sozu
quilkin
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sozu | quilkin | |
---|---|---|
8 | 7 | |
2,825 | 1,213 | |
2.5% | 2.6% | |
9.4 | 8.9 | |
10 days ago | 8 days ago | |
Rust | Rust | |
GNU Affero General Public License v3.0 | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
sozu
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Erlang: More Optimizations in the Compiler and JIT
This is interesting, thank you.
I really should learn from BEAM and the OTP and learn Erlang. I get the feeling it's super robust and reliable and low maintenance. I wrote a userspace multithreaded scheduler which distributes N lightweight threads to M kernel threads.
https://github.com/samsquire/preemptible-thread
I recently wrote a JIT compiler and got lazy compilation of machine code working and I'm nowhere near beginning optimisation
https://github.com/samsquire/compiler
How do you write robust software, that doesn't crash when something unexpected goes on?
I looked at sozo https://github.com/sozu-proxy/sozu
and I'm thinking how to create something that just stays up and running regardless.
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Open Source HTTP Reverse Proxy Built in Rust for Immutable Infrastructures
It's AGPL licensed which for a proxy is a strange choice. They have an unanswered question for months on what it might mean: https://github.com/sozu-proxy/sozu/issues/764
Without an answer to that if you use this and you need to make any change to it (even a tiny bug fix), you're basically opening yourself up a pile of legal issues.
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Rust-based reverse proxy?
Sozu: Well documented, runtime configurable proxy
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Do most people just restart their Rust web servers once every three months?
https://github.com/sozu-proxy/sozu https://github.com/sozu-proxy/sozu/blob/main/doc/design_motivation.md
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Force all rust application traffic to pass from proxy.
Could sozu or rathole or leaf or exodus somehow help?
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Scalable server design in Rust with Tokio
it is not sufficient: a listen socket has its own queue of new TCP connections (that were already handshaked by the kernel), so dropping the listen socket drops the queue. The right way is to start the new server, transfer the listen socket from the old server to the new one with SCM_RIGHTS, then start accepting again from the new instance. That's how it is done in the sozu HTTP proxy (which also uses SO_REUSEPORT to launch multiple work processes each with their own listeners, to improve performance and isolate failure)
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Any thoughts about Clever Cloud? (Has native rust support.)
BTW that traffic will be coming from our sozu load balancers, built in Rust too ;)
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ARLB: A very experimental load balancer/reverse proxy based on hyper and tokio
How does it compare to sozu?
quilkin
- Release: Quilkin v0.7.0 — a UDP proxy specifically designed for large scale gameservers
- Announcing Quilkin 0.6: A UDP Proxy designed for gameservers
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How can I get a reverse proxy to work for my Space Engineers game server?
Quilkin should work for this. Set up one client on your VPS, then set up a second client on a host somewhere inside your network. Connect both instances together and have the host on your network forward traffic to the 27016 endpoint
- Announcing Quilkin 0.4.0: Now with Improved CLI, builtin xDS, and GeoIP support
- Show HN: Hathora – Multiplayer Game Development Made Easy
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DoS Attacks against my Online Game
The firewall would need to be able to handle all the DDoS traffic as well, since your current idea would still pass the game server's IP back to a client. This is doable if you're hosting on a cloud provider and let their firewalls filter the traffic before hitting the game server.
Embark Studios recently open sourced (in alpha) a UDP proxy[1] designed for games that lets you implement a load balancing layer. This allows you to remove servers in the load balancing layer in the event that it comes under attack, allowing the game server to stay up and only having to disconnect a portion of players connected to the attacked loadbalancer. Having a proxy layer is also how Steam protects game servers using the Steam Datagram Relay[2].
[1]: https://github.com/googleforgames/quilkin
- Quilkin: A non-transparent UDP proxy written in Rust
What are some alternatives?
ics-proxy - A calendar proxy application that allows keeping the calendar URL stable while changing the target URL.
workers-chat-demo
another-rust-load-balancer - A load balancer with support for different middlewares and load balancing strategies, based on hyper and tokio
gridia
tuic - Delicately-TUICed 0-RTT proxy protocol
veloren - An open world, open source voxel RPG inspired by Dwarf Fortress and Cube World. This repository is a mirror. Please submit all PRs and issues on our GitLab page.
hudsucker - Intercepting HTTP/S proxy
geckos.io - 🦎 Real-time client/server communication over UDP using WebRTC and Node.js http://geckos.io
rust-lsp-proxy - A language server proxy that provides file synchronization and code execution
rathole - A lightweight and high-performance reverse proxy for NAT traversal, written in Rust. An alternative to frp and ngrok.
ws-tool - High perform & easy to use websocket client/server
matchbox - Painless peer-to-peer WebRTC networking for rust wasm (and native!)