I've looked into it already a couple days ago. All the program does is spam
empty UDP packets to the server at the rate specified. Setting the interval
to 200ms means the program sends 50 empty UDP packets every 200ms.

For whatever reasons, this causes the server to start sending empty updates
back to all players. It doesn't slow the server's FPS down or anything, but
while the attack is ongoing, most of the packets received by players contain
no data. The players will continue to receive the same amount of updates as
they were prior to the attack (and the netgraph helps show this -- the
bottom graph remains flat and the updates/second counter remains stable),
but again, they will just be empty.

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Andrew
Armstrong
Sent: Monday, January 19, 2009 2:24 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

Do you have a copy of the captured data?

I think the smarter thing to do would be to e-mail one of the Valve devs so
that they can investigate and block how this is happening at the game level.

- Andrew

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of 1nsane
Sent: Tuesday, 20 January 2009 9:14 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Counterstrike Source DDos Attack !!! NO JOKE !!!

Seems to work on fine on Team Fortress 2 as well :(.

On Sun, Jan 18, 2009 at 11:53 PM, J T <[email protected]> wrote:

> You would have to look at the packet's datagram and see what is being sent
> to the server to successfully filter the offensive packets correctly.
>
> On Sun, Jan 18, 2009 at 10:11 AM, Ronny Schedel <[email protected]
> >wrote:
>
> > Analyze the network traffic and setup appropriate firewall rules. It's
> not
> > that hard to prevent it.
> >
> >
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