Quake3 1.32e

Test releases and related discussion.

Re: Quake3 1.32e

Postby Cyrax » 2017-01-05 17:27:29

IrrelevantSpy wrote:Are these versions of 1.32e DDoS protected?, has it been tested?.
I'm never experienced such problems. However as long as it is engine flaw an you can reproduce attack - it can be fixed.
IrrelevantSpy wrote:IOQ3 offers an option to use a different networking protocol (71), not sure if this works though.
IIRC dm_71 is for preventing UDP-spofing on LANs, not DDoS
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Re: Quake3 1.32e

Postby IrrelevantSpy » 2017-01-05 22:38:19

Cyrax wrote:
IrrelevantSpy wrote:IIRC dm_71 is for preventing UDP-spofing on LANs, not DDoS


That might be what was happening.
It was taking huge amounts of bandwidth (all of my ISP's upstream), and affected other servers on the same rack.

This attack was not just LAN based. and seemed to act like a Botnet where innocent users became the attacker.
Using alternative game ports (ie, 30320) would not work,they'd still attack on that.

Then IOQ3 introduced an improved network protocol (in their test builds) but I haven't found if this actually helps deters the attacks. I wouldn't want to put a server box at risk under a false sense or security.
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Re: Quake3 1.32e

Postby Cyrax » 2017-01-06 07:42:43

IrrelevantSpy wrote:innocent users became the attacker.
What kind of traffic they generate: connectionless packets etc.? I need to know what kind of data causing this or at which stage attack is coming. So I will know what part of engine should be patched. For example I can try to backport this: https://github.com/JACoders/OpenJK/pull/832
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