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.
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.<p>> 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.<p>What updates? How were they tested (or not)?
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?
The root cause is REALLY surprising. If it's really an unrelated change to the NAT/STUN relay server, it means that there was a pretty broad lack of change management framework.
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".