messageholelimit
#1

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A network level setting for server.cfg 'messageholelimit' has been added to deal with DoS attacks.

how its work and what can i do with that?
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#2

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Originally Posted by Kalcor
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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.
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