While true, it is somewhat different in matters of actual possession of
resources to blow a connection out of the sky with 40x155mbit hacked boxes
and able to take down 5-6 different gameservers with your crappy 512kbit
dsl-line from home due to improper handling of packets.

-TheG

On Thu, Jan 6, 2011 at 10:37 PM, Kigen <theki...@gmail.com> wrote:

> Hello.
>
> Now one unfortunate fact about DoS attacks is that they are designed
> to interrupt service.  The main reason why they work so well is
> because UDP packets can be spoofed.  Thus you are unable to identify a
> IP to ban as the IPs reported will not be the real source of the
> packet.  Almost a year ago I suffered a 30Mbit/sec DoS attack on a
> CS:S server.   (Everyone who knows my name can probably guess why
> someone would want to attack me.)  Given the nature of the attack and
> the fact that my game server was empty I just firewalled off the port
> they were attacking (save bandwidth).  While Query Cache can help you
> server show that its up, in the end if someone has enough bandwidth
> they can take your server down.
>
> While VALVe can probably make a better query mechanism they won't be
> able to fix this problem.  Since this problem is actually a problem
> with the way the internet is designed.
>
> The main problem lies in the UDP protocol.  Since no handshakes are
> required (since UDP is stateless) its easy to spoof the source IP with
> just a Linux box (or a modded Windows).  The only true solution when
> your getting DoS'd is for your ISP (host) to find the source of the
> attack through tickets to up-stream providers.  However, most ISPs
> will not bother to trace the origin of the attack (due to the fact
> that most come from zombie machines).
>
> On Thu, Jan 6, 2011 at 11:53 AM, Marco Padovan <evolutioncr...@gmail.com>
> wrote:
> > Nice! Will give it a try if it's already part of the kernel I use :)
> >
> > Thank you
> > Il giorno 06/gen/2011 18.43, "frostschutz" <frostsch...@metamorpher.de>
> ha
> > scritto:
> >> On Thu, Jan 06, 2011 at 05:28:43PM +0100, Marco Padovan wrote:
> >>> The single bucket is problematic due to how we manage the gameservers,
> > will
> >>> update the status this evening :p
> >>
> >> So I came across this in the iptables man page...
> >>
> >> ----
> >> hashlimit
> >>
> >> This patch adds a new match called 'hashlimit'. The idea is to have
> > something like 'limit', but either per destination-ip or per
> > (destip,destport) tuple.
> >>
> >> It gives you the ability to express
> >> '1000 packets per second for every host in 192.168.0.0/16'
> >>
> >> '100 packets per second for every service of 192.168.1.1'
> >> with a single iptables rule.
> >> ----
> >>
> >> So you can use hashlimit for a 20 pps for each port solution,
> >> still with just a single rule.
> >>
> >> iptables -m hashlimit --hashlimit 20/s --hashlimit-mode destip-destport
> >>
> >> (might also need --hashlimit-htable-size/max/, not sure...)
> >>
> >> Regards
> >> frostschutz
> >>
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