On Fri, Jan 28, 2011 at 04:27:21PM +1030, PryMaL wrote:
They've got soemthing in the region of 300 megabit at their disposal...
not too many single sources (outside data centers) have that kind of
bandwidth.
So my guess still lies at DDoS
Todays update seems to have helped a bit.
Are you
On 28/01/2011 10:48 PM, Harry Strongburg wrote:
Are you implying that it's hard or expensive to get a 300Mbit+ box? Any
skid could easily get that for less than 40 Euro. I doubt someone would
use a botnet for attacking a server with the bug, instead of doing
trivial UDP spoofing on a single
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
On Fri, Jan 28, 2011 at 11:01:56PM +1030, PryMaL wrote:
anything more than a 100mb connection is difficult to obtain let alone
expensive in Australia.
It's less than 100 euro per month in ... Europe.
However that doesn't mean you can use it for attacks. You can try but
it will be a rather
You will find that it will be ordered through some kiddy host offering
gig ports and then paid for with a bent credit card will use if for a
week till it gets yanked and by which time they are long gone.
Also if they have spoofed the IP then unlieky anyone can submit an abuse
report about it
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
there are big attacks (gbit?) dos coming from gameservers hosters too...
People exploiting Q3 based games and hoster letting them abuse their
hosted services... (
http://www.lemuria.org/security/application-drdos.html )
Unfortunatly it's not just kids with gbit ports :(
Il 28/01/2011 14:04,
Florian, thanks, that is exactly what I needed to know.
I put sank_sounds into my
addons/amxmodx/configs/plugins.ini
restarted the server and now I have sank_sounds loading.
My only problem now is the beginning of the sounds are chopped off when
someone types in a keyword like doh, the sound
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 evolutioncr...@gmail.com wrote:
TCP for example...
Il 28/01/2011 13:45, frostschutz ha scritto:
On Thu, Jan 27, 2011 at
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
http://www.networksorcery.com/enp/protocol/ip/option009.htm
From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Emil Larsson
[ail...@gmail.com]
Sent: 28 January 2011 15:20
To: Half-Life dedicated Linux
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
Hi,
did you disable A2S_PING at all?
I don't get any reply for that.
A2S_INFO does work as specified in
http://developer.valvesoftware.com/wiki/Server_queries
Other commands do work as expected too.
Thanks,
Silent_Water
Am 28.01.2011 00:34, schrieb Jason Ruymen:
An optional update is now
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
It wouldn't surprise me if they did, you can calculate ping from any packet
to Source servers.
Thanks,
- Saul.
On 28 January 2011 15:19, Silent sil...@ccmail.cc wrote:
Hi,
did you disable A2S_PING at all?
I don't get any reply for that.
A2S_INFO does work as specified in
I cannot find the plugin you say causes people to be kicked with KAC.
Do you have a direct link?
On Sat, Jan 22, 2011 at 6:38 AM, Svensk Ljud Ljus Produktion
i...@teaterljud.se wrote:
Hi
Ive been searching for a way to restrikt teamjoin to autojoin on dods
servers.
sv_autojointeam 1 dont
SYN floods are a very well-understood attack and SYN cookies provide a
good defense against them.
One nice thing about TCP connections is that the handshake is done at
the level of the OS, not the application -- so it can take advantage of
other resources while the game server continues to
At 09:20 AM 1/28/2011, Emil Larsson wrote:
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.
At 09:20 AM 1/28/2011, Emil Larsson wrote:
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.
Try here post 20 its the only thing I can find that he could be talking
about.
https://forums.alliedmods.net/showthread.php?t=78070page=2
On Fri, Jan 28, 2011 at 10:21 AM, Kigen theki...@gmail.com wrote:
I cannot find the plugin you say causes people to be kicked with KAC.
Do you have a
On 1/28/2011 2:07 PM, Gary Stanley wrote:
Bottom line is you cannot protect yourself against DDOS. Only thing
you can do is hope you have more transit than the attackers.
That's partially true. With DDoS attacks that exceed your transit
capacity, the link size does come into play. However,
Hello,
I updated my TF2 server with the optional update, and now it does not respond
to A2A_PING queries at all. It's running, and it responds to A2S_INFO just
fine. Is this the fix for the flood attacks?
Thanks,
Dave
___
To unsubscribe,
It's a very poor fix, I'm having connection issues to servers on my
client. I'm also finding I'm unable to reject client connections
properly now.
On Fri, Jan 28, 2011 at 6:10 PM, David Parker dpar...@utica.edu wrote:
Hello,
I updated my TF2 server with the optional update, and now it does not
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