Posts posted by Kat_pw
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4 minutes ago, [TSRVTC] DubStepMad said:
Thank you and yeah I will read up on caching.
Redis is <3
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Again, we're fine with you using our api(s). Just take into consideration it's a shared service with other users. Don't abuse it. When working on a feature, think to yourself, "does this data really change all that much? Maybe I should cache it locally for a week instead of spawning a request every-time I need it." We're not out to get you..
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7 hours ago, WooQash said:
Not calling the API several hundred or tens of times per hour. Earlier I had a simple game map based on the ETS2Map API and TruckersMP API, which within a one minute refreshed several times for several dozen people (about 200-300 queries per minute in total). Access was blocked and the developers were angry at me.
There are better ways of doing things rather than doing 3 req/sec 24/7 against our services. When you hit the api harder than our game servers, yeah, we're gonna notice. It's the internet, play fair. Learn to cache your queries and realize we're not on the same scale as your service probably is. Sure, maybe it's not a lot of load if one person does it, but we don't have just one person queuing and abusing us. -
Just now, [ICG] [23]ThunderSky said:
Buy 10x ets2 copy on instant gaming and make 10x steam accounts.
Done
Then you must wait 2hours per account to register TMP
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10 minutes ago, WooQash said:
Why was not a simple form created on the TruckersMP website? I create websites not from today and it would take 2-3 hours to create a poll, protected and working in 100%. It wouldn't require entering the game, and it would be secured by the TruckersMP account (+ without banned players or something). Why so? Again strange things create by the developers. Instead of doing something straight, strange scripts are created and you have to switch to the game.
We are in web prod code freeze. This was quicker for POC version 1. Thanks for calling us stupid, though -
Due to feedback, we have decided to create a way to provide user feedback through in game voting via chat. Our first vote will be for various options surrounding the /fix command that people have grown to either love or hate.
To get instructions / to vote; please launch truckersmp and once logged into a sever type
/vote
for instructions.To view results of the vote live you can visit vote.truckersmp.com. The votes will be open until 23:59:59 UTC the 23rd of January.
Thanks!
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9 minutes ago, WooQash said:
Omg... seriously big risk... an inflated problem and clickbait news... If anyone can, it will break the security anyway and it doesn't matter if it's an Intel or AMD processor or some another bug everywhere...
As repeated from you on our facebook, thank you for your opinion. There is a reason however we are running the servers and someone like you who flames us for taking security decisions is not.
Cheers
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Hello Truckers!
In response to recent developments with certain processor exploits We will be shutting down US1 / AS1 / SA1 until we get confirmation from the datacenters that the shared physical servers that these are hosted on have been patched. While at this time we are not aware of any active attacks against our users, we take security extremely seriously and do not want to risk any chances as they are on hardware shared with other customers of whom we do not know.
You may also notice the website being unavailable for a few moments over the next few days. This is due to our datacenter provider patching our fleet of 30 servers. We apologize for any frustrations this may cause, however know this is a very important step that is required to secure our users data.
Thank you for your understanding.
EDIT: US servers are now back online.
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Formatting looks better on the blog post here : https://truckersmp.com/blog/70
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The past 48 hours have been fun and at times completely stressful, but overall I think it has been a great success. However, that being said.. I would like to apologize to our players and to 10gbps.io for some miscalculations on my part that resulted in quite slow downloads between 09:00 UTC and 16:30 UTC. To players: you don’t deserve slow download speeds for a special event such as wintermod. To 10gbps.io: it wasn’t fair for us to have boasted your services as being able to handle the mod downloads when we forecasted much lower loads. Your server fought well in our losing battle.
I want to clear up a few things and make sure that everyone knows: 1. The story to how this happened in the first place. 2. What measures we (attempted) to take during the slow speeds and what we learned from it. 3. How truly badass the server was that 10gbps.io provided to us to use for distributing wintermod.
So, let’s look into things and get nerdy for a bit. Buckle up. It’s gonna be a ride.
To start on our journey, planning for wintermod beings in October / November for me. I must look around for capable services (servers) for the CDN (Content Delivery Network). In 2015 we used a fleet of ~20-30 servers @ 100mbps each. A cool 2-3 gbps (or so we thought) of bandwidth was at our fingertips. While this worked, we soon found out that some of the servers would be capped at 24mbps… and just randomly go offline. No good. We struggled through for the next few days but eventually(:tm:) everyone was able to download the mod. One of the important lessons we learned from that year was.. SPLIT UP THE FILES! We wasted an ENORMOUS amount of bandwidth from players getting frustrated from the ~600MB filesize. Players would start the download, get to some number like 75%.. Cancel and try later. This meant we sent much more data out than we needed to.
In 2016 we had some CDN creation under our belt, knew we had to split up the wintermod and had a brand new launcher that would help facilitate downloading and installing the mod for players. Win win right? No, not so fast. While we did have more bandwidth that year, if memory serves, around 15 servers @ 800mbps. Or a cool 12gbps. Nice! What went wrong? Checksums. We split the files up into smaller chunks, and it turns out when you’re seeding data to all of the 15 CDN nodes, some of those files can be a tad bit corrupt. Great. We ended up needing to write some seeding scripts to ensure the CDN servers got all of the files players needed for the wintermod, and that the md5 checksum matched the master CDN with what they downloaded. After a few tense hours of wrestling with the servers, we had a nice little fleet. The release went “ok” but we made a mistake.. We launched during high load, kicked off all 5,000 players online. We saw an enormous peak of usage, maxing out the 12gbps we had due to .. well. 5,000 people trying to download all at once. Oops.
So, 2017 comes along. We got this, right? Well, sorta. The provider from 2016 has been experiencing issues with servers being out of stock. We had the option of ordering 20+ servers when they showed up in stock over the course of october-now and pay an incredible rate for what would be idle servers, find another solution elsewhere (with very limited options), or not release wintermod at all. The latter wanted to be avoided at all costs.
While comparing services, I reached out to 10gbps.io letting them know what our mod is about and to see if they’d be able to help us at all with a possible sponsorship deal. To my surprise they agreed and provided us a 10gbps capable server. This was incredible. They quite literally saved -christmas- wintermod!
Once the wintermod was updated to support ETS2 1.30, our plan was to release during a low player population time so the late night truckers who were on wouldn’t be stuck with long download times and we could fix any issues that would come up without disrupting too many. After all, we DID learn from last year, right?! Right. Let’s figure we’re seeing a peak of 10,000 players; looking at stats.truckersmp.com we can see that on a given day, the online number of players goes up by ~1,000 per hour. One would think this would mean we should expect ~1,000 downloads per hour. Wintermod is 700MB or.. ~700GB per hour. After some napkin math that means with a 10gbps connection to the internet at worst, 1,000 players downloading the wintermod should equate to a download time of 10 minutes if everyone is downloading at their max speed and the server is sending at full 10gbps. Awesome!
This is where the fun begins.
01:42 UTC. Let’s release! Only 2900 truckers were online. The download server was tuned up with all engines running. MWL4 was sleepy and I was overly excited.
We started to watch the download server and ensured that players were getting the mod correctly.. And damn fast might I add! Between 1:42 and 2:08, if you downloaded the mod, you would not be allowed into a server due to version mismatch. This was planned.
02:08 UTC. Servers are restarted. All ~1700 truckers online are kicked off. As you can see on the graph, we BARELY touched 9gbps which slowly decreased and started our true downward slope at 2:40. Awesome!
05:33 UTC. Time for bed and a tweet. Things are looking good, traffic is steady and low, well within ranges.
05:34 UTC. This is where things get hilarious. Remember that low traffic I just tweeted about? Yeah. It turns out 05:34 UTC is the exact time when virtual truckers start to wake up. Let’s look at a graph of 05:30 -> 09:00. Yikes… what’s next?
Oh yeah… truckers cap the poor server at its max 10gbps… FOR HOURS.
13:53 UTC. Time to wake up.
Always in a good mood early in the morning. :)
Yep. Solid Hours of 10gbps. Something isn’t right here..
Yeah, that number was supposed to be like.. under 10,000. As you can see from my frantic typing, it wasn’t. SO~! How do we fix this? ADD MORE SERVERS! Right?! Yeah. Let’s throw 10 servers at the problem 800mbps each. Let’s fire up csshx and get to work.
14:52 UTC. Servers ready to go. Throw em’ in rotation. A few minutes pass.. DNS propagates. We’re truckin’ now! ~17gbps!
Yeee buddy. Take that you silly bandwidth problem.
15.24 UTC. I’ve saved the day, time to go home. Wait… So.. did the CDN get everyone caught up? And now the load issue is resolved? That’s odd.. Why isn't our 10gbps server being utilized anymore? This is either really good, or really bad. Hey, that scrollbar on the side of your browser still goes down, this blogpost can’t end here, right? Right.
15:30 UTC. The Dawning. I just added 10 800mbps servers into a Round Robin cluster with a secondary static A record pointing to our 10gbps server. Why doesn’t.. Oh.. right.. We’re now serving our beefy 10gbps server 1/10th of the traffic now.. Heh.. oops. (Seriously, looking back now I feel absolutely foolish I didn’t foresee this, but no better way to learn/realize new things than trial by fire!) Now, at this point, by reasoning of deduction. We can “safely” assume that our traffic pull EASILY could have been in the range of 20-30gbps since we just 1/10th our load and our server is STILL pushing out ~ 3gbps. Yikes. Our Maximum now is below what the 10gbps server was doing.. Let’s undo this silly idea.
15:32 UTC. DNS changes take effect again, our 10gbps server is now taking most of the new requests, the CDN servers that were in rotation are finishing up the downloads going to the users who connected to them.
15:45 UTC. Stress at all time high. Options about what could work to prevent this in the future discussed. TL;DR, Have some fancy HAproxy load balanced with servers with a 302 redirect on the server taking the brunt of the requests to the fleet of weighted CDN servers (always send requests to the lowest utilized server.) But that’ll have to be after testing and research. Maybe next year.
15:46 UTC. After reading this and laughing, I realized It’s time to step away from the computer. This is a computer game where you drive trucks, I should not be letting this get me so worked up. I will let things even out on the CDN fiasco, get some food, try to relax and most importantly clear my mind.
15:49 UTC. While pouring water into my oatmeal, it strikes me. I can do the 302 trick, but it doesn’t have to be ‘high tech’ with weighted rotation. Let’s just let cloudflare do that under a different subdomain. It can’t be that easy, can it? Let’s try to offload the core_ets2mp.dll file to a single CDN server...
16:01 UTC. Eat and research.
16:05 UTC. WHAT THE HELL? 16:05 UTC. KAT YOU IDIOT! Some CDN server snuck back into the DNS rotation. GET OUTTA HERE!
16:06 UTC. Traffic beings recovering.
16:09 UTC. BEHOLD! THE POWER TO SAVE THE SNOW!
(To anyone requesting the file /files/data/core_ets2mp.dll, tell em’ to go down the road to http://downloads.ets2mp.com and find the file there.)
16:20 UTC. Reload nginx with the new config…
Mother of god.. 404mbps for one 13MB dll file..
16:?? Add a few other files to offset the load to our fleet. We’ve recovered, Sometime within here around 16:40 our load took a downward trend. We’re going to the peak of player numbers (~19:00 UTC) I think we can call this done. Disable the 302’s, let the 10gbps server do its work; shut down the 10 CDN servers.
And there we have it. Lessons have been learned. My takeaway is this: 1. There will be things that you try to plan for that will not go as expected. This is ok. The important thing is to try to remain calm as best as possible and work towards a solution. 2. Take a break once in awhile. Clearing your head to do something as silly sounding as pouring water to make oatmeal can do beneficial things. 3. Don’t be an idiot and decide to load balance uneven servers when sleepy and stressed out. 4. Simple solutions can do wonders.
I again want to thank 10gbps.io for providing the server for us that did it’s part so very well. Even though our peak load seems to have been 3x what it could handle. I also want to thank you, our players for holding out with us as we wrestled with balancing what ended up being ~7x the load than we were expecting for a 24 hour period. As of writing this, we have served out around 108,000 wintermod downloads. That’s ~82TB of data in 48 hours. Not too bad for a free mod!
If you’d REALLY like to see what the download server can do now that it’s not being abused with more than we planned, press F1 with the launcher open to clear out your local files and try to download it again! :)
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Hello and Happy Holidays!
We’re very excited to share some news with you!
First: WINTERMOD IS HERE! Following our normal winter traditions, we are allowing players to play with Frosty Winter Weather Modv 6.5 made by Grimes to use in multiplayer. Thanks again to him for allowing us to use this wonderful mod once again!
Second: We have partnered up with 10gbps.io to be able to distribute wintermod to all of our players! If you're looking for some powerful and fast servers, we suggest you to check them out!
As some of you may remember our first wintermod release, we had only one or two slow servers and it took hours and hours to download. Every year since then, our player numbers keep growing along with file sizes. This means distributing the wintermod gets harder and harder to manage (and pay for!) However, after some talks and looking around 10gbps.io has kindly provided us an extremely high speed server that will be used to bring the wintermod to everyone (and allow our devs to sleep at night knowing there won’t be any slow speeds for players.)
Info : To help with issues of headlights (since wintermod makes the sun set earlier) all players will be forced to drive with headlights enabled. If your truck moves without them on, you will be warned, then kicked from the server.
More information on this partnership (along with lots of graphs and nerdy information) will come out when we have some more usage information. But for now, enjoy the fast download speeds and snowflakes by selecting the wintermod download via the launcher.
One last thing, if you have not yet, check out the AMAZING trailer our media team created for the wintermod on our Youtube
FAQ
Q: Is there physics change? A: Currently, no, but we are deciding if we should add this.
Q: Will it snow instead of rain? A: Edited Snow effect is now built into the client. :)
Q: Where is the download server located? A: Prague, CZ @ 10gbps.io
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Hello!!
We are pleased to announce support for the latest SCS patch:
ETS2 : 1.28.1.3s [d6893b8f540b]
ATS : 1.28.1.1s [d6893b8f540b]Features:
Support for DAF Lift DLC
Support for Double Trailers.
KNOWN BUGS (Will be fixed within the next few hours with hotfixes):
* Broken Police Beacons | To Do
* Collision / Sound Remain After Truck Disappears | Investigating
* DAF Purchase Crash | Fixed
* Plates Issue | Fixed
* CB Radio Issue | Fixed
* DAF Tuning Crash | Fixed* Kicks for Double Trailer after cancelling a double job and teleporting to a garage out of Scandinavia. | Fixed
Make sure to read up on the rules. It is very important to keep the double trailers and jobs limited to Scandinavia DLC area.
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Very awesome!!
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3 minutes ago, SubVerse said:
Having more staff would be better than wasting the time setting up a server.
It's already setup -
I have unbanned you. You had a ban from 2014. It appears this was a permaban for swearing to an administrator. I hope a few years things are better now Please do refrain from swearing in-game.
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Unlocking..
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Just now, Alex [ITA] said:
I fortunately can play because I don't let download the games' updates until I press the "Downoad button" in Steam.
The lucky few! Enjoy the clear roads!
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Good Friday Truckers!!
SCS has released the Heavy Cargo Pack DLC which came with some code changes. Sadly the version bump they did is not allowing downgraded players to play the game. Our team is working to get the new patch supported so you can enjoy our mod. We're very sorry for the inconvenience, as most of the time when SCS patches the game, it's still possible to play our mod with a downgrade; but that does not work this patch.
Again, We are currently working hard to get this patch working, but until then you will not be able to play multiplayer.
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EDIT
Our friends at SCS have changed the 1_27 version on steam so it is again working with our mod!! Please downgrade your steam to `temporary_1_27` to be able to login to the mod while we work on supporting the latest.
If you need help doing this please see the guide here :
Thanks again SCS!!- 35
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If you'd like to delete all of the mod files (cleaning up wintermod) you can press F1 with the launcher open.
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1 hour ago, Killerz_Hualing said:
well..... problem is that I tried to relogin the to that servor. it says connecting servor for about 1 hr and then it says connecting failed and must restart game.
love 3k+ peeps in 1 servor but.... wont let me in
now... i can get in... 15 tries
after i got in.... i got trolled hard from pink truck dude and caused me $500k of dmg and tried to pm admin and he blocked my msgs and imposted in here to blame admin for wrong doing
$500k of damage?! What do you drive a truck of solid gold?
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Just now, ericthebeast21 said:
Oh god, watch it go down again xD
It hit 3200, I said "ok things look good" Then took a shower.. what do you think happened next? :Offline:
Now I will drive 40km.. .. Let us hope things do not start on fire!- 1
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I am AFK for 30 minutes, if the server goes down, it should be back up "soon"
US server for ATS Offline
in Solved Topics
Posted
US ETS2 Server was lagging badly for all players so it was shutdown. Sorry Due to low server populations we decided to have all ATS on one server.