[cod] Game server whitelisting rules

escapedturkey escapedturkey at escapedturkey.com
Tue Apr 17 11:58:49 EDT 2012


On top of that, using webmin and usermin, I have developed scripts (to
utilize Boyd's scripts) where the user simply clicks on of two buttons,
then within 30 minutes protection is enabled or disabled. There is another
script to display the protection status. This way root runs a script, every
30 minutes, searches to see who has enabled or disabled protection, then
adds or removes the rules to iptables.

For more information on how the scripts work, please see the following:

https://www.escapedturkey.com/links/serverprotection

I will gladly share these scripts as well. Please drop me an e-mail if you
are interested. The more protection we have for everyone's game servers,
the better the community will be. =)

On Tue, Apr 17, 2012 at 11:12 AM, Boyd G. Gafford Ph.D. <
drboyd at westportresearch.com> wrote:

>  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
> *
>
> _______________________________________________
> cod mailing list
> cod at icculus.org
> http://icculus.org/mailman/listinfo/cod
>
>


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