I thought that TCP would solve the issue for queries and stuff like
that but in practice TCP is just as prone to DDoS as UDP -.-

On Friday, 28 January 2011, Marco Padovan <evolutioncr...@gmail.com> wrote:
> 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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-- 

Thanks,
 - Saul.

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