Proxies and Why Some Servers Hide Their Real Address
A proxy solves two problems and introduces three. When it makes sense, the mistake that makes it pointless, and the cheaper things that solve most of it.
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A proxy solves two problems and introduces three. When it makes sense, the mistake that makes it pointless, and the cheaper things that solve most of it.
A game server simulates its world on one thread. The most expensive misunderstanding in hosting, and the measurement that settles it in a minute.
None of them is answered on the marketing page, and how readily a provider answers is itself the most reliable signal on the list.
Nothing you configure on the machine stops a flood. What is being sold, the four questions to ask a host, and the one thing you control.
A panel is a delegation tool, not an operations strategy. Which to use depends entirely on who else needs to touch the server.
The world and the configs are the easy part. The cron jobs, firewall rules and secrets are what surface a week later, when the old machine is already gone.
An honest comparison rather than a recommendation. Where each genuinely wins, and the games where the choice is made for you.
Why servers need restarting at all, how to schedule one nobody notices, and the warning cadence that stops people losing work.
SQLite until it is not enough, MySQL after that. What plugins actually store, and the three failures that lose player data.
Running a server for a group without hiding it from your friends. What a password does, what it does not, and the alternatives.
Not exotic attacks. Default passwords, exposed ports, unpatched panels and a plugin from a forum post. What to close, in order.
Logs are where every answer already is. What to grep for, which warnings matter, and why the last error is rarely the cause.