02.04.2019, 19:44
@Kalcor, have you considered this http://open-game-protocol.org/ ?
I have uploaded a 0.3.7-R3 server
This version adds a variable queryflood which can be used to disable the query flood protection for 'i' and 'p' queries. This will stop the query mechanism shutting down which causes your server not to load in the list. However, it's not a good idea to leave the flood protection disabled. Only do it when you're subjected to a query flood you know your server can handle. Although it can be set in the server.cfg, I recommend logging in to the rcon in game. /rcon password then /rcon queryflood 0 to disable the query flood protection. Reenable the queryflood protection with /rcon queryflood 1 or by restarting your server. The option queryflood -1 will disable all query flood protection, even for rules and players packets. Do not use option logqueries when under the current attack. Logging all queries under the current flood attack can hang the server. SA-MP 0.3.7-R3 server (linux-i386) SA-MP 0.3.7-R3 server (Windows) |
$ gdb samp03srv (gdb) run * wait for crash* (gdb) bt
@Ubi take a look on OVH's docs: https://us.ovhcloud.com/products/security/anti-ddos
They provide custom routines for specific game servers ( including SA:MP ) using their hardware. To analyze both incoming and outgoing packets (high outgoing traffic originally caused by UDP flood by spoofed packets? which are already filtered by their hardware based on the game server type) and their causes and start mitigating them + the packet caching they use Though, that only exist on the game range of servers. I got attacked not so long ago on my server for a week by the same method, switching to to a GAME firewall did the job. Two-way mitigation: a filter on entry and exit For every type of attack, we've built a specific response closely integrated to the servers and directly integrated within the Tilera hardware. The big innovation is a filter that analyzes the incoming and outgoing traffic to better identify legitimate requests. It's capable of distinguishing real clients connecting to the machine from harmful attacks. Anti-DDoS GAME therefore also plays the role of a cache and a filter for TCP/IP and UDP packets. A router located next to the machine analyzes packets. This router treats every hosted game as a special case. For example, the router acts as a cache to relieve the router of useless requests. |