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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- Thanks, - Saul. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux