16.01.2014, 15:47
First and foremost I would like to applaud this great upcoming update, but if someone on the SA-MP team would be so kind to clarify the 'messageholelimit' setting; it would be most appreciated.
That's assuming it's even the limiting of incoming packets. Even if so, we have no idea at which rate. I guess the most logical assumption would be per second but these are all guesses and that's why we need clarification on what this is exactly. This could hurt a lot of servers if we don't know how to make appropriate use of it or what it even is.
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It's a low level protocol (RakNet) thing that was recently used to attack SA-MP servers.
Basically the client/player send a bunch of faked packet sequence IDs making the server think lots of packets/messages went missing on the internet due to packet loss. The protocol stack will attempt to recover the missing packets by allocating space and waiting for the client to resend the missing packets. This uses a large amount of resources, and done over and over would eventually lag or even crash the server. There were no hard limits on the number of missing messages the player could report. Each missing block of packets is considered to be a 'hole'. There was an attempt to fix this problem in 0.3x R2, although the limit was hardcoded to 1000 and sometimes players would falsely be detected as trying to DoS the server for having large message holes. The server can now specify how big the missing packet hole is. But in most cases the default limit should be fine and most server owners won't have to worry about it. |
It's a low level protocol (RakNet) thing that was recently used to attack SA-MP servers.
Basically the client/player send a bunch of faked packet sequence IDs making the server think lots of packets/messages went missing on the internet due to packet loss. The protocol stack will attempt to recover the missing packets by allocating space and waiting for the client to resend the missing packets. This uses a large amount of resources, and done over and over would eventually lag or even crash the server. There were no hard limits on the number of missing messages the player could report. Each missing block of packets is considered to be a 'hole'. There was an attempt to fix this problem in 0.3x R2, although the limit was hardcoded to 1000 and sometimes players would falsely be detected as trying to DoS the server for having large message holes. The server can now specify how big the missing packet hole is. But in most cases the default limit should be fine and most server owners won't have to worry about it. |