I agree - having more frequent updates, or even a way to manually "push" an
I.P./favorites update out at will (within reason, of course - like a max of
once per hour or so, so as not to overload the system) would allow server
operators to keep some I.P. addresses in reserve in the event the need to
null-route one in the event of a DDOS.

Ideally, I would love to see a web-based control panel for server operators
that would allow us to handle all of this in an easy to use interface.

I certainly hope Valve is considering some additional measures for helping
server operators better deal with DOS attacks in Source 2.


On Wed, Feb 26, 2014 at 1:21 PM, 1nsane <1nsane...@gmail.com> wrote:

> What about the title of this thread? DDOS.
>
> That's a great reason to update the IP more often. It would allow one to
> almost provide continuous service.
>
> IP is under attack so you can nullroute it and start the server on another
> IP. Then change it back when needed.
>
>
> On Wed, Feb 26, 2014 at 12:15 PM, Mart-Jan Reeuwijk <mreeu...@yahoo.com>wrote:
>
>> As I said: do you plan to change IP that often then???
>>
>> It almost sounds like you want to change IP every hour or w/e and push
>> the changes to the clients right away...  And pushing all those changes
>> would be way too much imo. Its not for playing around with hourly updates
>> to the players and pushing all that to 10's of millions of users.
>>
>> Use this feature for what its intended, and long asked for:
>> Server owners near painless changing provider / server / VPS or whatever
>> hosting that rare time you need to change this, and have your playerbase
>> informed/moved to the new IP for your server.
>>
>> I love the new feature, it allows us to give our users that have our
>> servers Favorited a good service and keep them when we need to change to a
>> new host.
>>
>> I really cannot see any greater added value in having this update any
>> faster. You know you going to have less players anyway when moving over to
>> a new IP, and now they will come back gradually after a day, after 2 days
>> everybody will be updated. Plan the transition on your lowest usage days of
>> the week, and the pain is the least. I think Valve set it to 24 hours for
>> keeping stuff moderate with transferring between servers, clients, keeping
>> up with the stuff etc, while they measure what bandwith/CPU costs it
>> generates with 10.000s of servers, and millions of users.
>>
>> So answer this: why would you want to change that often / fast of IP?
>>
>> Again, I do not see much added value, for a service you may only do use
>> once in so many months. The only answers I can come up with have to do with
>> trying to exploit some or whatever. Don't know, don't wanna know, and I am
>> against such. I've been looking around, but not planning to move over
>> within a month or so. Meanwhile letting all my players getting the ID.
>>
>>   ------------------------------
>>  *From:* Jimmy Dorry <jimmydo...@gmail.com>
>> *To:* Mart-Jan Reeuwijk <mreeu...@yahoo.com>; Half-Life dedicated Win32
>> server mailing list <hlds@list.valvesoftware.com>
>> *Sent:* Wednesday, 26 February 2014, 15:17
>>
>> *Subject:* Re: [hlds] IP Changes & DDOS Attacks - Do Game Server
>> Accounts Resolve These Issues Now?
>>
>> It would be nicer for steam to push changes instead requiring the clients
>> to pull.
>>
>> If you change ip, under the current scheme, you basically have to expect
>> no/reduced favourited joins for 24hours.
>>
>> Sent from my iPad
>>
>> On 26 Feb 2014, at 8:43 pm, Mart-Jan Reeuwijk <mreeu...@yahoo.com> wrote:
>>
>> quote: 4. Would it be possible to increase the update rate in the future?
>>
>> Do you plan to keep changing your IP's every day? I really don't see the
>> need.
>>
>>   ------------------------------
>>  *From:* Bottiger <bottige...@gmail.com>
>> *To:* Half-Life dedicated Win32 server mailing list <
>> hlds@list.valvesoftware.com>
>> *Sent:* Wednesday, 26 February 2014, 2:42
>> *Subject:* Re: [hlds] IP Changes & DDOS Attacks - Do Game Server
>> Accounts Resolve These Issues Now?
>>
>> Thanks for the update. I have a few questions.
>>
>> 1. Does the user need to be online in order to load account ids into
>> their favorites?
>> 2. If people were already logged in right before an IP change does this
>> mean they won't see the new server for another 24 hours?
>> 3. If we leave a notice server up without an account at the old address,
>> will there be no update because there was a working server at that address?
>> 4. Would it be possible to increase the update rate in the future?
>>
>>
>>
>> On Tue, Feb 25, 2014 at 1:28 PM, Tony Paloma <to...@valvesoftware.com>wrote:
>>
>>  Yes, you can change IP, port, or both and user's favorites will update
>> within a day or the next time they refresh their favorites list thereafter.
>> What I mean by that is, the Steam client only asks for updated IP:port
>> information at most once every 24 hours. At the same time as that request,
>> the Steam client will also look at all the favorites it doesn't know the
>> Steam ID for and check to see if it has a persistent account and then fill
>> it in if so. So you may want to wait a few days before changing your IP or
>> port to ensure people get the Steam update and get a chance to get your
>> game server's Steam ID in their favorites list.
>>
>> *From:* hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Weasels Lair
>> *Sent:* Tuesday, February 25, 2014 1:19 PM
>> *To:* Half-Life dedicated Win32 server mailing list; Half-Life dedicated
>> Linux server mailing list
>> *Subject:* Re: [hlds] IP Changes & DDOS Attacks - Do Game Server
>> Accounts Resolve These Issues Now?
>>
>>  Related question to this ...
>>  In addition to tracking what IP ADDRESS the server moved to, I *assume*
>> it will track the before/after PORT?  In other words ADDRESS:PORT, not just
>> ADDRESS?
>>  Maybe somebody from Valve could confirm?
>>
>>  On Tue, Feb 25, 2014 at 1:16 PM, Mike Vail <supp...@boomgaming.net>
>> wrote:
>>  I just got a Steam Client update this morning that included the
>> following in the General update notes:
>>
>> "Add IP tracking to game server favorites. Favorites will automatically
>> update to new server IP addresses if the game server is using a persistent
>> account."
>>
>> I'm assuming that this feature is no longer just a beta client feature
>> now, which is wonderful news for anyone looking to change their IP
>> addess(es).
>>
>>
>>
>>
>>  *From:* Mike Vail [mailto:supp...@boomgaming.net]
>> *Sent:* Saturday, February 15, 2014 10:49 AM
>> *To:* 'Half-Life dedicated Win32 server mailing list'
>> *Subject:* [hlds] IP Changes & DDOS Attacks - Do Game Server Accounts
>> Resolve These Issues Now?
>>
>> So this week for the first time since I started running Valve servers
>> almost 10 years ago, I began getting ddos attacked on one of my servers.
>> The datacenter null-routed the IP, which is typical in these cases. I don't
>> have advanced firewall protection right now other than Windows 2008
>> Firewall so I'm kinda stuck. I don't even know the nature of the attack
>> because the datacenter isn't helpful at all. Wireshark hangs and crashes
>> every 30 minutes so it too is useless in identifying the attack.  I also
>> learned another server-op who runs a similar server is having the same
>> attacks so it's likely the same guy trying to take us both down so he can
>> start his own server like ours.
>>
>> So then I started thinking about these new game server accounts. My
>> affected server is by no means stock. It runs a custom map, has instant
>> respawn and 100% crits, which disqualifies it from Quick-play. That's fine
>> but here's my question. As I read the recent thread about the new Game
>> server account feature, by adding my server to a game server account, I can
>> change the IP and players with it saved in their favorites will receive the
>> new server IP address because their favorites will update after the IP
>> change. Is this correct? If so, I should be able to change the IP after
>> registering it and people should find the server through their favorites
>> like before even though the server won't work with quick-play right?
>>
>> Lastly, with game server accounts becoming the norm, would it not make
>> since for Valve to game servers' IP addresses from everyone in the future
>> so the ability to attack them would be greatly diminished? I realize that
>> dedicated attackers will always find a way to do evil, but by hiding the IP
>> addresses from players, it may go a long way to reducing the frequency of
>> attacks by script kiddies.
>>
>> What do you guys think?
>>
>> Happy Saturday,
>> Mike
>>
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