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19.05.2014, 22:26
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Last edited by ombre; 19/05/2014 at 11:38 PM.
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but here it's not a "standard" flood but like a bots/players invisible. Flood incoming = "server is full retrying" I seen it like a exploit samp. To talk to iptables but when there are thousands and thousands ips...and how to detect this flood orther that to update the r2 to r3...
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Use iptables and set a rule so all IP's can have a max of 2 connections.
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Each IP address have 1 connection ..
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We just have to wait.
When LSRP will receive those type of attack, we will have an update.
I remember few moth ago. our firewall was able to contain all the flood.
Since 0.3z, it isn't able to. So i think it came from SAMP.
Max
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There isn't much SA-MP can do to stop DDoS attacks (attacks coming from multiple IPs).
DDoS isn't blocked at the application level. It has to be blocked at the firewall/router level. This is true for any game server, or any service you run online; including web server, mail server etc.
SA-MP can address DoS attacks (from a single IP/player). Those are the sort of attacks that get fixed in the server updates.
It's possible SA-MP could make certain types of flood attacks more difficult by having several levels of verification. But in that case it just comes down to how determined the attacker is to flood the server. If they have access to a large botnet, it's likely they could disrupt your services without even targeting the SA-MP server port.
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Kalcor, thank you for answering
This is not a DDoS attack, the attacker don't want to crash our server, our server can handle all the incoming requests.
For example our sql server is able to respond the users's requests even if we get attacked because like i said it's not DDoS, the server can handle the packets.
The attacker launch several requests to make our server full, this have to be checked in the application layer.
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There's no point discussing that. Dealing with spoofed connection packets was solved 20 years ago with TCP SYN cookies. The server can insert a known number in to the packet which the client must return to complete the handshake and gain a full connection.
Although the problem was solved in TCP 20 years ago, it is not solved in RakNet or SA-MP, mainly because nobody has bothered using it as an attack before.
The slot consumption isn't the real issue here. Losing slots during an attack is obviously bad. But the high processing caused by all the packets is knocking existing players out of the game. That is what I'll look to solve initially.
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We can't wait kalcor. What do you don't understand? Some Kids are ruining our work, your in the same time ...
Max
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They will join as soon as the attack stops, but players already playing there won't be affected