[cod] Game server whitelisting rules
Boyd G. Gafford Ph.D.
drboyd at westportresearch.com
Tue Apr 17 11:12:07 EDT 2012
Just wanted to let everyone know that I am making the dynamic
whitelisting iptables rules I have been testing available to anyone who
runs a Q3-protocol server under Linux and wants to try them out. These
rules were designed for the most severe of all attacks, and that is
attacks where the source IP is spoofed and is random. It also works for
attacks from a single IP as well, as well as indirect reflection attacks.
We have 2 commercial server companies using these rules currently in
their production environment, and I am currently working with two more.
I also have test servers running on several VPS's that I use for
development.
So what do the iptables do? Here's the list:
1) Players have their IP saved automatically at the kernel level when
they join a game server, and then those IPs are used as a filter for
other rules. When they leave the game server the IP is retired after 10
minutes. (This is what we call a whitelisted player). This is the main
guts of the protection, as identifying valid players is important to
mitigating attacks.
2) Server query packets like 'getstatus' and 'getinfo' are rate limited
to 10/sec to prevent lag when they are used in a DOS attack. Players
that are whitelisted have their packets allowed (so they can see server
status while in game even during an attack).
3) 'getchallenge' packets (normally used by a player to join the game)
are rate limited to 2/sec, to prevent lag when they are used in a DOS
attack. Players that are whitelisted always have their requests to join
the server processed. This allows a player who was recently playing the
ability to join the server again, even when the DOSer is trying to lock
down the population on the server by spamming fake players joining.
4) All other packets are rate limited per whitelisted player IP to no
more than 100/second, to prevent lag when a DOSer has stolen a valid
player IP address and is attacking with it in an attempt to break
through the whitelist rules.
5) Attempts to use your game server as a reflector to attack other game
servers is blocked (due to rate limiting in 1-4).
6) Reflection attack packets hitting your server are dropped (again due
to rate limiting in 1-4).
7) A custom packet (not part of the Q3 protocol) can be sent by a player
to break into and join a game that is under 24/7 'getchallenge' attack.
This is one of the slicker features of the iptables rules, as this
'server lockdown' DOS attack is now easily breached.
The iptables rules are added dynamically per server IP:PORT pair. That
way the rules affect nothing but UDP packets to that game server. No
other types of packets are affected whatsoever. To make it easy, the
rules have been put into shell scripts.
Example: Protect the game running on 10.1.2.3 port 28000.
# ./protectgame.sh 10.1.2.3 28000
Example: Show the iptables rules currently protecting the game running
on 10.1.2.3 port 28000.
# ./listgame.sh 10.1.2.3 28000
Example: Remove the iptables rules protecting the game running on
10.1.2.3 port 28000.
# ./unprotectgame.sh 10.1.2.3 28000
Rather than just send the scripts to the whole list here, I've decided
to ask anyone interested to Email me personally and request it. If you
run a commercial gaming service (or even your own COD server and agree
not to share it with anyone else), I will be happy to send it to you and
help you understand how to use it in your environment.
Thanks,
/Boyd/
/__________________________________
Boyd G. Gafford Ph.D.
Manager of Software Development
Westport Research Associates Inc.
7001 Blue Ridge Blvd
Raytown, MO 64133
(816) 358-8990
drboyd at westportresearch.com
/
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