#waterfall-help
1 messages · Page 28 of 1
Yeah, btw #waterfall-dev would probably be a better channel
Fallback system is extending a plugin I don't think you can do that
Only 1 class should extend Plugin
ok sry for the wrong channel and then I did misunderstand the extend
but it worked everytime
It would be weird if it worked 
i swear it worked xd
If you need access to the Plugin methods you can just create a static Plugin variable in your BSS class and initialize it on enable, or just create a getInstance method idk. There are a lot of ways (some are not recommended).
did it like this
I see some errors 
ok then i post this in #waterfall-dev and you could help me 🙂
does anyone know of a plugin to spoof my server brand i don't want people knowing it's paper and waterfall
butwhy
just cuz
🤦♀️ why? They will still be able to know if it bungee or normal server
What is waterfall supposed to do ???
I use paperMC but I don´t know what waterfall is.
waterfall is a fork of bungeecord which is a server proxy for jumping across servers
waterfall = bungeecord
Is ist different to paperMC ?
A proxy is normally for a connection
waterfall = router that connect all pc together in this case pc = minecraft server
It´s for more than one server, right ?
Basically, yes
It's a proxy, it lets you move between between individual servers vs having everybody on a single server
And there is also travertine that i never heard before
travertine for tyhose ppl that wanna use to support 1.7
Bye!
okay, Im really confused on what I am doing wrong. I am using waterfall as my proxy and paper as my server. I have the absolutely most up-to-date jar files, and I have all of the server config files set right, but I cannot get the player ips to forward. The skins load, but the paper server claims all users are joining from the actual server ip address. Any help would be greatly appreciated!!!
.g bungee setup guide
(DiscordBot) https://www.spigotmc.org/wiki/bungeecord-installation/ -- BungeeCord Installation | SpigotMC - High Performance...: "Jan 9, 2020 ... Guides to installing BungeeCord on your OS. Contents. Installing BungeeCord on Windows · Advice · Installing BungeeCord on Linux ·..."
The home of Spigot a high performance, no lag customized CraftBukkit Minecraft server API, and BungeeCord, the cloud server proxy.
thanks, but this isnt helping at all. I read through it, but its not helpful
if you had followed it correctly you wouldn't have that issue
Anyone ever had this error?:
"Kick whilst connecting to [server]: You are not allowed to log in to this server."
or does anyone know how it is triggered?
not a waterfall message
that error likely came from something installed on your server
Odd
error in console
travertine
I couldn't find another room that says travertine xd
smells like plugin issue
Heyo guys, Im having some trouble setting up waterfall.
Im trying to get it to run on SpongeForge on my modpack server, but im not sure where its sending any config files, and none of the commands in the console like are registering as valid commands
er
waterfall is a proxy
config files for the proxy will be in whatever folder you ran the proxy in
individual servers, etc, still work as individual servers
oah, i was being stupid, sorry. Pretty new to this xD
What is the best way to use someone else's patch in your project?
Waterfall disables the bungeecord mcstats integration?
ye
mcstats bork
is there a version of travertine with 1.16 snapshot support?
not officially, tho
ok
with that though, you just solved a major headache for me
is there a precompiled version or do i need to compile myself? just asking before doing so
ill just compile it in myself, ill add to it anyways
l
Hi all, I have some questions regarding Waterfall + PaperMC and connecting to a Forge (FTB Revelation) server. I currently have everything hosted on a dedicated server, and am trying to connect all my servers through Waterfall. I have Waterfall + the Hub/Lobby and another vanilla PaperMC world working perfectly fine, but I cannot access the Forge world via /server [server] no matter what I try. Below I'll list exactly what my current setup looks like.
Hub
FTBRev
Pixelmon (currently just a clone of Hub for testing /server joining)```
That's the structure so far. I can connect to the Hub world through both vanilla clients and Forge modded clients (which took me researching to find a fix through the git, which required me to add the java argument "-Dpaper.disableChannelLimit=true" to the run.sh) with no issue. I can use /glist to see other players, I can use /server to list servers accessible, I can use all commands a normal player can. When running the Pixelmon server (again, clone of Hub), I can use /server Pixelmon and it will successfully transfer me to that server.
The problem comes in when I try to join the FTBRev server through Waterfall/Hub. I am using FTB Revelation 3.2.0 Server pack (downloaded directly from the FTB Launcher), and the 3.2.0 client modpack (again downloaded via FTB Launcher) to connect. Connection to the Hub works fine; all the commands above work the same. Trying to switch to FTBRev using /server FTBRev does not work. No message is posted into the in-game console, but when I look at my consoles for Waterfall and FTBRev, I get these two results:
Waterfall
[01:01:41] [Netty Worker IO Thread #1/INFO]: [Korinthian90|/71.61.24.69:50975] <-> ServerConnector [FTBRev] has disconnected```
**FTBRev**
```[01:01:41] [Netty Epoll Server IO #1/INFO] [neid]: Patching class: "net.minecraft.network.play.server.SPacketBlockAction" with Transformer Group: "TransformerGroupBlockHardcoredConstants"```
Here are the (almost) full logs from Waterfall and FTB Revelation:
Waterfall: https://pastebin.com/tThWjVxn
FTB Revelation: https://pastebin.com/D4P02sus (the full log was too large to put in pastebin, so I grabbed the section after the world goes live, and down to the Netty Epoll entry)
Here are the configs for both servers as well:
Waterfall: https://pastebin.com/Di6ELNGY
FTB Revelation: https://pastebin.com/21reJnZy
I feel like I'm missing something very basic, but I can't for the life of me figure out what it is. Apologies if this is the wrong place to ask (since the issue seems to be the Forge server), but I'm pretty fresh to this kind of stuff and didn't know where else to turn. Thanks in advance for any support!
try connecting directly to the forge server instead of going through a lobby
some mod (packs) seem to have issues when not directly connecting to a forge server
I have connected to the sever directly (turned it back to online_mode=true) and it works connecting directly to it. But I'd really like to use the Lobby to transfer people there; if it's not possible, though, is there a way to force Waterfall to connect Forge users directly to the Forge server instead of to the main Hub/Lobby?
Basically just wanting to have 1 IP/port that people need to add as a server,. and have Waterfall take care of the rest. I'd hate to have to set up the FTB Revelation server as its own thing separate from Waterfall and the Hub.
I mean connecting directly to it through your proxy
either by using a plugin or a forced host setting
if you really want a lobby then you might have some luck setting up a second one for your modpack users using a modded server
Could you expand on the forced_host part a little bit? I'm trying to understand how exactly I'd set that up, and I'm looking at the config, but I'm not entirely sure how to go about writing it in. This came default in the config
pvp.md-5.net: pvp```
I imagine I would another entry there with [host]: FTBRev based on my naming, but in the host section - would I put [serverIP]:[port that FTBRev is on]?
hostname is what the user types into the box on the client
server name is what's in the config for that server
Does Waterfall support vanilla Minecraft servers?
Like could i hook up my vanilla Minecraft server to Waterfall?
.g vanillacord
(DiscordBot) https://www.spigotmc.org/resources/vanillacord.952/ -- VanillaCord | SpigotMC - High Performance Minecraft: "VanillaCord. A patcher for vanilla to allow for bungeecord's ip-forwarding. Usage: java -jar vanillacord.jar <minecraft version> The patched jar ..."
Is there some sort of parameter that can help with high memory usage? Uptime of 24 hours and my memory is almost at 100% on my proxy due to constant connections (possible attack) but just wanting to know if there is some sort of parameter to help in a way?
Alright, so some sort of GC flag can possibly help take off the memory usage overtime?
and like...if you think something is spamming connections you should probably look at fixing the cause instead of trying to fix the symptoms
Just a simple bot attack on the network at times, and constant connections of legit players joining.
alternative to vanillacord is FabricProxy and Fabric
waterfall for 1.7.10 exists?
travertine
link?
guys what is this error
[15:17:15 WARN] [io.netty.util.internal.MacAddressUtil]: Failed to find a usable hardware address from the network interfaces; using random bytes: 87:3e:54:54:aa:2a:30:0b
please help
ok but my server minecraft don't work
nothing to do with that warning
when i put server address in minecraft it isn't
inb4 openvz
Sorry
Is there some technical explaination of the disable_entity_metadata_rewrite function? I want to know the possible interaction between this and tablist functionality.
disabling that basically resends a join packet to the client, making it act as if it's joining a new server and refreshes lots of entity state, etc
relevance there is that likely the plugin relies on us not refreshing all of that client data
Sounds like it can't hurt to turn it into true. Does it also refresh/clear scoreboard teams ?
yes
at least, pretty sure it does
It resets a lot of the clients state due to the nature of what the packet does on the client
Ok, thanks for that. The problem I'm facing is that somehow 1 player got himself on top of the tab list despite sorting by the tab plugin which does not even make use of the scoreboard. No errors what so ever. Still figuring out what might have happened.
Why waterfall (java process with 400m) needs that much of cpu 🤔
it's a proxy pooping packets around
beyond that, really boils down to what you've got installed on it
use a sampler or something
oh no
I tryed using spark, but i'm getting 100% on everything
I will try giving more ram (and update spark to newest version)
And still everything uses 100% https://sparkprofiler.github.io/#tVt4009UAG
On spark
well, yea...
Threads which are running are always doing something
be that actually doing something or sleeping
snapshots are unsupported
It changed a field in the login success packet from being a string with hyphens to being a fixed length int array
if you're actually dev'ing yourself, you need to change how you read that field based on the protocol version
I know
protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java
would it be there?
I'm trying to fix it but I'm not sure how
I know I need to change something from an string to an int array
go look at how they read it it vanilla?
Probs just some bit shifting to move the things into place, not looked
there are projects like yarn which map the server
they track protocol changes
I'm familiar with the site
Without looking at source, best I can do is piss in the wind to guess the impl of what's needed
this field contains the UUID as a string with hyphens a fixed length int array
you're saying that's not enough info to make a fix?
no
Once again
Best I can do is take a piss into the wind as opposed to their impl
it's gonna be hours if I try to get yarn working and find the right class and everything
😐
it's just one simple change
the array will have 4 entries
the 1st part, the 2nd part, the 3rd part, and the 4th part of the uuid
Dunno if this would be helpful for you or not
is that a picture for ants?
Pretty sure this was extracted from the server code with yarn mappings. Don't remember where I found this tho
is that in 20w12a?
It was from when they first introduced the new uuid changes to be an int array
I've not looked
because I don't feel so good and am working on stuff which actually pays me
public void read(PacketByteBuf buf) throws IOException {
int[] is = new int[4];
for(int i = 0; i < is.length; ++i) {
is[i] = buf.readInt();
}
UUID uUID = DynamicSerializableUuid.method_26276(is);
String string = buf.readString(16);
this.profile = new GameProfile(uUID, string);
}
public void write(PacketByteBuf buf) throws IOException {
int[] var2 = DynamicSerializableUuid.method_26275(this.profile.getId());
int var3 = var2.length;
for(int var4 = 0; var4 < var3; ++var4) {
int i = var2[var4];
buf.writeInt(i);
}
buf.writeString(this.profile.getName());
}
from the fabric packet class
@reef fulcrum Now you can see the source?
no need to ping him
sorry
package net.md_5.bungee.protocol.packet;
import io.netty.buffer.ByteBuf;
import lombok.AllArgsConstructor;
import lombok.Data;
import lombok.EqualsAndHashCode;
import lombok.NoArgsConstructor;
import net.md_5.bungee.protocol.AbstractPacketHandler;
import net.md_5.bungee.protocol.DefinedPacket;
import net.md_5.bungee.protocol.ProtocolConstants;
@Data
@NoArgsConstructor
@AllArgsConstructor
@EqualsAndHashCode(callSuper = false)
public class LoginSuccess extends DefinedPacket
{
private String uuid;
private String username;
@Override
public void read(ByteBuf buf)
{
if ( protocolVersion >= ProtocolConstants.MINECRAFT_1_16 )
{
// Fixed length int array of uuid stuff
}
else
{
uuid = readString( buf );
}
username = readString( buf );
}
@Override
public void write(ByteBuf buf)
{
if ( protocolVersion >= ProtocolConstants.MINECRAFT_1_16 )
{
// Fixed length int array of uuid stuff
}
else
{
writeString( uuid, buf );
}
writeString( username, buf );
}
@Override
public void handle(AbstractPacketHandler handler) throws Exception
{
handler.handle( this );
}
}```
What do I replace the comments with to get 20w12a working?
you posted the working code few messages above... just adapt it to bungee
it's not hard
we're not going to spoonfeed you
luckily vanilla minecraft uses netty as well so you have exact netty bytebuf methods available
gotta point out for sure :)))
public void read(ByteBuf buf)
{
if ( protocolVersion >= ProtocolConstants.MINECRAFT_1_16 )
{
// Fixed length int array of uuid stuff
int[] uuid = new int[4];
for(int i = 0; i < uuid.length; ++i) {
uuid[i] = buf.readInt();
}
}
else
{
uuid = readString( buf );
}
username = readString( buf );
}
close to right?
(on the read part)
compare and see
srsly with the names...
what?
everyone keeps putting a z in front of their name
are you all trying to be the last one on the list?
yes, but that answer doesn't help you to write working code tbh
how redirect every login to one server?
enable the force default server config option
and where define?
in the config
i dont have any config for define default force
then you are looking at the wrong place
it's the first in the priorities list
I have this so far:
package net.md_5.bungee.protocol.packet;
import io.netty.buffer.ByteBuf;
import lombok.AllArgsConstructor;
import lombok.Data;
import lombok.EqualsAndHashCode;
import lombok.NoArgsConstructor;
import net.md_5.bungee.protocol.AbstractPacketHandler;
import net.md_5.bungee.protocol.DefinedPacket;
import net.md_5.bungee.protocol.ProtocolConstants;
@Data
@NoArgsConstructor
@AllArgsConstructor
@EqualsAndHashCode(callSuper = false)
public class LoginSuccess extends DefinedPacket
{
private String uuid;
private String username;
@Override
public void read(ByteBuf buf)
{
if ( protocolVersion >= ProtocolConstants.MINECRAFT_1_16 )
{
// Fixed length int array of uuid stuff
int[] uuidIntArray = new int[4];
for(int i = 0; i < uuidIntArray.length; ++i) {
uuidIntArray[i] = buf.readInt();
}
}
else
{
uuid = readString( buf );
}
username = readString( buf );
}
@Override
public void write(ByteBuf buf)
{
if ( protocolVersion >= ProtocolConstants.MINECRAFT_1_16 )
{
// Fixed length int array of uuid stuff
}
else
{
writeString( uuid, buf );
}
writeString( username, buf );
}
@Override
public void handle(AbstractPacketHandler handler) throws Exception
{
handler.handle( this );
}
}
compared to ```java
public void read(PacketByteBuf buf) throws IOException {
int[] is = new int[4];
for(int i = 0; i < is.length; ++i) {
is[i] = buf.readInt();
}
UUID uUID = DynamicSerializableUuid.method_26276(is);
String string = buf.readString(16);
this.profile = new GameProfile(uUID, string);
}
public void write(PacketByteBuf buf) throws IOException {
int[] var2 = DynamicSerializableUuid.method_26275(this.profile.getId());
int var3 = var2.length;
for(int var4 = 0; var4 < var3; ++var4) {
int i = var2[var4];
buf.writeInt(i);
}
buf.writeString(this.profile.getName());
}
from the fabric packet class
I need UUID uUID = DynamicSerializableUuid.method_26276(is);, but that is from Minecraft
what do I do?
use some logic
uuid can be packed as 2 longs
msb and lsb
now you also take msb and lsb from those two longs
and bam
you have two integers
err four i mean
reverse the logic
you'll have uuid
.g msb lsb
(DiscordBot) https://en.wikipedia.org/wiki/Bit_numbering -- Bit numbering - Wikipedia: "The MSB in an 8-bit binary number represents a value of 128 decimal. The LSB represents a value of 1. In computing, the least significant bit (LSB)..."
In computing, bit numbering (or sometimes bit endianness) is the convention used to identify the bit positions in a binary number or a container of such a value. The bit number starts with zero and is incremented by one for each subsequent bit position.
most significant bits, least significant bits
logic got me to setup yarn and enigma to decompile Minecraft and find that class
i mean if that's easier for you then go for it
and enigma ran my pc out of memory and it froze until I forced killed it
😐
uh...
I was asking how to do this in code.
[1:04 AM] zzikroskeem: we're not going to spoonfeed you
not take the msb and lsb, pack this together into a long and bam you have a uuid
it's not spoonfeeding?
it is lmao
I was asking how to get DynamicSerializableUuid.method_26276(is);
.g stackoverflow combine int lsb and msb to long
in BungeeCord
(phoenix616) https://stackoverflow.com/questions/8258398/c-how-to-combine-two-signed-8-bit-numbers-to-a-16-bit-short-unexplainable-res -- C++ How to combine two signed 8 Bit numbers to a 16 Bit...: "Your lsb in this case contains 0xfff3. When you OR it with 1 << 8 nothing changes because there is already a 1 in that bit position. Try short ..."
that's literally the way how minecraft does it
if you eventually get to decompiling the vanilla codebase then you'll see that i was right about it
programming is about describing logic after all, not... some halfassed copypasting from stackoverflow & other projects & praying that shit you threw together actually starts working
bitwise operations work the same way
/*
Decompiled with CFR <Could not determine version>.
Could not load the following classes:
com.mojang.datafixers.Dynamic
com.mojang.datafixers.types.DynamicOps
*/
package net.minecraft.util.dynamic;
import com.mojang.datafixers.Dynamic;
import com.mojang.datafixers.types.DynamicOps;
import java.util.Arrays;
import java.util.UUID;
import net.minecraft.util.dynamic.DynamicSerializable;
public final class DynamicSerializableUuid
implements DynamicSerializable
{
private final UUID uuid;
public DynamicSerializableUuid(UUID uUID) {
this.uuid = uUID;
}
public UUID getUuid() {
return this.uuid;
}
@Override
public <T> T serialize(DynamicOps<T> dynamicOps) {
return (T)dynamicOps.createIntList(Arrays.stream(DynamicSerializableUuid.method_26275(this.uuid)));
}
public static DynamicSerializableUuid of(Dynamic<?> dynamic) {
int[] is = dynamic.asIntStream().toArray();
if (is.length != 4) {
throw new IllegalArgumentException("Could not read UUID. Expected int-array of length 4, got " + is.length + ".");
}
return new DynamicSerializableUuid(DynamicSerializableUuid.method_26276(is));
}
public String toString() {
return this.uuid.toString();
}
public static UUID method_26276(int[] is) {
return new UUID((long)is[0] << 32 | (long)is[1] & 0xFFFFFFFFL, (long)is[2] << 32 | (long)is[3] & 0xFFFFFFFFL);
}
public static int[] method_26275(UUID uUID) {
long l = uUID.getMostSignificantBits();
long m = uUID.getLeastSignificantBits();
return DynamicSerializableUuid.method_26274(l, m);
}
public static int[] method_26274(long l, long m) {
return new int[]{(int)(l >> 32), (int)l, (int)(m >> 32), (int)m};
}
}
that?
I finally just used enigma to decompile an individual class instead of exporting sources (causing ram overload)
in turn that depends on more classes
😐
UUID uuid = new UUID((long)buf.readInt() << 32 | (long)buf.readInt() & 0xFFFFFFFFL, (long)buf.readInt() << 32 | (long)buf.readInt() & 0xFFFFFFFFL);
why are you not using mojang's obfuscation mappings?
.g DecompilerMC github
(phoenix616) https://github.com/hube12/DecompilerMC -- hube12/DecompilerMC: This repository allows you to ... -...: "... you just need to run once the version via the minecraft launcher and that's it! Thanks mojang to have published proguard mappings -..."
way easier to read
congrats, leymooo spoonfed you
omg
I forgot about that
thanks Leymooo
that is what I was asking for...
but how did you smash that big class into one line?!?
yeah...
public void read(ByteBuf buf)
{
if ( protocolVersion >= ProtocolConstants.MINECRAFT_1_16 )
{
// Fixed length int array of uuid stuff
int[] uuidIntArray = new int[4];
for(int i = 0; i < uuidIntArray.length; ++i) {
uuidIntArray[i] = buf.readInt();
}
UUID uuid = new UUID((long)buf.readInt() << 32 | (long)buf.readInt() & 0xFFFFFFFFL, (long)buf.readInt() << 32 | (long)buf.readInt() & 0xFFFFFFFFL);
String string = buf.readString(16);
this.profile = new GameProfile(uUID, string);
}
else
{
uuid = readString( buf );
}
username = readString( buf );
}```
looks about right...
int[] uuidIntArray = new int[4];
for(int i = 0; i < uuidIntArray.length; ++i) {
uuidIntArray[i] = buf.readInt();
}
you dont need this code
or replace buf.readInt() with uuidIntArray[index]
so I still need it, but like that?
oh fuck
I was just trying to do it based off of the vanilla code
whoops
🤦♂️
that is wrong
yeah let's just write whole codebase for him for free
because that's what he basically wants here
wait, you literally told me replace buf.readInt() with uuidIntArray[index]
here
.g oracle java nuts and bolts
(phoenix616) https://docs.oracle.com/javase/tutorial/java/nutsandbolts/index.html -- Lesson: Language Basics (The Java™ Tutorials > Learning the...: "The Java Tutorials have been written for JDK 8. Examples and practices described in this page don't take advantage of improvements introduced in..."
This beginner Java tutorial describes fundamentals of programming in the Java programming language
runs
oh...
so I can either replace buf.readInt() with uuidIntArray[index] or remove:
int[] uuidIntArray = new int[4];
for(int i = 0; i < uuidIntArray.length; ++i) {
uuidIntArray[i] = buf.readInt();
}```
that's basically what you were saying?
yes
yeah holy shit
that would of taken me 5 hours to figure out...
as I probably said before, I am pretty limited in my knowledge of java
XD
or thinking overall
Thank you!

(he probably doesn't want to get bothered with the issue anymore)
well he can't use your code anyways so I guess it's just ¯_(ツ)_/¯
every heard of copyright? xD
sues you: YOU STOLE MY 10 LINES OF CODE!
companies have been sued for less ¯_(ツ)_/¯
otherwise you'll get DMCA'd :~)
there is no license on the file
that means it's ARR by default
booya
technically it doesn't even need the name, lol
well, another user did the uuid = new UUID((long)buf.readInt() << 32 | (long)buf.readInt() & 0xFFFFFFFFL, (long)buf.readInt() << 32 | (long)buf.readInt() & 0xFFFFFFFFL).toString();
so you can't copywrite that
that's not how copyright works either
UUID theUUID = UUID.fromString(this.uuid);
long l = theUUID.getMostSignificantBits();
long m = theUUID.getLeastSignificantBits();
buf.writeInt((int)(l >> 32));
buf.writeInt((int)l);
buf.writeInt((int)(m >> 32))
buf.writeInt((int)m);```
the work is protected by copyright, not any particular line
do you think people could copywrite this:
var foo = bar
this is like, 40 bytes of information
no...
yes they could
no they couldn't...
hmb while i'll also apply patents
lmao
actually not, probably will get beaten to death by somebody some day
alright, I'll rewrite it using it as a guideline
lmao
then it won't be copywrited
lmao "An AACS encryption key (09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0) that came to prominence in May 2007 is an example of a number claimed to be a secret, and whose publication or inappropriate possession is claimed to be illegal in the United States."
inb4 paper discord getting deleted for publishing an illegal number
yeet
but do you also understand how that code works?
yeah
CMON
[ERROR] COMPILATION ERROR :
[INFO] -------------------------------------------------------------
[ERROR] /home/travis/build/hypercubemc-github/HyperFall/HyperFall-Proxy/protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java:[25,12] cannot find symbol
symbol: variable protocolVersion
location: class net.md_5.bungee.protocol.packet.LoginSuccess
[ERROR] /home/travis/build/hypercubemc-github/HyperFall/HyperFall-Proxy/protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java:[27,20] cannot find symbol
symbol: class UUID
location: class net.md_5.bungee.protocol.packet.LoginSuccess
[ERROR] /home/travis/build/hypercubemc-github/HyperFall/HyperFall-Proxy/protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java:[39,12] cannot find symbol
symbol: variable protocolVersion
location: class net.md_5.bungee.protocol.packet.LoginSuccess
[ERROR] /home/travis/build/hypercubemc-github/HyperFall/HyperFall-Proxy/protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java:[41,9] cannot find symbol
symbol: class UUID
location: class net.md_5.bungee.protocol.packet.LoginSuccess
[ERROR] /home/travis/build/hypercubemc-github/HyperFall/HyperFall-Proxy/protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java:[41,24] cannot find symbol
symbol: variable UUID
location: class net.md_5.bungee.protocol.packet.LoginSuccess
[INFO] 5 errors
[INFO] -------------------------------------------------------------
[INFO] ------------------------------------------------------------------------```
this time I know what the problem is
I need to include ProtocolConstants.Direction direction, int protocolVersion in public void read and public void write
🙂
So I do, XD.
what...
[ERROR] COMPILATION ERROR :
[INFO] -------------------------------------------------------------
[ERROR] /home/travis/build/hypercubemc-github/HyperFall/HyperFall-Proxy/protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java:[27,20] cannot find symbol
symbol: class UUID
location: class net.md_5.bungee.protocol.packet.LoginSuccess
[ERROR] /home/travis/build/hypercubemc-github/HyperFall/HyperFall-Proxy/protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java:[41,9] cannot find symbol
symbol: class UUID
location: class net.md_5.bungee.protocol.packet.LoginSuccess
[ERROR] /home/travis/build/hypercubemc-github/HyperFall/HyperFall-Proxy/protocol/src/main/java/net/md_5/bungee/protocol/packet/LoginSuccess.java:[41,24] cannot find symbol
symbol: variable UUID
location: class net.md_5.bungee.protocol.packet.LoginSuccess
[INFO] 3 errors ```
I needed
import java.util.Arrays;
import java.util.UUID;
Finally it built!
Still doesn't work though 😐
Just updated packet ids.
[21:41:22 INFO]: [Justsnoopy30|/127.0.0.1:58906] <-> ServerConnector [snapshot] has connected
[21:41:22 INFO] [BungeeChat]: JOIN > snapshot > Justsnoopy30: Justsnoopy30 has joined the network!
[21:41:22 ERROR]: [/127.0.0.1:58906|Justsnoopy30] <-> DownstreamBridge <-> [snapshot] - encountered exception
net.md_5.bungee.protocol.BadPacketException: No more bytes reading varint
[21:41:22 INFO]: [Justsnoopy30] disconnected with: The server you were previously on went down, you have been connected to a fallback server
[21:41:22 INFO] [BungeeChat]: LEAVE > snapshot > Justsnoopy30: Justsnoopy30 has left the network!
[21:41:23 INFO]: [/127.0.0.1:58906|Justsnoopy30] -> UpstreamBridge has disconnected
[21:41:23 INFO]: [/127.0.0.1:58906|Justsnoopy30] <-> DownstreamBridge <-> [snapshot] has disconnected```
Don't know what that's about...
Anyone know what the problem is here?
net.md_5.bungee.protocol.BadPacketException: No more bytes reading varint
bruh
WHERE
there's no pointer to where it's happening
also
In https://wiki.vg/Pre-release_protocol#Packets, not all of those are in Protocol.java
where are the ones that aren't in protocol.java?
Did you update the metadata handling?
wdym metadata handling?
I updated the uuid format in LoginSuccess
and I updated the packet ids (the ones that were there, not all of them were there) in Protocol.java
the entity metadata rewriting
oh
now go update all the other stuff that needs updating
EntityMap?
runs
lol
entitymap?
yes
uh, so the arrow no longer contains the field for the shooter UUID 

😐
A few weren't in the entity map
or protocol.java
Update Health
Set Experience
and Spawn Position
why?
only packets that need to be rewritten are, well, rewritten
you'll need to figure out which ones that are
make it work?
you need to make whatever changes need to be made for it to work
if you fixed the protocol mappings and the entity metadata, i'd imagine it would work
We don't provide support for this type of stuff
it goes from "1 quick Q" to hand holding
I mean if you think you are finished then congratz, it'll work now! :P
I am starting it to see...
Seriously?
Not working.
[10:03:58 INFO]: [Justsnoopy30] disconnected with: The server you were previously on went down, you have been connected to a fallback server
No error, no nothing.
well then check out what went wrong?
I see the sun for a split second and then I'm kicked.
There's no error at all.
that is literally all it says.
btw. I'm not sure how all this fits intot he help channel, lol
if you don't know how to debug software then you should either learn that or stop trying
no idea, I'm not a mod ¯_(ツ)_/¯
16:07:07 phoenix616| if you don't know how to debug software then you should either learn that or stop trying
I know how to debug software
but I don't know how to debug software when there's nothing to debug
nah, you think you know it
which is wrong
at least set some breakpoints at the correct locations or put a packet filterer in between to see what data gets send that way
Any idea what is causing this?: https://pastebin.com/NrL4zbZr
it wont let anyone join
uh.. pardon me if this is entirely the wrong place, but I'm looking for a way to have waterfall handle a max amount of players pr server its connected to, either natively or with a plugin. Anyone that can point me in the right direction pretty please? 🙂 Or if its better to have a max number on each server, and use essentialsx to allow admins to connect on top of that, becouse thats also a wanted feature.
guys i downloaded the jar but i don't know what to write in the start.bat file
anyone helping me?
just start it like bungee
sure, you might want to set the max memory though
.paste
Please paste large logs to a pastebin: https://paste.gg
Sh*t, I was attacked today, my waterfall log has 500MB :/ Here is the part of it: https://pastebin.com/WWgxzvEd
Help, whats going on?
turn off query
It's so simple?
my server crashes 5 times a day and stays down for 10min
skyblock error: https://pastebin.com/MQsidcms
survival error: https://pastebin.com/cDpUCRh5
bungee/waterfall error: https://pastebin.com/MgrThpzJ
thanks in advance
these look like two unrelated errors to me
ok, well, if your dns really times out then maybe it's related
fix your network I guess
the datacenter checked nothing wrong with the dedicated itself
In config.yml what's the difference with player_limit and max_players?
guys what can i do in the waterfall.yml file?
no u
Its The config
and what can i config there?
use_netty_dns_resolver: true
disable_entity_metadata_rewrite: true
disable_modern_tab_limiter: true
log_initial_handler_connections: false
throttling:
tab_complete: 1000
game_version: ''
you can configure those
Yes, I understood that. But what they change?
leave it
if you don't know what stuff does, just no touchy
currently no docs as I've not had the time to redo them, but, most stuff in there is self explanitory or technical
Anyone know of a way to limit how many people can join my network per 10 sec? or some kind of queue so they don't join at the same time?
i think there's a plugin for that
most queue plugins seem really bad :/
Anyone ever come across a reasonable way to send commands to other servers under waterfall (1.15.2)? Ie. run command on server A and have it passed on to server B?
redis
lots of different way to do that in a plugin or even just a log reading script xD
redis offers both, a key value storage that can be used like a database as well as a pub-sub-messaging system
unless you already have redis running you'll want to just use a dedicated messaging system though
am I understanding correctly that the process is essentially sending the command to an external db then somehow the other server knows to pull the command out and run it?
no, you use a messaging system. continously checking a database would be wasted time and energy
That's what I figured 😅 I think this is likely over my head currently! I assume there isn't anything more straight forward? Not against setting up a redis db but I'm mostly surprised there isn't something out there that just does this and nothing else (it seems like redisbungee does a bunch of other things?)
I'm pretty sure there are tons of plugins already made with that goal using different methods
Oh, is there something I should be looking for then? Everything I've found is either very old, sounds sketchy or is just more confused people asking the same question lol
old doesn't mean non-working. the api didn't really change there
beyond that I can't really tell you what to look for. I tend to make these kind of plugins myself xD
oh, that makes sense, I just assume everything changes every version ;-;
Really what I would love is a generic way to pass any command between servers. Started with wanting to be able to send rewards to a survival server from a pvp server, but would be nice to be able to handle announcements and other simple commands (without writing something custom for them all, you know?)
at any rate, thank you kind suspicious bot/human hybrid!!
no it's an ai
Is a picture of a Minecraft waterfall the official logo for waterfall?
Is that a modified world? Can I have the seed otherwise because it's so cool

Started getting some issues on my server, probably not related to bungee but it's network related? 🤔
Basically every 10-20 min, the server will suddenly be unable to contact the database (hosted on another machine)
Coreprotect: java.net.ConnectException: Network is unreachable
Litebans: java.sql.SQLTransientConnectionException: litebans-pool - Connection is not available, request timed out after 30000ms.
Caused by: java.net.SocketTimeoutException: Read timed out
And it will freeze the server for a good amount of time, everyone gets kicked to lobby ofcourse and then it goes back to normal again.
I haven't changed anything with the database or firewall lately, just started happening
So a long time ago I noticed that some configurations of Bungee/Waterfall + ViaVersion would make the player "instantly" join, without any other plugins.
But now Five made a proxy that support snapshots and the "bug" resurfaced, but this time with no Via on Bungee.
If anyone has any idea why this happens and if it could be integrated into actually Waterfall that would be nice:
https://posili.me/i/2020-03-21_11-55-16.webm
who's 'Five'
Five#0001.
He is also here. You can tag him if you want.
I'm sure he wouldn't mind after getting tagged like 30 times yesterday.
on travertine getting this when i launch: https://i.imgur.com/eEa2B0N.png
oh
now im getting this https://i.imgur.com/fpBBgyR.png
please help
you probably did some yaml syntax errors in your bungeecord config
send your entire config
what line
yeah I noticed that's the error
that has nothing to do with the config issues
something is clearly wrong on your side, perhaps misconfiguration?
with the server?
isn't the ip on port :11111?
... it seems like you haven't read any bungeecord documentation at all anyway
to use a proxy, you must always connect through it
https://www.spigotmc.org/wiki/bungeecord-installation/#wikiPage and https://www.spigotmc.org/wiki/bungeecord-configuration-guide/
The home of Spigot a high performance, no lag customized CraftBukkit Minecraft server API, and BungeeCord, the cloud server proxy.
The home of Spigot a high performance, no lag customized CraftBukkit Minecraft server API, and BungeeCord, the cloud server proxy.
wrong viper, it isn't configured by query port
?
the address(es) where proxy will listen will be determined by listeners[n].host option
english?
yeah my bad, they were the same anyway
i can send u my spigot server config as well idk what ive done wrong
is the proxy on a VPS/Dedicated server?
im hosting it all locally
still seems like you've not gone through the documentation properly
idk, am off for now
please i need this up today
lol
should proxy protocal be true
its function is explained in the doc.
its not something you'd want to change usually
Description: This allows the server to support the HAProxy PROXY protocol. Most users shouldn't need to enable this
tf does that mean
so the port that i connect to is query or host
host
(DiscordBot) https://en.wikipedia.org/wiki/0.0.0.0 -- 0.0.0.0 - Wikipedia: "In the Internet Protocol Version 4, the address 0.0.0.0 is a non-routable meta-address used to designate an invalid, unknown or non-applicable target."
In the Internet Protocol Version 4, the address 0.0.0.0 is a non-routable meta-address used to designate an invalid, unknown or non-applicable target. This address is assigned specific meanings in a number of contexts, such as on clients or on servers.
are people trying to access your localhost proxy from outside ?
i want other people from other countries to be able to connect
not a good idea, anyway you might want to configure your router's firewall
are you connecting from the same machine the server is hosted on?
yes for testing
lol then use local addreess
Im sorry I have to go now,
do not ping dude...
you can literally setup join priorities from the config
ye it goes to lobby
so why the hell is it not logging in
[12:20:59 WARN]: Forced host server pvp is not defined
AAAAAAAAAH
this frustrates me
its just LOGGING IN
can ANYONE
help me
you're not entitled to help
if you need quick help then put up a request on spigot forums and for some money someone might configure everything for you over idk teamviewer or something

where did you get that emoji mikroskeem
if there is nothing in the proxy logs, you're not connecting to the proxy
either that or you're having issues with your firewall setup, etc
how do i connect the proxy
connect to the proxies IP/port like you'd connect to any other server
i am
host: 0.0.0.0:11111 query port: 11111 address: 127.0.0.1:25565
and on the spigot the ip = 127.0.0.1 and port is 25565
if you're connecting to the :11111 address in your client, god knows
that falls into network setup issues
surely not as im connecting to 127.0.0.1:11111
so it cant be firewall
what's the next step
want my config?
no, nothing to do with your config
This is basically not a waterfall issue at this point
best advice would be maybe check the client logs
ill try another client
on blc it just does this https://i.imgur.com/K8nH7wX.png
instantly
also it doesnt ping either
i think i found it https://i.imgur.com/h39LB6a.png
is that like AV firewall?
i disabled it and now it just goes back to disconeccted again
I didn't have any issue when self hosting from a small dedi I had at home running Kubuntu, pretty sure this is not a waterfall issue

nope not that eaither
The firewall should not matter if you're making local connection from the same machine
ill just try restart my pc
nope
anyone want to ss me this is really annoying now
do i need a host server?
[13:24:02 WARN]: Forced host server pvp is not defined
that's not an issue
i cant see any issue. no errors ts so ANNOYING
your issue is basically outside of the realms of this channel
We can't provide support for broken network setups, etc
I've also told you to check your client logs, which you've seemingly not done, so 🤷♂️
Hello I will pay $ 5 for waterfall correction
read the bungeecord config page
This is not the place to hire people
if you have a question, etc, just ask it
I'm interested in waterfall with good anticrash
There are apparently forks which bodge/fix a few issues, can't vouche for them as they're all closed source BS, but 🤷♂️
No
there is nothing in my client log
2020/03/21 13:39:54:233 Update for version 2.12.0 is not available (latest version: 2.12.0, downgrade is disallowed).
2020/03/21 13:39:54:235 autoUpdater update-not-available received, sending update-not-available to active window.
2020/03/21 13:39:54:237 update-not-available sent to active window.
Doesn't look like a client log in any capacity
Hello I will pay $ 5 for waterfall correction fix anticrash and so on
If you think $5 even begins to compensate the amount of time needed to fix and test app that, you're sorely mistaken
Cat but 5$ is 5$
this is so stupid
there is nothing on the logs
FOUND
logs
[13:43:04] [Client thread/INFO]: Connecting to 127.0.0.1, 11111
[13:43:04] [Client thread/INFO]: Vanilla configuration was normalized!
[13:43:04] [Client thread/INFO]: Connecting to 127.0.0.1, 11111
[13:43:04] [Client thread/INFO]: Connecting to 127.0.0.1, 11111
[13:43:04] [Client thread/INFO]: Connecting to 127.0.0.1, 11111
[13:43:05] [Client thread/INFO]: Connecting to 127.0.0.1, 11111
[13:43:05] [Client thread/INFO]: Worker done, connecting to 127.0.0.1, 11111
[13:40:20] [Client thread/ERROR]: Can't ping 127.0.0.1:11111: Disconnected
[13:41:15] [Client thread/INFO]: -- Start Memory Debug --Interval: 1584798075558
[13:41:15] [Client thread/INFO]: Max: 6308233216 (6308.233216MB)
[13:41:15] [Client thread/INFO]: Total: 570425344 (570.425344MB)
[13:41:15] [Client thread/INFO]: Free: 314004208 (314.004208MB)
[13:41:15] [Client thread/INFO]: -- End Memory Debug --Interval: 1584798075558
[13:42:15] [Client thread/INFO]: -- Start Memory Debug --Interval: 1584798135591
[13:42:15] [Client thread/INFO]: Max: 6308233216 (6308.233216MB)
[13:42:15] [Client thread/INFO]: Total: 570425344 (570.425344MB)
[13:42:15] [Client thread/INFO]: Free: 347607296 (347.607296MB)
[13:42:15] [Client thread/INFO]: -- End Memory Debug --Interval: 1584798135591
@reef fulcrum
@reef fulcrum
.rekt
☑ The Rekt Prince of Bel-Air
[2:57 PM] TheViperShow: where did you get that emoji mikroskeem
there's some site for discord emotes
really?
Are you welcome to help me out at the waterfall?
.ask
If you have a question, please just ask it. Don't look for staff or topic experts. Don't ask to ask or ask if people are awake or available. Just ask the question to the channel straight out, and wait patiently for a reply.
Yes but there are 100 200 players running on my server and everyone preferred waterfall
My server is running 100-200 and I'm wondering what protection it needs from the waterfall
I suggest not going too near to it otherwise you risk falling down and hurting yourself
I need a waterfall anticrash
find out what crashes it then remove that
My server crash is something with the client
Don't ping contributors please.
I just need the waterfall best anticrash
someone pinged and now i'll never know what i was pinged for
great
how am i supposed to know what "anticrash" solution you need?
telling people here that some kid is crashing your network says literally nothing
it's not like there's only one way to overload a proxy, am i right?
But I was told you need an anticrash
what is an anticrash even?
what do you expect it to do?
magically solve your problem?
One player came to my server with some client and told me now I will write .crash and shut down the server to write .crash and server shut down Is there any solution to fix this?
lol
without knowing what he did, no. you'll have to provide more information than that
My server plays 100-200 players daily and I need the best anticrash waterfall
mooooods

aegis? It's complete garbage
of course, it's on mc-market
what kinda of crash are you experiencing lol?
you literally didn't give one single info , or stacktrace
But for 100 players the server is tagged on the aegis system
There are some clients that call my server and I need watefall anticrash
Still no details sorry, clients crashing a whole proxy is vague
?paste your crash log
Please paste all your code/errors/startup logs at http://hasteb.in/
So my server is being attacked with big packages How do I reduce these packages?
that's not an error
you'll need to provide an actual stack trace
and ideally the contents of such a packet
BYHH are you using Spigot on lobby / game servers?
I remember that being an issue on some spigot builds
I would like to stop the fast packages coming in
thevipershow yes but 1 server lobby spigot but skywars skyblock paper
Do you guys reccomend Java 8 or 13 for a Proxy Waterfall server?
(if it does change anything at all)
afaik java 13 has better performance overall
Ok thank you
I run everything on it right now but hard to compare things like that xD
OK i'll tell you if I notice any performance improvement on my VPS
Mhh not really , I tried it on my VPS running FreeBSD 12.1 and didn't notice many changes.
It's still nicer to have a more recent Java version anyway
Hello, I'm having an issue. I set up a waterfall network today morning and since then I have users experiencing high ping on only one end of the server.
Let's say I have a lobby server and a survival server, each one on a different PC on the same network. Their IPs would be:
Hub server: 192.168.0.10 (Here is where Waterfall would be running)
Survival Server: 192.168.0.8
those are the same ip tho
Edited I have autism
Thing is, back in the day they would connect directly to my 0.8 IP through the 25565 port, but now that port is running on the .10 address, for waterfall to work
However players on the survival (.8 server) are experiencing lag issues when most of them didn't. I am pretty new to this waterfall thing, so I'm pretty much clueless on what to do
Both computers are connected to the same switch
Exactly. On some cases chunks won't load for a couple.
ok so you have a proxy machine, and the "game" servers are attached to it via an etherne cable, so we're assuming there's no delay between them ? Correct me if i didn't understand correctly
There's just two machines
One host the proxy server AND the hub
The other hosts the survival server
Update: I have specific users that can't even join the survival game server
Mhh are you sure that the machines are communicating correctly between each other?
yes. I am inside the same network as the machines, and I've got zero ping. I've also got a couple of users with absolutely no issues (I believe)
It's just a couple of users
I have a question. What is the purpose of the IP-forward section of the config? Is there a way in which I can handle everything WITHOUT the IP forward?
On bungecoord's config
There's an ip-forward true
or false, whatever you set it to. I have the belief that I'm putting a lot of load on the proxy by allowing the IP forward to happen
Well, more than the proxy, my network.
Could it be a possibility?
tldr version of the chat above: you're experiencing a lag
and you
you're thinking that ip-forward is the cause?
nah
ip-forwarding option passes extra and perhaps even useful data to backend server
such as player's actual ip address and their profile (skin data)
it's done once and using handshake packet
Hello I kinda have this problem https://pastebin.com/u0hpe281 I tried to everything I could but still
I couldn't get the server to work Its said Bind port or something
Wait nvm
I found the problem
;P
i provided 1 port for test server
i tried /server test
it reconnected me to lobby
why
Are there any good flags for waterfall? or can I use the same I use for paper?
ah, alright :p
I just use java13 -Xmx3G -Xms3G -XX:+UseG1GC -Xloggc:C:\gclogs\proxy.log -verbose:gc -XX:+PrintGCDateStamps -jar proxy.jar
having GC logs is a personal preference, and is not required
is it possible to have chance of lighting bolt in clear weather ?
and what can cause it with out cheating ?
ehm this is #waterfall-help
ops sory
Hello, i switched from spigot to paper. Every time i try to start the server, i get a timeout error message: "Failed to download vanilla jar"
It seems that some servers went down ... now it works
o k
Hello, We have just set up a Bungee lobby and I was wondering what the preferred method for creating a portal to one of our other servers? Thanks in advance.
great question. I have the same question.
if you manually implement support for it, sure
(which includes mapping all packets and stuff)
there are forks of travertine around on github that try to do that afaik
or maybe watefall forks, no idea
I bet multiple people tried adding that
Yeah, there is a PR for Travertine with snapshot support: https://github.com/PaperMC/Travertine/pull/120
will greload let me change the ip of a server in waterfalls config.yml?
I know I shouldn't use it, but it's a one time thing
no it won't
That's the ping passthrough
If you want a global player count, you need that disabled
is this also a drop-and-replace for bungeecord?
evidently not because it gets stuck(?) on [15:49:43 INFO]: Enabled plugin cmd_send version git:cmd_send:1.15-SNAPSHOT:87d2873:326 by WaterfallMC
ruh roh now even bungee wont load
nvm it worked after about 2 mins
actually it was a plugin, not even waterfall, disregard
probably the firewall
hi its possible crash waterfall with netty exploits?
im getting attacks with proxies ping and the proxy seems crash
you're getting botted?
netty exploits?
are there RCEs, buffer overflows or other stuff around for recent netty versions now?
I am in the process of setting up 4 servers with waterfall and ,...so far... it's working. However, there are some errors in the console. Since I'm new to Waterfall I'm not sure if I should be concerned about these errors. These errors don't seem to have any impact on the players connecting and getting to the other servers. I found a couple links talking about this error, but the conversation wasn't very helpful. So, posting here.
Waterfall Server Errors:
https://pastebin.com/raw/HxxtSeN1
.... [06:52:07 ERROR]: [/18.217.66.164:56577] <-> InitialHandler -
encountered exception: net.md_5.bungee.util.QuietException:
Unexpected packet received during login process! 01005032
It's the Waterfall Server Console.
i have my server down since 2 days
i am receibing around 10 or 20k connections for second
i think that are proxies
the thing is each connection send empty packets and crash the bungeecord
anyone cant connect and the server no respond to the ping
the proxy ips are infinites i think
it was day and night since 2 days
.firewall
Anyone have a link to setting up firewall so I don't have to use IpWhitelist? Think I did it wrong cause now I can't even connect to my bungee.
(DiscordBot) https://help.ubuntu.com/community/UFW -- UFW - Community Help Wiki: "For an introduction to firewalls, please see Firewall. UFW - Uncomplicated Firewall. The default firewall ..."
Ended up figuring it out, but thanks 🙂
im using firewall from ovh network and ubuntu firewall with ufw system to protect the trafic input and outup
the thing is that are massive connections from different ips sendind empty packets that overload my network and anyone cannot connect
its impossible to blacklist ips because are 50k every second
start dopping the IPs in your firewall, seeing as it has been going on for 2days now I doubt that they haven't had tons of repeats by now
in the firewall i only setup open 25565 with ratelimit to 10 connections every second
but are proxyes and this setup do nothing
(the more difficult solution would be to put some kind of packet filtering proxy in front which drops connectiosn sending that packet directly without having your bungee/mc server being influenced by the filtering)
i dont have any way to filter packets by size, ovh dont offers me filter packeting by size and anyway in the configuration only offers that control traffic redistrubited by their net
I mean if you had such a thing setup you wouldn't have the problem xD
i have been set up to 50 or more iptables to drop connections but also do nothing the massive ping is broken the player connection
any piece of software can only handle so many connections opening
either you look into tryna use the firewall, or look into other mitigation options, e.g. mitigation services such as tcpshield or load balancing, or you close the server 🤷♂️
welcome to the joys of running a server
also just so you know: depending on your jurisdiction ddosing a server might be a crime so if you have and indication on who is doing that contact your police's cyber crime department
*any indication
It's --nogui, and you don't need it for waterfall
Do you think one day Mojang will allow for IPv6 connections?
I'm pretty sure they do
they allow ipv6 connections
but they disable ipv6 AAAA record resolving
since ipv6 is more broken than you can expect
ending up with 30-60sec connection delays because how broken dns/gateway is in some places
looks like something mangled the chat component in a kick packet
ii there documentation for how to set up waterfall?
or do i just follow bungeecord documentation
basically yes
anyone have any docs for setting up bungee/waterfall where not all servers are on the same machine? I'm just about ready to add a second machine to my little network but can't seem to find anything 😅
the server IPs in the config are just the IPs of the external servers, and if they arent on the same machine then make sure to use something like bungeeguard to prevent access to your backend servers @twin egret https://github.com/lucko/BungeeGuard
is there anything on the networking side I should consider to keep things locked down though? I'm already using bungeeguard but that seems too easy! lol
bungeeguard is the networking protection, assuming you cant firewall the ports because its not on the same machine
alright, I'll give it a shot, thank you!
@twin egret or use wireguard to setup secure vpn between your servers
unless you're really paranoid about traffic getting sniffed or something
you're trying to prevent external traffic, not encrypt everything between your servers
mostly just worried about the standard issues for a waterfall network, nothing too intense (yet, I hope)!
I have a question regarding waterfall. I'd like to fully understand what it does, how to implement plugin for it and for example how to setup servers in way that I connect only to "lobby server" there I need to login and on other servers I'd already be loggen in. Another issue is that if I'd join to "lobby server" and switch server I'm brand new player on that server and is not aware that I logged into "lobby" I'd like lobby server to be only entrypoint. So I'd been thinking abount solution to my login problem and got that: If there is any method to intercept incomming (direct connect/ connecting by server list) connection to waterfall (not between respective servers) then tp player to lobby server where player will be forced to login. And that other problem I dont have any idea. Sorry for my bad english. Generaly speaking I'd like to learn whole waterfall flow and stuff
Waterfall is a proxy, it what players connect to when they want to connect to your paper/vanilla/spigot, etc, minecraft servers. The config files allow you to specify which server people connect to
Thanks, can someone @here give opinion aboout my idea to resolve issue with login
Sorry
I have another issue, I know that probably is somewhere there but I ask. When I'm reconnecting to server, every time I am a new player and get kit, welcome message and all that stuff
Do I need to iptable something
Or config?
Hello guys, i'm having an issue with waterfall, when we are connected, on the same forge server VIA the proxy waterfall, we don't see each other (players being invisible). Is it a known issue, a config thing ? 
Hey, stupid question: is there any sort of documentation/install guide on how to set up waterfall? do I just follow the bungee guide but use a different jar?
ok, figured that out. now is there a way to make all of this (2 servers + waterfall) start when my computer starts up?
use whatever autostart functionality your OS offers?
bungee recommended using screen so I could still access the server console
do y'all prefer that or RCON
I doubt anyone uses rcon
so screen? or something else im missing
rcon works, but it's not really suitable for actual administation, more automation/running the odd command here and there
most probably use screen or tmux
(if they don't use some other kind of administration/management tool like a web panel or something)
one day I'll get autostart working
My current trick is that I just literally never restart
I only restart if I a) crash linux or b) move to a different server xD
so yeah, I don't auto start anything either, lol
sounds more evil scientist to me
new release 1h ago 
god, I remember compiling cyanogenmod for my phone
yikes >compiling android
nightlies where basically dead, but, it ran, kinda
did end up having to pull in some patches manually which was fun
also speaking of sysadminning
i made a schema in dhall for one json configuration
just to ensure shit is safe
and have sane defaults
ebin
so basically i have git repo full of configs for every process ever i need to manage, values not present are coming from schema 👌
I currently have a server setup with SpongeForge and Waterfall. I'm having an issue where projectiles (splash potions, snowballs, etc) can hit players in spectator. Anyone know a fix to this?
I doubt it has anything to do with waterfall


