I do that for my containers and it is incredibly useful for cross containers communication, especially for containers that are hosted in different dedicated servers.
https://mrpowergamerbr.com/us/blog/2023-03-20-untangling-you...
I do that for my containers and it is incredibly useful for cross containers communication, especially for containers that are hosted in different dedicated servers.
https://mrpowergamerbr.com/us/blog/2023-03-20-untangling-you...
To solve this problem I add another container which should never need to be restarted, and both the game and Tailscale use the networking of that container. This is also the exact use case of Kubernetes' pause containers, so I just use the EKS pause image from ECR public gallery.
Another tip I'd recommend is to run the Tailscale container with `TS_USERSPACE: 'false'` `TS_DEBUG_FIREWALL_MODE: nftables` (since autodetection fails on my machine) and give it `CAP_NET_ADMIN`. This allow Tailscale to use tun device instead of emulation, and it supposed to be more performant. But the clear benefit is that the game server will see everyone's Tailnet IP instead of 127.0.0.1.
In Thai: https://blog.whs.in.th/node/3676
If you were using userspace networking, you wouldn't be able to connect to other services in your tailnet without setting up a HTTP/SOCKS5 proxy https://tailscale.com/kb/1112/userspace-networking/
My users report better latency, but I doubt it.
Asking because I've been happy with their containers so far
Ironically, the 1 container I really wanted to use this Tailscale mod for was not from linuxserver.
It's also too much magic for my liking. Some software distributed as a single executable binary gets packaged in some over complicated base image on top of another base image, when I can technically just copy the binary into a scratch and call it a day. I understand the benefits when they have to manage tons of images at scale, but my life has been much easier with images packaged by myself or the upstream projects.