TCP for example...
Il 28/01/2011 13:45, frostschutz ha scritto:
On Thu, Jan 27, 2011 at 06:53:08PM -0500, clad iron wrote:
Would there be a way for the engine to identify
exactly where it's coming from and drop the connection ?
It's UDP, there are no connections and you can't stop others
from sending packets to you. So the best you can do is drop
without spending any unnecessary CPU time.
The protocol unfortunately is DDoS by design - if a game has
a ton of players and in one second 100 people around the
world refresh their server list at the same time, your server
has 100 queries to reply to 100 different IPs... per second.
So all you can do is make those queries faster.
Usually games just don't have enough players for this to be
a problem, but Valve is a monster in that regard.
The protocol could be designed differently to make it easier
to drop / delay unwanted packets, but protocol redesign is
not something you do on a regular basis for gameservers. ;)
Regards
frostschutz
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