Re: [Csgo_servers] qconnect attacks wreaking havoc on community servers, getting more and more common, Valve please fix this exploit

2015-03-22 Thread Marco Padovan
This is an old issue, it was being exploited in TF2 years ago too...

Lately (past 4 weeks) I've seen it being frequently used against csgo too
with the 54 and ff packets.

nsfocus, arbor and so on does nothing in our case, we had resort filtering
those attacks with proper ratelimits by using iptables

On Sun, Mar 22, 2015 at 8:06 AM, Alberts S c...@tirlins.com wrote:

 Hey! By any chance could you share a few .pcap logs?

 Best Regards,
 Alberts Saulitis

 Kevin Bassi @  rakstīja:

 Srcds for the longest time has sucked at handling a decent amount of
 packets per second, it appears to crumble under itself whenever you
 send a high volume of packets per second. We have a NSFOCUS hardware
 mitigation setup in Dallas where they're hosted, and the mitigation is
 doing it's job by keeping these machines online during the attack, we
 never disconnect from the machine but the target servers on the
 machine seem to timeout even though only about 10mbps of the attack
 is actually getting through.

 Here's a detailed post containing some qconnect packet dumps:
 http://csgodev.com/qconnect-attacks/

 There's another attack somewhat like the qconnect packet attack that
 just sends a decent volume of packets that don't contain any
 information, the problem with blocking these are that the payload is
 randomly generated, the source port falls within the query port range
 of srcds, and the source port is randomized. So if we block them, we
 also prevent anyone from seeing the server, or connecting.

 None of the integrated features, like the host_ show players and
 info parameters, and the allowed packet window, etc seem to make srcds
 anymore stable during these attacks.

 Unfortunately I think this is all going to come down to SRCDS just
 suffering under high packet load, and I do not know how you can fix
 this. All I can do is provide information on how these attacks enter
 and disrupt our network, I have ~120 quite large packet dumps from
 random attacks I'd be more than happy to upload for you guys to
 inspect.

 And an unrelated note: steam voice chat needs to go. I can't imagine
 anyone using it without being in lobbies or something, and this is how
 a bunch of people are grabbing other people's IP addresses over steam.
 Since you can call people without even being on their friends list,
 just by joining a group with them. Just an option to disable voice
 chat that has to be opted into would be great.

 If you need anymore information to pass along, feel free to let me
 know.

 Thank you!


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Re: [Csgo_servers] qconnect attacks wreaking havoc on community servers, getting more and more common, Valve please fix this exploit

2015-03-22 Thread Mohammed Khalik
I am also getting attacked on my csgo servers, on a daily basis.

Date: Sun, 22 Mar 2015 15:03:40 +0100
From: e...@evcz.tk
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] qconnect attacks wreaking havoc on community 
servers, getting more and more common, Valve please fix this exploit

This is an old issue, it was being exploited in TF2 years ago too...
Lately (past 4 weeks) I've seen it being frequently used against csgo too with 
the 54 and ff packets.
nsfocus, arbor and so on does nothing in our case, we had resort filtering 
those attacks with proper ratelimits by using iptables
On Sun, Mar 22, 2015 at 8:06 AM, Alberts S c...@tirlins.com wrote:
Hey! By any chance could you share a few .pcap logs?



Best Regards,

Alberts Saulitis



Kevin Bassi @  rakstīja:


Srcds for the longest time has sucked at handling a decent amount of

packets per second, it appears to crumble under itself whenever you

send a high volume of packets per second. We have a NSFOCUS hardware

mitigation setup in Dallas where they're hosted, and the mitigation is

doing it's job by keeping these machines online during the attack, we

never disconnect from the machine but the target servers on the

machine seem to timeout even though only about 10mbps of the attack

is actually getting through.



Here's a detailed post containing some qconnect packet dumps:

http://csgodev.com/qconnect-attacks/



There's another attack somewhat like the qconnect packet attack that

just sends a decent volume of packets that don't contain any

information, the problem with blocking these are that the payload is

randomly generated, the source port falls within the query port range

of srcds, and the source port is randomized. So if we block them, we

also prevent anyone from seeing the server, or connecting.



None of the integrated features, like the host_ show players and

info parameters, and the allowed packet window, etc seem to make srcds

anymore stable during these attacks.



Unfortunately I think this is all going to come down to SRCDS just

suffering under high packet load, and I do not know how you can fix

this. All I can do is provide information on how these attacks enter

and disrupt our network, I have ~120 quite large packet dumps from

random attacks I'd be more than happy to upload for you guys to

inspect.



And an unrelated note: steam voice chat needs to go. I can't imagine

anyone using it without being in lobbies or something, and this is how

a bunch of people are grabbing other people's IP addresses over steam.

Since you can call people without even being on their friends list,

just by joining a group with them. Just an option to disable voice

chat that has to be opted into would be great.



If you need anymore information to pass along, feel free to let me

know.



Thank you!





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Re: [Csgo_servers] qconnect attacks wreaking havoc on community servers, getting more and more common, Valve please fix this exploit

2015-03-22 Thread Greg Haerman
confirmed

On Sun, Mar 22, 2015 at 10:04 AM, Michael Loveless mloveless1...@gmail.com
wrote:

 Confirmed as well. Pretty much on a daily basis.

 On Sun, Mar 22, 2015 at 12:55 PM, Mohammed Khalik 
 mohammed_kha...@hotmail.com wrote:

 I am also getting attacked on my csgo servers, on a daily basis.

 --
 Date: Sun, 22 Mar 2015 15:03:40 +0100
 From: e...@evcz.tk
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] qconnect attacks wreaking havoc on community
 servers, getting more and more common, Valve please fix this exploit


 This is an old issue, it was being exploited in TF2 years ago too...

 Lately (past 4 weeks) I've seen it being frequently used against csgo too
 with the 54 and ff packets.

 nsfocus, arbor and so on does nothing in our case, we had resort
 filtering those attacks with proper ratelimits by using iptables

 On Sun, Mar 22, 2015 at 8:06 AM, Alberts S c...@tirlins.com wrote:

 Hey! By any chance could you share a few .pcap logs?

 Best Regards,
 Alberts Saulitis

 Kevin Bassi @  rakstīja:

 Srcds for the longest time has sucked at handling a decent amount of
 packets per second, it appears to crumble under itself whenever you
 send a high volume of packets per second. We have a NSFOCUS hardware
 mitigation setup in Dallas where they're hosted, and the mitigation is
 doing it's job by keeping these machines online during the attack, we
 never disconnect from the machine but the target servers on the
 machine seem to timeout even though only about 10mbps of the attack
 is actually getting through.

 Here's a detailed post containing some qconnect packet dumps:
 http://csgodev.com/qconnect-attacks/

 There's another attack somewhat like the qconnect packet attack that
 just sends a decent volume of packets that don't contain any
 information, the problem with blocking these are that the payload is
 randomly generated, the source port falls within the query port range
 of srcds, and the source port is randomized. So if we block them, we
 also prevent anyone from seeing the server, or connecting.

 None of the integrated features, like the host_ show players and
 info parameters, and the allowed packet window, etc seem to make srcds
 anymore stable during these attacks.

 Unfortunately I think this is all going to come down to SRCDS just
 suffering under high packet load, and I do not know how you can fix
 this. All I can do is provide information on how these attacks enter
 and disrupt our network, I have ~120 quite large packet dumps from
 random attacks I'd be more than happy to upload for you guys to
 inspect.

 And an unrelated note: steam voice chat needs to go. I can't imagine
 anyone using it without being in lobbies or something, and this is how
 a bunch of people are grabbing other people's IP addresses over steam.
 Since you can call people without even being on their friends list,
 just by joining a group with them. Just an option to disable voice
 chat that has to be opted into would be great.

 If you need anymore information to pass along, feel free to let me
 know.

 Thank you!


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Re: [Csgo_servers] qconnect attacks wreaking havoc on community servers, getting more and more common, Valve please fix this exploit

2015-03-22 Thread Michael Loveless
Confirmed as well. Pretty much on a daily basis.

On Sun, Mar 22, 2015 at 12:55 PM, Mohammed Khalik 
mohammed_kha...@hotmail.com wrote:

 I am also getting attacked on my csgo servers, on a daily basis.

 --
 Date: Sun, 22 Mar 2015 15:03:40 +0100
 From: e...@evcz.tk
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] qconnect attacks wreaking havoc on community
 servers, getting more and more common, Valve please fix this exploit


 This is an old issue, it was being exploited in TF2 years ago too...

 Lately (past 4 weeks) I've seen it being frequently used against csgo too
 with the 54 and ff packets.

 nsfocus, arbor and so on does nothing in our case, we had resort filtering
 those attacks with proper ratelimits by using iptables

 On Sun, Mar 22, 2015 at 8:06 AM, Alberts S c...@tirlins.com wrote:

 Hey! By any chance could you share a few .pcap logs?

 Best Regards,
 Alberts Saulitis

 Kevin Bassi @  rakstīja:

 Srcds for the longest time has sucked at handling a decent amount of
 packets per second, it appears to crumble under itself whenever you
 send a high volume of packets per second. We have a NSFOCUS hardware
 mitigation setup in Dallas where they're hosted, and the mitigation is
 doing it's job by keeping these machines online during the attack, we
 never disconnect from the machine but the target servers on the
 machine seem to timeout even though only about 10mbps of the attack
 is actually getting through.

 Here's a detailed post containing some qconnect packet dumps:
 http://csgodev.com/qconnect-attacks/

 There's another attack somewhat like the qconnect packet attack that
 just sends a decent volume of packets that don't contain any
 information, the problem with blocking these are that the payload is
 randomly generated, the source port falls within the query port range
 of srcds, and the source port is randomized. So if we block them, we
 also prevent anyone from seeing the server, or connecting.

 None of the integrated features, like the host_ show players and
 info parameters, and the allowed packet window, etc seem to make srcds
 anymore stable during these attacks.

 Unfortunately I think this is all going to come down to SRCDS just
 suffering under high packet load, and I do not know how you can fix
 this. All I can do is provide information on how these attacks enter
 and disrupt our network, I have ~120 quite large packet dumps from
 random attacks I'd be more than happy to upload for you guys to
 inspect.

 And an unrelated note: steam voice chat needs to go. I can't imagine
 anyone using it without being in lobbies or something, and this is how
 a bunch of people are grabbing other people's IP addresses over steam.
 Since you can call people without even being on their friends list,
 just by joining a group with them. Just an option to disable voice
 chat that has to be opted into would be great.

 If you need anymore information to pass along, feel free to let me
 know.

 Thank you!


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 Csgo_servers@list.valvesoftware.com
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Re: [Csgo_servers] qconnect attacks wreaking havoc on community servers, getting more and more common, Valve please fix this exploit

2015-03-22 Thread Kevin
Whitelisting is not possible with the system we have, not to mention it's a
lazy method like rate limiting.

And it's not just qconnect, we only got hit with qconnect a couple of times,
the only attacks slipping through are the ones that contain source engine
source query ports.

The csgo devs really need to take note and do something since this is the
first he was hearing of it.

Either way these either way qconnect/reflexion/query exploit attacks needs
to be fixed or slowly they will ruin community servers.

I know valve probably doesnt care about community servers but community
servers are what give CS games long life spams, ALOT of the csgo population
play on community servers.



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Re: [Csgo_servers] qconnect attacks wreaking havoc on community servers, getting more and more common, Valve please fix this exploit

2015-03-22 Thread Alberts S

Hey! By any chance could you share a few .pcap logs?

Best Regards,
Alberts Saulitis

Kevin Bassi @  rakstīja:

Srcds for the longest time has sucked at handling a decent amount of
packets per second, it appears to crumble under itself whenever you
send a high volume of packets per second. We have a NSFOCUS hardware
mitigation setup in Dallas where they're hosted, and the mitigation is
doing it's job by keeping these machines online during the attack, we
never disconnect from the machine but the target servers on the
machine seem to timeout even though only about 10mbps of the attack
is actually getting through.

Here's a detailed post containing some qconnect packet dumps:
http://csgodev.com/qconnect-attacks/

There's another attack somewhat like the qconnect packet attack that
just sends a decent volume of packets that don't contain any
information, the problem with blocking these are that the payload is
randomly generated, the source port falls within the query port range
of srcds, and the source port is randomized. So if we block them, we
also prevent anyone from seeing the server, or connecting.

None of the integrated features, like the host_ show players and
info parameters, and the allowed packet window, etc seem to make srcds
anymore stable during these attacks.

Unfortunately I think this is all going to come down to SRCDS just
suffering under high packet load, and I do not know how you can fix
this. All I can do is provide information on how these attacks enter
and disrupt our network, I have ~120 quite large packet dumps from
random attacks I'd be more than happy to upload for you guys to
inspect.

And an unrelated note: steam voice chat needs to go. I can't imagine
anyone using it without being in lobbies or something, and this is how
a bunch of people are grabbing other people's IP addresses over steam.
Since you can call people without even being on their friends list,
just by joining a group with them. Just an option to disable voice
chat that has to be opted into would be great.

If you need anymore information to pass along, feel free to let me
know.

Thank you!


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[Csgo_servers] server registry since update

2015-03-22 Thread Calder Lewis
Has anyone noticed a significant decrease in between the client and server
registries? since the last updates?
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