1. s3r4

    s3r4 Scavenger

  2. diman96ru

    diman96ru Scavenger

    Смена портов помогла!
    Changing ports helped!
     
    s3r4 likes this.
  3. s3r4

    s3r4 Scavenger

    Предлагаешь IP сервера сменить фактически?
    You suggest IP-server actually change?
     
  4. diman96ru

    diman96ru Scavenger

    185.71.1.25:27015 -> 185.71.1.25:27017

    Me ddos 109.171.67.55
    Rcon breaks 185.14.28.168
     
  5. serezhadelaet

    serezhadelaet Shack Builder Plugin Developer

  6. cucagmin

    cucagmin Wood Hoarder

    why this spamming error if only on the modded servers? is this an oxide vulnerability?
    many servers at same time has this error.
     
  7. Wulf

    Wulf Community Admin Community Admin Oxide Developer

    Oxide doesn't handle any of the networking in Rust. Oxide does however show more messages that Rust doesn't in its console, so it could very well be affecting all servers without them knowing.
     
  8. serezhadelaet

    serezhadelaet Shack Builder Plugin Developer

    Code (Text):
    UnityEngine.Debug.LogWarning("[SERVER][UNHANDLED] " + packet.type);
    it's in ServerMgr.
    What does it mean? Maybe Oxide team can fix it themselves?)
     
  9. Wulf

    Wulf Community Admin Community Admin Oxide Developer

    You can hide it in your console using a plugin like FilterExt, but the warning is there as someone is sending invalid packets to the server most likely.
     
  10. serezhadelaet

    serezhadelaet Shack Builder Plugin Developer

    I will try, thank you. But, if it doesn't help, can we filter invalid packets themselves, without Rust Devs?
     
  11. Wulf

    Wulf Community Admin Community Admin Oxide Developer

    They are already being ignored pretty much from what I can tell, which is why you see the warning.
     
  12. serezhadelaet

    serezhadelaet Shack Builder Plugin Developer

    I am disappointed to hear it. Thank you for the care about us :)
     
  13. BombermaG

    BombermaG Naked Wanderer

    I sent to Facepunch support some info about this problem with proof of concept.
    Waiting for answer...
     
  14. Fujikura

    Fujikura Grenade Master Plugin Developer

    It does'nt really look like Oxide related or caused by it. The message is generated by the Rust ServerMgr function "OnNetworkMessage":
    Code (C#):
    // ServerMgr
    private void OnNetworkMessage(Message packet)
    {
        Message.Type type = packet.type;
        switch (type)
        {
        case Message.Type.RPCMessage:
            if (!packet.connection.isAuthenticated)
            {
                return;
            }
            using (TimeWarning.New("OnRPCMessage", 20L))
            {
                this.OnRPCMessage(packet);
            }
            return;
        case Message.Type.EntityPosition:
        case Message.Type.ConsoleMessage:
        case Message.Type.Effect:
        case Message.Type.Message:
        case Message.Type.RequestUserInformation:
            IL_3A:
            switch (type)
            {
            case Message.Type.Auth:
                if (packet.connection.state != Connection.State.Welcoming)
                {
                    return;
                }
                using (TimeWarning.New("OnClientAuth", 20L))
                {
                    this.OnClientAuth(packet);
                }
                return;
            case Message.Type.Ready:
                if (!packet.connection.isAuthenticated)
                {
                    return;
                }
                using (TimeWarning.New("ClientReady", 20L))
                {
                    this.ClientReady(packet);
                }
                return;
            }
            Debug.LogWarning("[SERVER][UNHANDLED] " + packet.type);
            return;
        case Message.Type.ConsoleCommand:
            if (!packet.connection.isAuthenticated)
            {
                return;
            }
            using (TimeWarning.New("OnClientCommand", 20L))
            {
                ConsoleNetwork.OnClientCommand(packet);
            }
            return;
        case Message.Type.DisconnectReason:
        {
            string str = packet.read.String();
            Debug.Log(packet.connection.ToString() + " disconnecting: " + str);
            return;
        }
        case Message.Type.Tick:
            if (!packet.connection.isAuthenticated)
            {
                return;
            }
            using (TimeWarning.New("OnPlayerTick", 20L))
            {
                this.OnPlayerTick(packet);
            }
            return;
        case Message.Type.GiveUserInformation:
            using (TimeWarning.New("GiveUserInformation", 20L))
            {
                this.OnGiveUserInformation(packet);
            }
            return;
        }
        goto IL_3A;
    }
     
    This function does go through all cases of message types complete up to the end...
    Code (C#):
    // Network.Message.Type
    public const Message.Type GroupDestroy = 8;
    ...and ends then with the mentioned Debug Warning, because the above function does NOT handle that message type.

    The message itself and its type is created by the client for any reason and is assigned to this client function:
    Code (C#):
    // Client
    private void OnGroupDestroy(Message msg)
    {
        uint uid = msg.read.GroupID();
        List<BaseNetworkable> list = Pool.GetList<BaseNetworkable>();
        BaseNetworkable.clientEntities.FindInGroup(uid, list);
        for (int i = 0; i < list.Count; i++)
        {
            BaseNetworkable baseNetworkable = list[i];
            if (!(baseNetworkable == null))
            {
                if (!(baseNetworkable.gameObject == null))
                {
                    if (!baseNetworkable.ShouldDestroyWithGroup())
                    {
                        baseNetworkable.LogEntry(BaseMonoBehaviour.LogEntryType.Network, 1, "skipping OnGroupDestroy - ShouldDestroyWithGroup == false");
                    }
                    else
                    {
                        baseNetworkable.NetworkDestroy(baseNetworkable.ShouldDestroyImmediately());
                    }
                }
            }
        }
        Pool.FreeList<BaseNetworkable>(ref list);
    }
     
    In conclusion: FacePunch needs to take a look into the whole thing!
     
  15. Russo-turisto

    Russo-turisto Scavenger

    Mb oxide developers can add the possibility of use hook for OnNetworkMessage method? Then we can just check packet type and block him if he incorrect.
    Or in oxidemod patch remove debug log in this method.
     
  16. Wulf

    Wulf Community Admin Community Admin Oxide Developer

    You can hide the message in your console if it is bothering you by using the FilterExt plugin. It doesn't seem to be a widespread issue though, but ideally Facepunch should look into it. I don't think it's actually doing any damage other than spamming the message.
     
  17. Russo-turisto

    Russo-turisto Scavenger

    xD
    Some one send incorrect packet to server and you propose ignore this message, when the server crashes because of it?
    Do you think that if you hide it, the server will not fall?
     
  18. Wulf

    Wulf Community Admin Community Admin Oxide Developer

    The packet is unhandled, so the only affect I see is that your console is being spammed with a message; which would be the only cause for it to "crash" that I can see. If the packet was actually causing an issue other than a log message, I'm pretty sure you would have felt it by now.
     
    Fujikura likes this.
  19. Russo-turisto

    Russo-turisto Scavenger

    Do you think that the problem with the disk and load on IO?
     
  20. Wulf

    Wulf Community Admin Community Admin Oxide Developer

    No, the console just can't handle excessive amounts of prints.