http://www.networksorcery.com/enp/protocol/ip/option009.htm
________________________________________
From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson 
[ail...@gmail.com]
Sent: 28 January 2011 15:20
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Is today's TF2/DODS/CSS update a required server      
update?

Since it requires a handshake, TCP is impossible to spoof (unlike UDP). It
would make it a bit easier to block IP's since a handshake will fail if a
spoofed IP is used. Of course, most DOS bugs in SRCDS are from bugs and lack
of packet caching/priority.

However it also have higher overhead, which is why you rarely see
gameservers using it as a protocol.

On Fri, Jan 28, 2011 at 3:05 PM, Saul Rennison <saul.renni...@gmail.com>wrote:

> 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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