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⚡ LightSpeed

Reduce your ping. Free. Forever.

Release License: Non-Commercial Rust Landing Page

LightSpeed is a zero-cost, open-source global network optimizer for multiplayer games. It reduces latency by tunneling game traffic through optimally-placed proxy nodes that leverage cloud provider backbone networks — delivering measurable ping reduction without any subscription fees.

How It Works

Your PC  ──UDP Tunnel──▶  Proxy Node   ──Direct UDP──▶  Game Server
(LightSpeed Client)      (Vultr Cloud)                  (Epic/Valve)
                          ~500KB RAM
  1. Intercept: LightSpeed captures outbound game UDP packets via local redirect or pcap
  2. Route: Select the optimal proxy node based on real-time latency (ML-powered or nearest)
  3. Tunnel: Packets are wrapped in a lightweight 20-byte header and sent through the proxy's superior network path
  4. Protect: FEC (Forward Error Correction) recovers lost packets in 3ms instead of 400ms+ retransmit
  5. Deliver: The game server receives your original packet — your real IP is preserved

Key Features

Feature Details
🆓 Free Forever Zero infrastructure cost — Vultr free credits, no subscription
🔓 Transparent Unencrypted tunneling — anti-cheat friendly, no IP masking
🛡️ FEC Protection XOR-based Forward Error Correction — recover lost packets without retransmission
🌐 WARP Boost Optional Cloudflare WARP integration for 5-10ms local route optimization
🤖 AI-Powered ML route selection via linfa Random Forest (11 network features)
🎮 Game Support Fortnite, CS2, Dota 2 (and growing)
🌍 Global Mesh Proxy nodes in US-West (LA) and Asia (Singapore)
🦀 Rust High-performance async runtime with Tokio, ~500KB RAM per proxy
📖 Open Source Full transparency, community-driven development

Performance

Metric Target Achieved
Tunnel overhead ≤ 5ms 162μs
Test pass rate 100% 52/52 + 8 FEC (100%)
Security findings 0 Critical/High 0
Proxy RAM usage < 10MB ~500KB
WARP improvement 5-10ms

Benchmark Results (Self-Hosted on Vultr vc2-1c-1gb)

Node Region Latency (from Bangkok) Role
US-West (Los Angeles) 206ms Primary proxy
Asia (Singapore) 31ms FEC multipath / SEA relay

With WARP enabled: 193ms to LA — only 6ms off ExitLag's premium 187ms — at zero cost.

Every user runs their own proxy node. Set one up on any VPS in under 5 minutes — see Running the Proxy Server and infra/README.md.

Supported Games

Game Anti-Cheat UDP Ports Status
Fortnite EasyAntiCheat 7000-9000 ✅ Redirect mode ready
Counter-Strike 2 VAC 27015-27050 ✅ Redirect mode ready
Dota 2 VAC 27015-27050 ✅ Redirect mode ready

Installation

Download Pre-built Binaries

Download the latest release for your platform from GitHub Releases.

Platform Download
Windows x64 lightspeed-vX.Y.Z-windows-x64.zip
Linux x64 lightspeed-vX.Y.Z-linux-x64.tar.gz
Linux ARM64 lightspeed-vX.Y.Z-linux-arm64.tar.gz

Build from Source

Prerequisites

  • Rust 1.75+ (stable, 2021 edition)
  • C compiler (MSVC on Windows, gcc on Linux)
  • Optional: Npcap (Windows) or libpcap (Linux/macOS) for packet capture features

Build

# Clone the repository
git clone https://github.com/ShibbityShwab/lightspeed.git
cd lightspeed

# Build both client and proxy (release mode)
cargo build --release

# Binaries will be at:
#   target/release/lightspeed        (client)
#   target/release/lightspeed-proxy  (proxy server)

Quick Start

Running the Client

You need a proxy node to connect to. Either run your own on any Linux VPS, or join the community to find nodes near you.

# Redirect mode — recommended for game integration
lightspeed --game fortnite --redirect --proxy YOUR_PROXY_IP:4434

# With FEC enabled (recovers packet loss)
lightspeed --game fortnite --redirect --proxy YOUR_PROXY_IP:4434 --fec

# With WARP optimization (install Cloudflare WARP first)
lightspeed --game cs2 --redirect --proxy YOUR_PROXY_IP:4434 --warp

# Test tunnel connectivity
lightspeed --game fortnite --proxy YOUR_PROXY_IP:4434 --test

# Verbose logging
lightspeed --game dota2 --verbose

Running the Proxy Server

# Start the proxy with default settings
lightspeed-proxy

# Custom bind address and ports
lightspeed-proxy --bind 0.0.0.0 --data-port 4434 --control-port 4433

# With config file
lightspeed-proxy --config proxy.toml

# Verbose logging
lightspeed-proxy --verbose

Configuration

LightSpeed uses TOML configuration files. A default config is generated on first run:

# ~/.lightspeed/config.toml

[general]
game = "fortnite"
log_level = "info"

[proxy]
address = "YOUR_PROXY_IP:4434"   # IP of your own proxy node
control_port = 4433

[tunnel]
keepalive_interval_secs = 5
timeout_secs = 30
fec_enabled = true
fec_group_size = 8

[route]
strategy = "nearest"

Architecture

lightspeed/
├── client/          # Rust client — packet capture, tunnel, ML routing
│   └── src/
│       ├── main.rs      # CLI, test modes, WARP/FEC/redirect orchestration
│       ├── config.rs    # TOML configuration
│       ├── error.rs     # Centralized error types
│       ├── warp.rs      # Cloudflare WARP integration
│       ├── redirect.rs  # UDP redirect proxy (game integration)
│       ├── tunnel/      # UDP tunnel engine, header codec, relay
│       ├── quic/        # QUIC control plane (discovery, health)
│       ├── route/       # Route selection, multipath, failover
│       ├── capture/     # Cross-platform packet capture
│       ├── ml/          # ML model: features, training, prediction
│       └── games/       # Per-game configurations (Fortnite, CS2, Dota 2)
├── proxy/           # Rust proxy server — UDP relay, auth, metrics
│   └── src/
│       ├── relay.rs         # Session-based packet relay loop
│       ├── auth.rs          # Token authentication
│       ├── rate_limit.rs    # Per-client PPS/BPS rate limiting
│       ├── abuse.rs         # Amplification/reflection detection
│       ├── metrics.rs       # Prometheus metrics
│       ├── health.rs        # HTTP health check endpoint
│       └── control.rs       # QUIC control server
├── protocol/        # Shared protocol crate
│   └── src/
│       ├── header.rs    # 20-byte tunnel header (v1 plain, v2 FEC)
│       ├── control.rs   # Binary control messages
│       └── fec.rs       # XOR Forward Error Correction
├── docs/            # Architecture, protocol spec, security audit
├── infra/           # Terraform, Docker, deployment scripts
├── tools/           # E2E test scripts, echo server
└── web/             # Landing page (GitHub Pages)

See docs/architecture.md for the full system design and docs/protocol.md for the tunnel protocol specification.

How It's Different

ExitLag WTFast LightSpeed
Price $6.50/mo $9.99/mo Free
Encryption Yes Yes No (transparent)
IP Preserved No No Yes
Anti-Cheat Safe Sometimes Sometimes By design
FEC No No Yes (XOR parity)
Open Source No No Yes
AI Routing Proprietary Proprietary Open (linfa RF)
Proxy RAM Unknown Unknown ~500KB

Development

# Run all tests
cargo test --workspace

# Run specific test suite
cargo test -p lightspeed-proxy --test integration_e2e

# Run FEC tests
cargo test -p lightspeed-protocol fec

# Check without building
cargo check --workspace

# Format code
cargo fmt --all

# Lint
cargo clippy --workspace

Documentation

Roadmap

  • v0.1.0 — MVP: UDP tunnel, proxy server, QUIC control, security hardening, 52 tests
  • v0.2.0 — FEC (XOR parity), Cloudflare WARP integration, UDP redirect mode, live Vultr mesh, protocol v2
  • v0.3.0 — Prometheus + Grafana monitoring, 10 alerting rules, CI/CD pipeline, pre-built binaries, load tested at 0.00% packet loss, online ML learning
  • v0.4.0 — US-East node, EU-West node, Discord community, installer wizard
  • v1.0.0 — Public stable release: polished UX, full game support matrix, community proxy network

Contributing

LightSpeed is community-driven. Contributions welcome — open an issue or submit a PR.

License & Commercial Use

This project uses a dual-licensing model to protect its technical discoveries and implementations:

  1. Free for Non-Commercial & Personal Use: You can use, study, and modify this project for personal or educational purposes, provided you give explicit credit and attribution to the original authors.
  2. Paid for Commercial Use: You are strictly prohibited from using this software, its architecture, or its underlying technologies to generate revenue, offer SaaS products, or integrate into proprietary systems without permission.

If you wish to use this technology commercially, you must contact the author to negotiate and purchase a commercial license.

See LICENSE for full details.


Built with 🦀 Rust and ⚡ ambition.