[Showcase / Feedback] 64-Bit RAN Online + Cloudflare Network Security + Auto Reconnect

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Hi everyone,

I’ve been working on some new features for my RAN Online setup and wanted to share what I currently have implemented and get some feedback from the community.

Current Features

64-Bit Files

  • Game/server components are running as 64-bit builds.

Cloudflare Network Integration
  • Game connections are handled through the Cloudflare network.
  • The goal is to reduce direct exposure of the game infrastructure while adding another security layer in front of the servers.

Default-Deny Access
  • Connections are blocked by default.
  • Before a player can connect, they need to whitelist their IP through a Cloudflare Turnstile verification page.
  • Once successfully verified, the player is allowed to connect to the game.

Automatic Malicious Traffic Blocking
The server monitors incoming traffic and can automatically block IP addresses that send suspicious traffic, such as:
  • Invalid/bad packets
  • Oversized packets
  • Excessive packet traffic
  • Abnormal or abusive packet behavior

The idea is to automatically react to obviously malicious or broken clients instead of relying entirely on manual blocking.

Automatic Reconnect
I also added a reconnect system.

If a player gets unexpectedly disconnected, the client is given a 1-minute reconnect window so they can reconnect without immediately losing their session.

This is mainly intended for short connection interruptions, unstable internet, or temporary routing issues.

Goal

The overall goal is to have:

64-bit client/server + default-deny access + player verification + automatic abuse detection/blocking + better reconnect handling.

I’m still testing and improving the implementation, and I’d like to hear what other developers/server owners think about this approach.

Are there any weaknesses, edge cases, or additional protections you think would be worth adding?

Feedback and suggestions are welcome.



AUTO RECONNECT (VIDEO)
 
I assume you are doing this via CF API (token). You have to watch out for the rate limits of the API.

Next thing is do the tunnel, which makes it so that the client connects through a hostname.

Either way great work!
 
I assume you are doing this via CF API (token). You have to watch out for the rate limits of the API.

Next thing is do the tunnel, which makes it so that the client connects through a hostname.

Either way great work!
Yup, currently the game connects through a hostname.

For anyone who wants to try it out, feel free to jump in and test the game. 👌

You can create an account and start testing here (Auto GM / UserType = 30):
👈
If you find any bugs, issues, or anything that feels off, feel free to let me know. Feedback is always welcome. 🙌
 
Last edited:
Interesting especially with CF integration but I think its only good if its spectrum.
Cool optimization with auto reconnect anyway.
 
Yup, currently the game connects through a hostname.

For anyone who wants to try it out, feel free to jump in and test the game. 👌

You can create an account and start testing here (Auto GM / UserType = 30):
👈
If you find any bugs, issues, or anything that feels off, feel free to let me know. Feedback is always welcome. 🙌

RAN ONLINE Connection Diagnostics
Support code: WS-UPSTREAM-5XX
Reference: a3c75652aad9af57-CGY
UTC time: 2026-09-17 10:13:15 UTC
Connection service: Login gateway
MiniA build: Release_EP7 x64 / client -1

Can't login.
 



Hi everyone,

I’ve been working on some new features for my RAN Online setup and wanted to share what I currently have implemented and get some feedback from the community.

Current Features

64-Bit Files

  • Game/server components are running as 64-bit builds.

Cloudflare Network Integration
  • Game connections are handled through the Cloudflare network.
  • The goal is to reduce direct exposure of the game infrastructure while adding another security layer in front of the servers.

Default-Deny Access
  • Connections are blocked by default.
  • Before a player can connect, they need to whitelist their IP through a Cloudflare Turnstile verification page.
  • Once successfully verified, the player is allowed to connect to the game.

Automatic Malicious Traffic Blocking
The server monitors incoming traffic and can automatically block IP addresses that send suspicious traffic, such as:
  • Invalid/bad packets
  • Oversized packets
  • Excessive packet traffic
  • Abnormal or abusive packet behavior

The idea is to automatically react to obviously malicious or broken clients instead of relying entirely on manual blocking.

Automatic Reconnect
I also added a reconnect system.

If a player gets unexpectedly disconnected, the client is given a 1-minute reconnect window so they can reconnect without immediately losing their session.

This is mainly intended for short connection interruptions, unstable internet, or temporary routing issues.

Goal

The overall goal is to have:

64-bit client/server + default-deny access + player verification + automatic abuse detection/blocking + better reconnect handling.

I’m still testing and improving the implementation, and I’d like to hear what other developers/server owners think about this approach.

Are there any weaknesses, edge cases, or additional protections you think would be worth adding?

Feedback and suggestions are welcome.



AUTO RECONNECT (VIDEO)

RAN ONLINE Connection Diagnostics
Support code: WS-TLS
Reference: Not provided
UTC time: 2026-09-17 13:05:45 UTC
Connection service: Login gateway
MiniA build: Release_EP7 x64 / client -1
 
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