I think quite a bit of this is: 'we've finally diversified our edge network, and got closer to the client then we had previously.'
It reminds me of https://qz.com/790208/how-the-company-behind-league-of-legends-rebuilt-its-own-internet-backbone-so-that-its-faster-for-gamers/ It's interesting what they are doing with steamworks. I'm sure there is documentation on their official page for how the obfuscation works - or how to take advantage of it with your game. Steamworks is like the official Steam hook library that the game has to use to take advantage of whatever they have going on. On Sat, Mar 16, 2019 at 11:27 AM Ken Hohhof <[email protected]> wrote: > Can someone more gaming savvy than me explain this to me? > > > > About all I know about online gaming is that a customer or their kid will > piss off another gamer who then calls in the DoS artillery on said > customer, with other customers sharing the same network infrastructure > becoming collateral damage. The part about DoS attacks on game servers > usually escapes my attention because I’m not hosting the server. > > > > So does this actually obfuscate the client IP address and effectively > prevent DoS attacks on customers? I had the impression the people ordering > the attacks got the IP address via some separate chat service not via the > game server, but maybe I’m wrong about that. > > > > I assume this only works for certain games, hosted on Steam’s network? Is > there anything special that customers must do to take advantage of it? Is > there anything we as the ISP have to do? > > > > > https://arstechnica.com/gaming/2019/03/valve-brings-dota-2em-s-dos-protected-low-latency-networking-to-all-steam-devs/ > > > -- > AF mailing list > [email protected] > http://af.afmug.com/mailman/listinfo/af_af.afmug.com >
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