In another case, someone sends a fake connect packet to fill the server.

FF FF FF FF connect.........

The server always prompts "server is full."

They use proxy ips, and thousands of ips are sending fake data.


On 11/17/2020 3:44 PM, Kyle Sanderson wrote:
Tyler,

SNMP attacks are easily 1500x+ the reflection capability (yes, fifteen hundred times) from a single packet. NTP is a couple hundred but there were systemic fixes over half a decade ago. What is being proposed here is 100% a non-issue (SRCDS is again, 8x at best) for the entire internet, and is instead proposing breaking tens of orphaned games. I really don't know what yourself or Calvin are thinking but this is absolutely a non issue and is threatening the entire ecosystem over absolutely nothing. There's plenty of non-source games that use the same wire protocol (hell, even a call of duty game) - why are we changing it...

Why the hell are you guys thinking this is okay lol. I'm actually really confused now if you're not attempting to be arsonists.

Kyle.

On Mon, 16 Nov 2020, 22:56 Tyler Janse, <tylerrobinja...@gmail.com <mailto:tylerrobinja...@gmail.com>> wrote:

    Hi all,

    I'd like to echo Calvin's opinion.  I think Option 2 is in the
    right direction.  I don't have anything new technical-wise to
    contribute beyond what's already been stated.

    I don't think anyone is worried about carriers or datacenters
    going down over source engine reflection attacks, and I made no
    comment that would imply that.

    My goal is to keep customer's services//online throughout the
    attacks, regardless of method or size. DNS/NTP/SNMP reflections
    are far less resource intensive to mitigate compared to attacks
    that require hashlimits or DPI, even if they are magnitudes larger
    on average.

    I'd like to accent this thought.  We're talking about an issue
    that can hit individual instances, not a whole datacenter.  This
    is even more true in a game played in short periods (45 minutes
    per game) compared to other longer-played/persistent games.

    The fact that these options are proposed and community feedback is
    solicited suggest that even internally they recognize this is an
    issue that needs to be addressed.

    Cheers.

    Tyler


    On Tue, Nov 17, 2020 at 12:27 AM Kyle Sanderson
    <kyle.l...@gmail.com <mailto:kyle.l...@gmail.com>> wrote:

        lol. Who are you.

        Best,
        Kyle.

        On Mon, 16 Nov 2020, 19:45 Calvin Judy - calvin at
        swiftnode.net <http://swiftnode.net> (via csgo_servers list),
        <csgo_servers@list.valvesoftware.com
        <mailto:csgo_servers@list.valvesoftware.com>> wrote:

            So your argument is because there are reflection attacks
            with higher amplification, Valve should, do nothing?

            I don't think anyone is worried about carriers or
            datacenters going down over source engine reflection
            attacks, and I made no comment that would imply that.

            My goal is to keep customer's services//online throughout
            the attacks, regardless of method or size. DNS/NTP/SNMP
            reflections are far less resource intensive to mitigate
            compared to attacks that require hashlimits or DPI, even
            if they are magnitudes larger on average.

            I'm not sure why anyone would condemn Valve for patching a
            well known reflection vector.


            What are you talking about 😂
            There's millions of other boxes. The genesis for all of this was 
SNMP
            +- NTP, which came after and was 50x worse per academia. NTP, SNMP,
            and CoD were the basic reflection staples of 2010.

            There's MTU hacks that break other queries which further destroy the
            ecosystem regarding statistics. Breaking outside of the hacked STB
            ecosystem (and oh my lord is there a lot) this is not really a hot
            market anymore. There's boxes that can actually saturate the entire
            link now that don't have to spoof. My single port server receiving 
on
            27015 killing an entire datacentre (which hit many other folks - to
            the point of pings on IRC) from getting a simple reflection attack 
is
            long gone.

            Basically, it's great that you've found the entire Valve + 
self-hosted
            ecosystem at its peak. But this is a decade old issue that no longer
            impacts real carriers,
            Kyle.

            On Mon, Nov 16, 2020 at 6:43 PM Calvin Judy - calvin atswiftnode.net  
<http://swiftnode.net>
            (via csgo_servers list)<csgo_servers@list.valvesoftware.com>  
<mailto:csgo_servers@list.valvesoftware.com>  wrote:

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