I will also jump in here and say that I like option #2 better.  It's
simpler and more consistent with the other protocols used by SRCDS, and
keeps the packets nice and small while also (hopefully) mitigating these
attacks.

And Fletcher, I appreciate you reaching out and soliciting feedback before
making this change.  Scrambling to implement a change in our A2S_INFO
clients after the fact would not have been much fun.

Thanks!

On Tue, Nov 17, 2020 at 3:33 AM YUAN RUI - number201724 at me.com (via
csgo_servers list) <csgo_servers@list.valvesoftware.com> wrote:

> 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> 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>
>> wrote:
>>
>>> lol. Who are you.
>>>
>>> Best,
>>> Kyle.
>>>
>>> On Mon, 16 Nov 2020, 19:45 Calvin Judy - calvin at swiftnode.net (via
>>> csgo_servers list), <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 at swiftnode.net
>>>> (via csgo_servers list) <csgo_servers@list.valvesoftware.com> 
>>>> <csgo_servers@list.valvesoftware.com> wrote:
>>>>
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-- 
Dave Parker '11
Database & Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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