Cool, thanks!!

Should i install this on the same server as Game server or another smaller
server?

2017-03-23 23:13 GMT+01:00 / UGC- Gaming.net / <[email protected]>:

> https://github.com/pavel-odintsov/fastnetmon
>
> # collect a full dump of the attack with full payload in pcap compatible
> format
> collect_attack_pcap_dumps = on
> # Execute Deep Packet Inspection on captured PCAP packets
> process_pcap_attack_dumps_with_dpi = on
>
> On Fri, Mar 24, 2017 at 12:08 AM, Mathias <[email protected]> wrote:
>
>> Thanks. How does tcpdump work? And setup? :)
>>
>> 2017-03-23 22:59 GMT+01:00 / UGC- Gaming.net / <[email protected]>:
>>
>>> tcpdump needed :)
>>>
>>> On Thu, Mar 23, 2017 at 11:54 PM, Mathias <[email protected]> wrote:
>>>
>>>> How Marco? CSGO Cvar? Iptables?
>>>>
>>>> 2017-03-23 22:53 GMT+01:00 Mathias <[email protected]>:
>>>>
>>>>> Thanks for this awesome help John! This kind of "Attack" have been
>>>>> attacking me for days without stopping.
>>>>>
>>>>> So i block the port everytime they attack on new port? And what if
>>>>> they attack on the port directly? There must be a kind of filter possible
>>>>> on Linux with Iptables. Anything i can tell me datacenter to fix this
>>>>> attack permanent?
>>>>>
>>>>>
>>>>>
>>>>> 2017-03-23 22:44 GMT+01:00 John <[email protected]>:
>>>>>
>>>>>> If you're seeing packets from port 28960, you're most likely seeing a
>>>>>> reflected query DDoS that is coming from CoDx servers (you can tell for
>>>>>> certain by looking at the contents of captured packets -- look for the
>>>>>> string 'statusResponse') -- not a direct query/connection flood, and 
>>>>>> likely
>>>>>> not spoofed. You can safely block traffic from port 28960, or do a more
>>>>>> thorough filter to block that traffic. This is an example rule to just
>>>>>> block the port.
>>>>>>
>>>>>> iptables -I INPUT -p udp --sport 28960 -j DROP
>>>>>>
>>>>>> -John
>>>>>>
>>>>>>
>>>>>> On 3/23/2017 2:33 PM, Mathias wrote:
>>>>>>
>>>>>> Thanks John.
>>>>>>
>>>>>> Could you guide/send me the Iptables?
>>>>>>
>>>>>> My server is on port 27115 and the attack comes in on port 28960 -
>>>>>> But it wont work block the port (Have tried)
>>>>>>
>>>>>> "IP rate limit sustained 79085 distributed packets at 2636.2 pps
>>>>>> (1246 buckets).
>>>>>>
>>>>>> IP rate limit under distributed packet load (1205 buckets, 15001 global 
>>>>>> count), rejecting 8.59.18.221:28960.
>>>>>>
>>>>>> IP rate limit sustained 78411 distributed packets at 2613.7 pps (943 
>>>>>> buckets).
>>>>>>
>>>>>> IP rate limit under distributed packet load (1210 buckets, 15001 global 
>>>>>> count), rejecting 154.112.126.3:28960.
>>>>>>
>>>>>> IP rate limit sustained 104375 distributed packets at 3479.2 pps (968 
>>>>>> buckets).
>>>>>>
>>>>>> IP rate limit under distributed packet load (1152 buckets, 15001 global 
>>>>>> count), rejecting 84.3.222.161:28960.
>>>>>>
>>>>>> IP rate limit sustained 78941 distributed packets at 2631.4 pps (795 
>>>>>> buckets).
>>>>>>
>>>>>> IP rate limit under distributed packet load (1176 buckets, 16663 global 
>>>>>> count), rejecting 88.131.51.148:28960."
>>>>>>
>>>>>>
>>>>>> 2017-03-23 22:27 GMT+01:00 John <[email protected]>:
>>>>>>
>>>>>>> On 3/23/2017 1:34 PM, Mathias wrote:
>>>>>>>
>>>>>>>> My server's getting flood with VSE DDoS Attack. My server have DDoS
>>>>>>>> Protection but it wont take it. any other DDoS Attack does it takes so 
>>>>>>>> what
>>>>>>>> can i do? i'm on Linux Ubuntu 16.04.
>>>>>>>>
>>>>>>>> Here is server logs - http://pastebin.com/Q2dbcEMt
>>>>>>>>
>>>>>>>> I also got how the script works (VSE DDoS Attack) - Found on a
>>>>>>>> forum via Google
>>>>>>>>
>>>>>>>> Any idea to stop it with Iptables? Packet limit?
>>>>>>>>
>>>>>>>
>>>>>>> The term "VSE" ("Valve Source Exploit") that the attackers like to
>>>>>>> use is a misnomer because there isn't an exploit involved. These attacks
>>>>>>> just flood a server with spoofed queries and/or connection attempts from
>>>>>>> random sources, and Source can't handle the volume.
>>>>>>>
>>>>>>> Currently the most effective general-purpose way to deal with these
>>>>>>> is to whitelist real player IPs and rate-limit queries and connection
>>>>>>> attempts from all other sources (down to around 1000/s). This can be 
>>>>>>> done
>>>>>>> with iptables using a combination of the ipset, hashlimit, and
>>>>>>> bpf/u32/string modules.
>>>>>>>
>>>>>>> Ideally, the game would be redesigned to using TCP for queries and
>>>>>>> the very first part of the connection, offloading the first-contact 
>>>>>>> tasks
>>>>>>> to the OS, which has established methods for combating high-rate spoofed
>>>>>>> TCP SYN floods. Internally, it could then straight drop all UDP packets
>>>>>>> that don't correspond to a currently connected player.
>>>>>>>
>>>>>>> -John
>>>>>>>
>>>>>>> _______________________________________________
>>>>>>> Csgo_servers mailing list
>>>>>>> [email protected]
>>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>>>>>
>>>>>>
>>>>>>
>>>>>>
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>>>>>>
>>>>>>
>>>>>>
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>>>>>
>>>>>
>>>>
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