This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Can someone tell me exactly where ICMP comes into play in regards to Half-Life?
One of my ISPs is getting DoS'd, so they set their equpment to rate-limits ICMP packets to control this specific type of flood. They told me that TCP and UDP packets are still being forwarded as normal, so I shouldn't see any effect on that type of traffic. I know for a fact that Half-Life uses UDP packets and not TCP, but I'm unsure where ICMP comes into play, if at all. The final result is that people on the Internet say that my servers are now unplayable. Using netgraph 1, there are packets dropped every 1 second. Using netgraph 3, loss is consistantly at 8 and choke stays at 0. In CS and every other HL mod I run, the frames are choppy and players pop out of nowhere. I doesn't seem like a bandwidth issue because I can FTP files from site to site at around 60Mb/sec. I have a burstable 100Mb connection on a Gb port to Global Crossing. I'm assuming TCP is ok since I can FTP files without problems. But I have no other way of testing UDP traffic other than running HL servers. Any input is good input. Thanks. -ronnie -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

