On 02.08.2015 23:36, Josh Hoppes wrote:
We haven't tackled IPv6 yet since it adds complexity that our primary focus doesn't significantly benefit from yet since most games just don't support it. Our current table switches don't have an RA guard, and will probably require replacement to get ones that are capable.
The lack of RA-guard/DHCPv6-guard can still bite you. A client can still send rogue RAs and set up a rogue DNS-server and start hijacking traffic as AAAA is preferred over A records by most operating systems these days. IPv6 first-hop security is really underrated these days and not providing the clients with IPv6 does not exclude IPv6 as a potential attack vector.
We also re-designed the LAN back in 2011 to break up the giant single broadcast domain down to a subnet per table switch. This has definitely gotten us some flack from the BYOC since it breaks their LAN browsers, but we thought a stable network was more important with how much games have become dependent on stable Internet connectivity. Still trying to find a good way to provide a middle ground for attendees on that one, but I'm sure everyone here would understand how insane a single broadcast domain with 2000+ hosts that aren't under your control is. We have tried to focus on latency on the LAN, however when so many games are no longer LAN oriented Internet connectivity became a dominant issue.
At The Gathering we solved this by using ip helper-address for specific game ports and a broadcast forwarder daemon (which has been made publicly available). It sounds really ugly, but it works pretty good, just make sure to rate-limit the broadcast as it can be pretty ugly in the case of a potential loop/broadcast-storm.
Some traffic is routed out a separate lower capacity connection to keep saturation issues from impacting it during the event.
Squid and nginx do help with caching, and thankfully Steam migrated to a http distribution method and allows for easy caching. Some other services make it more difficult, but we try our best. Before Steam changed to http distribution there were a few years they helped in providing a local mirror but that seems to have been discontinued with the migration to http. The cache pushed a little over 4Gbps of traffic at peak at the event.
The core IT team which handles the network (L2 and above) is about 9 volunteers. The physical infrastructure is our IP & D team, which gets a huge team of volunteers put together in order to get that 13 miles of cable ready between Monday and Wednesday. The event is very volunteer driven, like many LAN parties across the planet. We try to reuse cable from year to year, including loading up the table runs onto a pallet to be used in making new cables out of in future years.
Thanks for the write-up, it's always cool to read how others in the "LAN-party scene" does things! :) -- Harald