I think a good way to prevent a amplification is to send a unique id and
the receiver has to request package for package with this id until the
iteration stops.


2014-02-26 13:04 GMT+01:00 Dmitri Ionin <[email protected]>:

> Vitaliy's reply here earlier was to inquiry about console error with
> discovery that it is caused by requesting server status with php lib or
> hlsw.
>
> S2A_RULES is internal variable name used by PHP library that queried
> server status. (sending packet header A2S_RULES = 0x56; receiving packet
> header S2A_RULES = 0x45)
>
> Goal may have been to eliminate amplification attacks as challenge
> component was bypassed by some servers with modified netcode. I don't know
> if CSGO server did that, but if it did, this is another nuke fix for ant
> problem.
> And if devs feel that challenge is predictable and can be bypassed,
> limiting requests from single ip would be a solution if not fixing
> challenge predictability.
>
> If CSGO uses another protocol for getting server's friendlyfire, team
> collision, etc settings without actually connecting with game client, and
> this protocol is intended to be used in future, someone from valve should
> make it public so we could use it with this kind of software.
>
> I think valve never considered that code they publish may actually be
> useful and used by other applications. If Steam doesn't seem to use that,
> they will just break it.
> (I believe steam actually does use this packet at least in TF2 quickplay,
> so we shall wait code sync that breaks it in turn.)
>
> /Dmitri
>
>
> 26.02.2014 13:21, Steven Hartland kirjoitti:
>
>> This is used by loads of applications, utilities and rcon tools.
>>
>> Breaking it and expecting everyone to fix it over night is not
>> really practical.
>>
>> What was the reason for making this change?
>>
>> I'm assuming its to try and eliminate amplification attacks?
>>
>> If so the query protocol for which A2S_RULES (I'm assuming
>> S2A_RULES was a typo) is a component already protects against
>> this as it requires a valid prior challenge.
>>
>> If all this is true then I'd echo others responses in that this
>> needs to be either fixed to allow this or reverted until a
>> better solution can be found.
>>
>>    Regards
>>    Steve
>>
>> ----- Original Message ----- From: "Vitaliy Genkin" <
>> [email protected]>
>> To: <[email protected]>
>> Sent: Friday, February 21, 2014 5:48 PM
>> Subject: Re: [Csgo_servers] CSGO 1.32.3.0
>>
>>
>> Do server operators need S2A_RULES response from game servers? Previously
>> S2A_RULES response included names and values of all server convars flagged
>> as "FCVAR_NOTIFY", but nothing in Steam uses this packet type anymore so I
>> don't think any services are affected.
>>
>> If you have control of your tool(s)/webpage(s) you can stop requesting
>> rules from the game server(s) (e.g. don't generate PHP GetRules() request).
>> If you really need something in response we can come up with ideas, or we
>> can just stop spamming the console and still not respond to that packet.
>>
>> The spew comes up because the server can no longer send more than one
>> packet in response to a single packet external request, and if the response
>> is exceeding MTU size the server will not send anything at all instead of
>> sending a partial truncated packet. This is the message that is spewed to
>> server console to inform about response that was not sent out and its
>> estimated bytelength -
>> [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
>> exceeding MTU (2447)
>>
>> Also replying to a question asked earlier -- threaded socket processing
>> is on by default. Official servers are operated by Valve, unless server
>> operators install special server plug-ins game servers should no longer
>> record or transmit client IP addresses.
>>
>> Hope this helps,
>> -Vitaliy
>>
>>
>>
>> --------------------------------------------------------------------------------
>>
>>
>>
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