ET server's own heartbeats are disabled (`sv_master1..5 ""`).
Masters are independent: a server is only listed on the masters it heartbeats, and each client browses its own master (ET 2.60b: `etmaster.idsoftware.com`, ET: Legacy: `etmaster.net`). The relay heartbeats both by default; diagrams show `etmaster.net`, the id Software master works the same way.
![After: everything goes through the front](diagrams/architecture.png)
## Registration sequence
![Master registration (every 5 min)](diagrams/registration.png)
What it looks like in production (`--debug`):
```
heartbeat EnemyTerritory-1 -> etmaster.net:27950 (198.51.100.10:27950)
session + 198.51.100.10:27950 (2 active)
198.51.100.10:27950 -> ET getChallenge (27 B)
198.51.100.10:27950 <- ET challengeResponse (32 B)
198.51.100.10:27950 -> ET getInfo (22 B)
198.51.100.10:27950 <- ET infoResponse (303 B)
session + 203.0.113.7:45488 (3 active)
203.0.113.7:45488 -> ET getstatus (14 B)
203.0.113.7:45488 <- ET statusResponse (993 B)
```
The last two lines are a server tracker that got the address from the master.
## Player sequence
![Player: one session per client address](diagrams/player-session.png)
The ET server sees every client as the nginx `stream` host (one source IP, one port per session): IP bans don't work, same as before the relay.
## Internals
Single-threaded tokio runtime, three kinds of tasks:
![Tasks and data flow](diagrams/tasks.png)
- **relay loop**: reads the public socket, finds the client's session and pushes the packet into its queue. No session, or an expired one: opens a new one (and purges expired entries). A full queue drops the packet, like any congested UDP hop.
- **session task**: owns one ephemeral socket connected to the ET server. Forwards the queue to the ET server and the ET server answers back to the client **through the public socket** (so they come from `:27960`). Ends after `SESSION_TIMEOUT` without a packet either way.
- **heartbeat task**: probes the ET server with `getinfo` on its own socket (up to 3 attempts, 3 s each), then heartbeats the masters through the public socket. Masters are resolved on every heartbeat (DNS may change).
### Heartbeat states
![Heartbeat decision (every 5 min)](diagrams/heartbeat-states.png)
The master drops a server that stops heartbeating after a while anyway; the flatline only makes it faster.
### Constants
| Constant | Value | Why |
|---|---|---|
| `HEARTBEAT_INTERVAL` | 5 min | Same period as the ET server itself |
| `PROBE_ATTEMPTS` × `PROBE_TIMEOUT` | 3 × 3 s | One lost UDP packet must not flatline the server |
| `SESSION_TIMEOUT` | 2 min | Idle clients (server browsers) freed quickly; players send packets constantly |
| `SESSION_QUEUE` | 64 packets | Burst absorption per client before dropping |
| `MAX_PACKET` | 65 535 B | Any UDP datagram: `statusResponse` easily exceeds nginx's old 512 B buffer |
### Protocol cheat sheet
Connectionless packets start with `\xff\xff\xff\xff`, then a command:
| Command | From → to | Meaning |
|---|---|---|
| `heartbeat EnemyTerritory-1` | server → master | "I'm alive, come check" |
| `heartbeat ETFlatline-1` | server → master | "I'm going down" |
| `getChallenge` / `challengeResponse` | master ↔ server | Master check before `getInfo` (etmaster.net) |
| `getinfo` / `getInfo` | master/browser → server | Short info request (optional challenge) |
| `infoResponse` | server → master/browser | Hostname, map, player count, challenge |
| `getstatus` / `statusResponse` | browser ↔ server | Full cvars + player list |
| `getchallenge` / `challengeResponse` / `connect` | player ↔ server | Connection handshake |
Anything else (no prefix) is in-game traffic: forwarded as-is, only counted in `--debug` logs.