Files
tailscale/derp
Brad Fitzpatrick 7bb87d3614 derp/derpserver, cmd/derper: add /debug/clients/ page listing connected clients
The derper debug pages had no way to see which clients were connected.
The expvar gauges only give counts, /debug/check only says whether the
counts agree, and /debug/traffic only reports connections that moved
bytes since its last tick, and only if ss is installed.

Add /debug/clients/, which by default serves an index page with a form
to pick one of four filters: ?all lists every connection, ?ip=1.2.3.4
and ?cidr=1.2.0.0/16 list connections from an address or prefix, and
?key=nodekey:... lists the connection(s) for one node key. Each row
shows the connection number, key, remote address, connection age,
flags (home, mesh, prober, notideal, dup/active/disabled), protocol
version, app name, per-connection rx/tx packet and byte counts, and
the estimated unique sender count.

Big derpers have far too many connections for one page, so results
are paginated with keyset cursors rather than page numbers: sort=key,
ip, conn, rx, tx, rxpkts, or txpkts (with a leading - for descending)
picks the walk order, limit=N the page size, and after=X resumes after
that value of the sort field. The next-page links add afterconn=N so a
page boundary that falls among connections sharing a value (duplicate
keys, one IP with many ports, equal counters) resumes exactly. Column
headers link to the other sort orders.

The walk under Server.mu does only a filter match, a cursor comparison,
and at most a bounded-heap operation per connection, so connections
before the cursor are discarded without being copied and at most limit
entries are ever kept. Only the summary counts (matching connections
and keys) look at every connection. Snapshots are taken and the page
rendered after the lock is released, so a slow debug client can't
stall the server. A benchmark with 100k connections takes about 10ms
per page.

There were no per-connection traffic counters before, only the
server-wide ones, so sclient gains four atomic.Uint64 counters (rx/tx
packets and bytes, counting data packets like the server-wide ones)
bumped alongside them. That's 32 bytes per connection. For the counter
sorts, the value is loaded once per connection during the walk and
used for both the cursor test and the heap order, so the order stays
consistent while the counters keep changing.

The sclient preferred field becomes an atomic.Bool so the page can
report which connections are the client's home DERP; it was previously
only touched by the run goroutine.

Updates tailscale/corp#48933

Signed-off-by: Brad Fitzpatrick <bradfitz@tailscale.com>
Change-Id: I4e9b7c2d5a83f61b0e7d2c94a5f8b3e16d7c0a29
2026-09-28 10:14:36 -07:00
..

DERP

This directory (and subdirectories) contain the DERP code. The server itself is in ../cmd/derper.

DERP is a packet relay system (client and servers) where peers are addressed using WireGuard public keys instead of IP addresses.

It relays two types of packets:

  • "Disco" discovery messages (see ../disco) as the a side channel during NAT traversal.

  • Encrypted WireGuard packets as the fallback of last resort when UDP is blocked or NAT traversal fails.

DERP Map

Each client receives a "DERP Map" from the coordination server describing the DERP servers the client should try to use.

The client picks its home "DERP home" based on latency. This is done to keep costs low by avoid using cloud load balancers (pricey) or anycast, which would necessarily require server-side routing between DERP regions.

Clients pick their DERP home and report it to the coordination server which shares it to all the peers in the tailnet. When a peer wants to send a packet and it doesn't already have a WireGuard session open, it sends disco messages (some direct, and some over DERP), trying to do the NAT traversal. The client will make connections to multiple DERP regions as needed. Only the DERP home region connection needs to be alive forever.

DERP Regions

Tailscale runs 1 or more DERP nodes (instances of cmd/derper) in various geographic regions to make sure users have low latency to their DERP home.

Regions generally have multiple nodes per region "meshed" (routing to each other) together for redundancy: it allows for cloud failures or upgrades without kicking users out to a higher latency region. Instead, clients will reconnect to the next node in the region. Each node in the region is required to be meshed with every other node in the region and forward packets to the other nodes in the region. Packets are forwarded only one hop within the region. There is no routing between regions. The assumption is that the mesh TCP connections are over a VPC that's very fast, low latency, and not charged per byte. The coordination server assigns the list of nodes in a region as a function of the tailnet, so all nodes within a tailnet should generally be on the same node and not require forwarding. Only after a failure do clients of a particular tailnet get split between nodes in a region and require inter-node forwarding. But over time it balances back out. There's also an admin-only DERP frame type to force close the TCP connection of a particular client to force them to reconnect to their primary if the operator wants to force things to balance out sooner. (Using the (*derphttp.Client).ClosePeer method, as used by Tailscale's internal rarely-used cmd/derpprune maintenance tool)

We generally run a minimum of three nodes in a region not for quorum reasons (there's no voting) but just because two is too uncomfortably few for cascading failure reasons: if you're running two nodes at 51% load (CPU, memory, etc) and then one fails, that makes the second one fail. With three or more nodes, you can run each node a bit hotter.