Please, read what I initially said.

"TCP would solve the issue for queries"

What's the issue with moving the query system from UDP 27015 to TCP 27016?
:/ However, TCP is also prone to DDoS via SYN floods:

"SYN flood <http://en.wikipedia.org/wiki/SYN_flood> sends a flood of TCP/SYN
packets, often with a forged sender address. Each of these packets is
handled like a connection request, causing the server to spawn a half-open
connection <http://en.wikipedia.org/wiki/Half-open_connection>, by sending
back a TCP/SYN-ACK packet, and waiting for a packet in response from the
sender address. However, because the sender address is forged, the response
never comes. These half-open connections saturate the number of available
connections the server is able to make, keeping it from responding to
legitimate requests until after the attack ends."

(see: http://en.wikipedia.org/wiki/SYN_flood)

Basically, ANY transport-layer protocol can be DDoS'd and brought down with
enough bandwidth-- it's the nature of the internet.

Thanks,
 - Saul.


On 28 January 2011 15:12, Frederic Fortier <[email protected]> wrote:

>
>  Yes, a gameserver on TCP is really a bad idea because the handshake
> creates a very high overhead. I'm pretty sure you can test it out by
> yourself by adding -tcp to your client's startup line, and see if you enjoy
> playing with a choke of about 60. Which is why UDP is used instead: while
> it's easier to spoof the IP and DDOS without risking to be IP blocked, it's
> still better than not being to play the game at all.
>
> Le 2011-01-28 09:20, Emil Larsson a écrit :
>
>  Since it requires a handshake, TCP is impossible to spoof (unlike UDP). It
>> would make it a bit easier to block IP's since a handshake will fail if a
>> spoofed IP is used. Of course, most DOS bugs in SRCDS are from bugs and
>> lack
>> of packet caching/priority.
>>
>> However it also have higher overhead, which is why you rarely see
>> gameservers using it as a protocol.
>>
>> On Fri, Jan 28, 2011 at 3:05 PM, Saul Rennison<[email protected]
>> >wrote:
>>
>>  I thought that TCP would solve the issue for queries and stuff like
>>> that but in practice TCP is just as prone to DDoS as UDP -.-
>>>
>>> On Friday, 28 January 2011, Marco Padovan<[email protected]>
>>> wrote:
>>>
>>>> TCP for example...
>>>>
>>>> Il 28/01/2011 13:45, frostschutz ha scritto:
>>>>
>>>> On Thu, Jan 27, 2011 at 06:53:08PM -0500, clad iron wrote:
>>>>
>>>> Would there be a way for the engine to identify
>>>> exactly where it's coming from and drop the connection ?
>>>>
>>>> It's UDP, there are no connections and you can't stop others
>>>> from sending packets to you. So the best you can do is drop
>>>> without spending any unnecessary CPU time.
>>>>
>>>> The protocol unfortunately is DDoS by design - if a game has
>>>> a ton of players and in one second 100 people around the
>>>> world refresh their server list at the same time, your server
>>>> has 100 queries to reply to 100 different IPs... per second.
>>>> So all you can do is make those queries faster.
>>>>
>>>> Usually games just don't have enough players for this to be
>>>> a problem, but Valve is a monster in that regard.
>>>>
>>>> The protocol could be designed differently to make it easier
>>>> to drop / delay unwanted packets, but protocol redesign is
>>>> not something you do on a regular basis for gameservers. ;)
>>>>
>>>> Regards
>>>> frostschutz
>>>>
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>>> please visit:
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>>>>  --
>>>
>>> Thanks,
>>>  - Saul.
>>>
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