[HN Gopher] MCC (Master Chief Collection) Server Incident Summary
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       MCC (Master Chief Collection) Server Incident Summary
        
       Author : DivisionSol
       Score  : 102 points
       Date   : 2022-04-26 14:29 UTC (8 hours ago)
        
 (HTM) web link (www.halowaypoint.com)
 (TXT) w3m dump (www.halowaypoint.com)
        
       | xmodem wrote:
       | I know we normally never hear about this stuff from game compaies
       | at all, but it would be nice to have a little bit more detail.
       | 
       | > Finally, it was identified that there had been some updates
       | behind the scenes to the servers we use to relay STUN traffic as
       | part of the ICE process which had resulted in misconfigurations.
       | 
       | What updates? How were they tested (or not)?
        
         | Darkphibre wrote:
         | The thing with using cloud services is that sometimes the
         | hosting provider can make changes to configurations that have
         | impacts (such as monitoring software that steals precious CPU
         | at seemingly random moments, or network topology hardware that
         | impacts connectivity)... without it necessarily being under
         | your own control. I've had a few high-visibility incidents
         | where, after investigation, the buck stopped with us even
         | though _technically_ the studio could have shifted blame to an
         | unanticipated change from the hosting provider.
         | 
         | Disclaimer: I currently work at Microsoft Game Studios, though
         | this comment reflects my own opinions based on experiences
         | unrelated to this incident.
        
           | xmodem wrote:
           | Of course, that's totally understandable - I recently root
           | caused an incident to "AWS likely changed how this component
           | behaves at some point in a particular 2 month timespan."
           | 
           | But I think there's a lot more to be learned by sharing how
           | STUN changed, what the new behaviour is, what the intent of
           | the change was, how it was tested, etc.
           | 
           | For a counter-example of the level of detail I'd like to see,
           | I saw this [1] DataDog incident report go by on Twitter this
           | morning. This is straight up awesome and more detailed that
           | most of our internal incident reports. I definitely learned a
           | lot from reading it.
           | 
           | 1: https://www.datadoghq.com/blog/engineering/grpc-dns-and-
           | load...
        
       | auto wrote:
       | Given that the error resulted from the STUN and ICE servers,
       | which from my understanding exist solely to play a part in the
       | NAT punching process, would this entire situation have been
       | mitigated if things were end-to-end IPV6?
        
         | pilif wrote:
         | Only in theory. In practice even when IPv6 is in use, people
         | have stateful firewalls that will drop unsolicited connection
         | attempts.
         | 
         | Compared to ipv4 where there is UPnP and NAT-PMP with
         | widespread support in routers, there are protocols to allow
         | clients to reconfigure the router with ephemeral firewall
         | rules, but they are not wide-spread and support is very spotty.
         | 
         | So in practice, users with just IPv6 would have the exact same
         | problems and would be even more likely to depend on STUN and
         | ICE because their firewalls likely won't support client-side
         | hole-punching correctly
        
       | gundmc wrote:
       | I don't recall seeing this sort of post-mortem from a gaming
       | provider before. Really cool to see! Kudos, Halo team and
       | Microsoft!
        
         | srmn wrote:
         | Roblox did a very interesting and similar write up at the
         | beginning of this year regarding a large outage they
         | experienced at the end of 2021:
         | https://blog.roblox.com/2022/01/roblox-return-to-service-10-...
        
       | xeromal wrote:
       | Wow, that was a fun read! I don't envy the people who had to
       | stare at wireshark logs for 3 days though. Oof.
        
       | wyldfire wrote:
       | So if I wanted to refer to a group of them, would they be called
       | 'Masters Chief'?
        
         | seizethegdgap wrote:
         | I don't believe so. The full E-9 "title" in the US Navy is
         | Matter Chief Petty Officer, so plural would be Master Chief
         | Petty Officers
        
       | verall wrote:
       | Anyone else having issues viewing this on Firefox? I can see the
       | whole webpage for an instant, then everything disappears, then it
       | is "slowing down my browser".
        
         | weberer wrote:
         | https://archive.ph/tJcbd
        
         | abbeyj wrote:
         | I am but only with uBlock Origin turned on. uBlock Origin
         | blocks something and then the page goes into an infinite loop
         | requesting https://wpcontent.svc.halowaypoint.com/purchase-
         | content/game... and
         | https://wpcontent.svc.halowaypoint.com/content-ratings/esrb/...
         | over and over again. It is also rapidly using up memory so
         | eventually you run low and the whole browser starts performing
         | poorly. Whitelisting the site in uBlock Origin is a workaround.
        
           | zymhan wrote:
           | Odd, maybe another extension in combination is causing that
           | issue? I'm running FF 100.0 (wow, I remember FF 3.5) with UBO
           | and Privacy Badger.
        
       | darknavi wrote:
       | Interesting that they call their service UDS. I was under the
       | impression that they used PlayFab.
        
         | tehbeard wrote:
         | MCC probably has an "interesting" architecture as it's a
         | combination of Halo games that spans a few generations that
         | makes something like playfab a bit too restrictive to work in.
        
         | sgtfrankieboy wrote:
         | Halo Master Chief Collection was already released for 4 years
         | (2014) when MSFT bought PlayFab (2018)
        
       | [deleted]
        
       | mrguyorama wrote:
       | The most interesting part of this to me is that they have a path,
       | both in code and in process, to fallback to peer-to-peer if stuff
       | breaks. That's pretty impressive.
        
         | jasomill wrote:
         | Also interesting and impressive: Halo multiplayer fans have
         | modded the original Xbox version of Halo to act as a dedicated
         | server for Xbox LAN multiplayer[1] that serves the same
         | architectural role as 343's UHS does for MCC online play.
         | 
         | [1] http://halo1nhe.com
        
         | zymhan wrote:
         | Now I'm very curious how the P2P matchmaking is bootstrapped.
        
         | thatguy0900 wrote:
         | Now that big game companies are really starting to shut down
         | old servers en masse it should be the default, really.
         | https://www.gamespot.com/articles/ubisoft-shuts-down-online-...
        
       | ozarker wrote:
       | Really cool to see this level of transparency on an issue from a
       | multiplayer game dev. Really cool write up
        
         | stryan wrote:
         | Both Bungie and 343 have done an admirable job (well, compared
         | to other devs) about explaining their network infrastructure
         | etc. Back in the day they did a big talk about how their
         | matchmaking in Halo2/3 worked that I think to this day is still
         | one of the best methods of learning when you're not in the
         | industry yet. I can't recall what it was called though: might
         | be the "Chris Butcher - Recreating the LAN Party Online: The
         | Networking and Social Infrastructure of Halo 2" GS talk but I
         | can't listen right now to check
        
           | coldpie wrote:
           | Only semi-related, but there was a recent excellent, short
           | podcast interview series with one of Halo 2's multiplayer
           | designers: https://smarturl.it/H2Pod
        
             | xeromal wrote:
             | Halo 2 was my favorite experience of FPS multiplayer in my
             | life so thank you for sharing!
        
           | maicro wrote:
           | And similar to my sibling comment, mostly for anyone else
           | browsing through - the comments on this recent HN post have a
           | lot of resources about game dev stuff in general, which might
           | be of interest (though I also cannot promise directly related
           | X) ): https://news.ycombinator.com/item?id=31084779
        
           | Darkphibre wrote:
           | Along these lines is the venerable TRIBES Engine Networking
           | Model whitepaper. It was so good, it was shipped as part of
           | the XDK for a decade. I believe Bungie even leaned on it
           | quite a bit when creating their networking stack.
           | https://www.gamedevs.org/uploads/tribes-networking-model.pdf
           | 
           | Disclaimer: I work at Microsoft Game Studios, but this
           | comment reflects my own opinions.
        
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       (page generated 2022-04-26 23:01 UTC)