[cod] Some new cool iptables!

escapedturkey escapedturkey at escapedturkey.com
Fri Mar 9 14:01:54 EST 2012


That wouldn't help in the long run. If I do that what about web sites,
statistics, clients, and others who do status checks?

On Fri, Mar 9, 2012 at 1:46 PM, Christian Gerbrandt <gerbra at gotadsl.co.uk>wrote:

> Then whitelist the IP the qstat request is coming from
>
>
>
> *From:* escapedturkey [mailto:escapedturkey at escapedturkey.com]
> *Sent:* 09 March 2012 18:09
> *To:* Call of Duty server admin list.
> *Subject:* Re: [cod] Some new cool iptables!
>
>
>
> Seems to have killed qstat status check.
>
> Without ServerArk:
>
> qstat -old -R -P -a2s 208.43.15.2:27015
> 208.43.15.2:27015 "EscapedTurkey.com Dallas, TX" map de_dust at (null)
> 0/32 players 1 ms
>
> ServerArk running:
>
> qstat -old -R -P -a2s 208.43.15.2:27015
> 208.43.15.2:27015 no response
>
> This is what I am using:
>
> # The main logic of ServerArk, all done with /sbin/iptables!
>
> # Version 1.01
> # (C) 2012 Boyd G. Gafford Ph.D. (Usage is under the LGPL)
> # To contact me, simply post on the forum at elitewarriors.net.
> #
> # Please note these rules ONLY affect UDP packets to the game servers,
> nothing else!
> # This script will protect all Q3-protocol servers on the port 28960. It
> protects
>
> # against both 'getstatus' and 'getinfo' attacks, as well as
> 'getchallenge' atttacks,
> # even from a UDP flood with random source IPs.
>
> # Add a limit/drop chain for "getstatus" packets that limits it to 10 a
> second for all servers.
> # If you are only protecting one server, you can set the number from 10
> down to 4 (or 2 even).
>
> /sbin/iptables -N LIMITSTAT
> /sbin/iptables -A LIMITSTAT -p udp -m limit --limit 10/sec --limit-burst
> 10 -j ACCEPT
> /sbin/iptables -A LIMITSTAT -p udp -j DROP
>
>
> # Add a limit/drop chain for "getinfo" packets that limits it to 10 a
> second for all servers.
> # If you are only protecting one server, you can set the number from 10
> down to 4 (or 2 even).
>
> /sbin/iptables -N LIMITINFO
> /sbin/iptables -A LIMITINFO -p udp -m limit --limit 10/sec --limit-burst
> 10 -j ACCEPT
> /sbin/iptables -A LIMITINFO -p udp -j DROP
>
>
> # Add a limit/drop chain for "getchallenge" packets that limits it to 5 a
> second for all servers.
> # If you are only protecting one server, you can set the number from 5
> down to 2. Setting it
> # at 2 means only 2 players could connect to the server per second. Set
> LIMITCONN to the
> # same, as there is one getchallenge/connect packet sequence per valid
> player connection.
>
> /sbin/iptables -N LIMITCHLG
> /sbin/iptables -A LIMITCHLG -p udp -m limit --limit 5/sec --limit-burst 5
> -j ACCEPT
> /sbin/iptables -A LIMITCHLG -p udp -j DROP
>
>
> # Add a limit/drop chain for "connect" packets that limits it to 5 a
> second for all servers.
> # If you are only protecting one server, you can set the number from 5
> down to 2. Setting it
> # at 2 means only 2 players could connect to the server per second. Set
> LIMITCHLG to the
> # same, as there is one getchallenge/connect packet sequence per valid
> player connection.
>
> /sbin/iptables -N LIMITCONN
> /sbin/iptables -A LIMITCONN -p udp -m limit --limit 5/sec --limit-burst 5
> -j ACCEPT
> /sbin/iptables -A LIMITCONN -p udp -j DROP
>
>
> # Add a limit chain that prevents more than 70 packets a second per player.
> # This is the main logic of ServerArk, but just performed by an iptable
> rule.
> # We allow up to 128 players which is enough for 4 servers full (at 32
> players each).
> # If you only have one server, you could the size and max to 32.
> # If you have players who have manually set their packet rate up to 100,
> just change the 70 to 100.
>
> /sbin/iptables -N LIMITPLRS
> /sbin/iptables -A LIMITPLRS -p udp -m hashlimit --hashlimit-name PLAYERS
> --hashlimit-above 100/sec --hashlimit-burst 100 --hashlimit-mode
> srcip,srcport --hashlimit-htable-size 128 --hashlimit-htable-max 128
> --hashlimit-htable-gcinterval 1000 --hashlimit-htable-expire 10000 -j DROP
> /sbin/iptables -A LIMITPLRS -p udp -j ACCEPT
>
>
> # Add the rules to pick out the various special packets and send them to
> appropriate limit chains.
> # To protect 5 ports, just specify a range like "--dport 28960:28964"
> below.
>
> /sbin/iptables -A INPUT -p udp --dport 27000:30000 -m string --string
> "getstatus" --algo bm --from 32 --to 33 -j LIMITSTAT
> /sbin/iptables -A INPUT -p udp --dport 27000:30000 -m string --string
> "getinfo" --algo bm --from 32 --to 33 -j LIMITINFO
> /sbin/iptables -A INPUT -p udp --dport 27000:30000 -m string --string
> "getchallenge" --algo bm --from 32 --to 33 -j LIMITCHLG
> /sbin/iptables -A INPUT -p udp --dport 27000:30000 -m string --string
> "connect" --algo bm --from 32 --to 33 -j LIMITCONN
>
>
> # Send all other packets (normal player packets) to the limit players
> chain.
> # A port range like "--dport 28960:28964" could also be used here as well.
> # /sbin/iptables -A INPUT -p udp --dport 28960 -j LIMITPLRS
>
> /sbin/iptables -A INPUT -p udp --dport 27000:30000 -j LIMITPLRS
>
>
>
> On Fri, Mar 9, 2012 at 11:41 AM, Boyd G. Gafford Ph.D. <
> drboyd at westportresearch.com> wrote:
>
> Yeah, if they flood "getstatus" and "getinfo", during the attack your
> server will not be visible from the master list.
>
> If they flood "getchallenge", during the attack nobody will be able to
> join your server.
>
> Once the attack ends, then you'll be visible again and people can join
> normally.
>
> Since most of these attacks are from spoofed random IP addresses (millions
> of them), you can't limit per IP, as no IP repeats.
>
> This set of rules is about the best I've found short of doing a
> whitelisted server, where you only allow IP's of known good players, and
> block everything else, and then people have to join the server with
> "connect IP:PORT".  That's fairly inconvenient for most players, so these
> rules are about as good as you can get and still allow usage from the
> master list.
>
>   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*
>
>
>
> On 03/09/2012 10:00 AM, Ruediger Meier wrote:
>
> On Friday 09 March 2012, Boyd G. Gafford Ph.D. wrote:
>
> Just wanted to share these with the COD group here.  I've been
>
> running these rules for about a week now, and they have been working
>
> wonderfully.  Let me know if you end up using them and how they work
>
> for you.
>
> Be aware that now it's easy for a attacker to make your servers
>
> invisible for others by flooding your limit rules.
>
> Maybe you should rather limit per ip.
>
>
>
> cu,
>
> Rudi
>
>
>
> #!/bin/bash
>
> # The main logic of ServerArk, all done with iptables!
>
> # Version 1.01
>
> # (C) 2012 Boyd G. Gafford Ph.D. (Usage is under the LGPL)
>
> # To contact me, simply post on the forum at elitewarriors.net.
>
> #
>
> # Please note these rules ONLY affect UDP packets to the game
>
> servers, nothing else!
>
> # This script will protect all Q3-protocol servers on the port 28960.
>
> It protects
>
> # against both 'getstatus' and 'getinfo' attacks, as well as
>
> 'getchallenge' atttacks,
>
> # even from a UDP flood with random source IPs.
>
>
>
> # Add a limit/drop chain for "getstatus" packets that limits it to 10
>
> a second for all servers.
>
> # If you are only protecting one server, you can set the number from
>
> 10 down to 4 (or 2 even).
>
> iptables -N LIMITSTAT
>
> iptables -A LIMITSTAT -p udp -m limit --limit 10/sec --limit-burst 10
>
> -j ACCEPT
>
> iptables -A LIMITSTAT -p udp -j DROP
>
>
>
> # Add a limit/drop chain for "getinfo" packets that limits it to 10 a
>
> second for all servers.
>
> # If you are only protecting one server, you can set the number from
>
> 10 down to 4 (or 2 even).
>
> iptables -N LIMITINFO
>
> iptables -A LIMITINFO -p udp -m limit --limit 10/sec --limit-burst 10
>
> -j ACCEPT
>
> iptables -A LIMITINFO -p udp -j DROP
>
>
>
> # Add a limit/drop chain for "getchallenge" packets that limits it to
>
> 5 a second for all servers.
>
> # If you are only protecting one server, you can set the number from
>
> 5 down to 2.  Setting it
>
> # at 2 means only 2 players could connect to the server per second.
>
> Set LIMITCONN to the
>
> # same, as there is one getchallenge/connect packet sequence per
>
> valid player connection.
>
> iptables -N LIMITCHLG
>
> iptables -A LIMITCHLG -p udp -m limit --limit 5/sec --limit-burst 5
>
> -j ACCEPT
>
> iptables -A LIMITCHLG -p udp -j DROP
>
>
>
> # Add a limit/drop chain for "connect" packets that limits it to 5 a
>
> second for all servers.
>
> # If you are only protecting one server, you can set the number from
>
> 5 down to 2.  Setting it
>
> # at 2 means only 2 players could connect to the server per second.
>
> Set LIMITCHLG to the
>
> # same, as there is one getchallenge/connect packet sequence per
>
> valid player connection.
>
> iptables -N LIMITCONN
>
> iptables -A LIMITCONN -p udp -m limit --limit 5/sec --limit-burst 5
>
> -j ACCEPT
>
> iptables -A LIMITCONN -p udp -j DROP
>
>
>
> # Add a limit chain that prevents more than 70 packets a second per
>
> player. # This is the main logic of ServerArk, but just performed by
>
> an iptable rule.
>
> # We allow up to 128 players which is enough for 4 servers full (at
>
> 32 players each).
>
> # If you only have one server, you could the size and max to 32.
>
> # If you have players who have manually set their packet rate up to
>
> 100, just change the 70 to 100.
>
> iptables -N LIMITPLRS
>
> iptables -A LIMITPLRS -p udp -m hashlimit --hashlimit-name PLAYERS
>
> --hashlimit-above 70/sec --hashlimit-burst 70 --hashlimit-mode
>
> srcip,srcport --hashlimit-htable-size 128 --hashlimit-htable-max 128
>
> --hashlimit-htable-gcinterval 1000 --hashlimit-htable-expire 10000 -j
>
> DROP iptables -A LIMITPLRS -p udp -j ACCEPT
>
>
>
> # Add the rules to pick out the various special packets and send them
>
> to appropriate limit chains.
>
> # To protect 5 ports, just specify a range like "--dport 28960:28964"
>
> below. iptables -A INPUT -p udp --dport 28960-m string --string
>
> "getstatus" --algo bm --from 32 --to 33 -j LIMITSTAT
>
> iptables -A INPUT -p udp --dport 28960-m string --string "getinfo"
>
> --algo bm --from 32 --to 33 -j LIMITINFO
>
> iptables -A INPUT -p udp --dport 28960-m string --string
>
> "getchallenge" --algo bm --from 32 --to 33 -j LIMITCHLG
>
> iptables -A INPUT -p udp --dport 28960-m string --string "connect"
>
> --algo bm --from 32 --to 33 -j LIMITCONN
>
>
>
> # Send all other packets (normal player packets) to the limit players
>
> chain. # A port range like "--dport 28960:28964" could also be used
>
> here as well. iptables -A INPUT -p udp --dport 28960-j LIMITPLRS
>
> /
>
> /Also, you can do an "iptables -L -v -n" to see what kind of attacks
>
> these rules have blocked.  Here's an example of this command after a
>
> "getchallenge" flood attack from random IPs, on our Dallas server
>
> running on port 29070.
>
>
>
> ew at server1:~$ sudo iptables -L -v -n
>
> Chain INPUT (policy ACCEPT 11368 packets, 1538K bytes)
>
>   pkts bytes target     prot opt in     out     source
>
> destination
>
>   3880  177K LIMITSTAT  udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           udp dpt:29070 STRING match "getstatus" ALGO name
>
> bm FROM 32 TO 33
>
> 14036  617K LIMITINFO  udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           udp dpt:29070 STRING match "getinfo" ALGO name bm
>
> FROM 32 TO 33
>
>    37M 1620M LIMITCHLG  udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           udp dpt:29070 STRING match "getchallenge" ALGO
>
> name bm FROM 32 TO 33
>
>     17  4989 LIMITCONN  udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           udp dpt:29070 STRING match "connect" ALGO name bm
>
> FROM 32 TO 33
>
>   237K   17M LIMITPLRS  udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           udp dpt:29070
>
>
>
> Chain FORWARD (policy ACCEPT 0 packets, 0 bytes)
>
>   pkts bytes target     prot opt in     out     source
>
> destination
>
>
>
> Chain OUTPUT (policy ACCEPT 343K packets, 54M bytes)
>
>   pkts bytes target     prot opt in     out     source
>
> destination
>
>
>
> Chain LIMITCHLG (1 references)
>
>   pkts bytes target     prot opt in     out     source
>
> destination
>
> 40025 1761K ACCEPT     udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           limit: avg 5/sec burst 5
>
> *37M 1618M DROP*       udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0
>
>
>
> Chain LIMITCONN (1 references)
>
>   pkts bytes target     prot opt in     out     source
>
> destination
>
>     17  4989 ACCEPT     udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           limit: avg 5/sec burst 5
>
>      0     0 DROP       udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0
>
>
>
> Chain LIMITINFO (1 references)
>
>   pkts bytes target     prot opt in     out     source
>
> destination
>
> 14036  617K ACCEPT     udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           limit: avg 10/sec burst 10
>
>      0     0 DROP       udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0
>
>
>
> Chain LIMITPLRS (1 references)
>
>   pkts bytes target     prot opt in     out     source
>
> destination
>
>   1642  104K DROP       udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           limit: above 70/sec burst 70 mode srcip-srcport
>
> htable-size 128 htable-max 128
>
>   236K   17M ACCEPT     udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0
>
>
>
> Chain LIMITSTAT (1 references)
>
>   pkts bytes target     prot opt in     out     source
>
> destination
>
>   3868  177K ACCEPT     udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0           limit: avg 10/sec burst 10
>
>     12   516 DROP       udp  --  *      *       0.0.0.0/0
>
> 0.0.0.0/0
>
>
>
> Notice the bolded packet/byte statistics for the "getchallenge" drop
>
> chain named LIMITCHLG.  A total of 37 million packets dropped.  I was
>
> on the game during this attack, and although the server did lag a bit
>
> from the sheer size of the flood (almost saturating the bandwidth),
>
> nobody lagged out.  Without this rule, the game server deadlocked.
>
>
>
> Also notice you can tell how many players have connected to the
>
> server, as the LIMITCONN status shows 17 packets accepted.  So during
>
> this time we had 17 players join the game.
>
>
>
> You can also see how many people requested the servers in game (as
>
> well as other services like GameTracker getting info on you), as that
>
> corresponds to the LIMITSTAT and LIMITINFO chains.
>
>
>
> Another cool thing you can do is "cat /proc/srv/ipt_hashlimit/PLAYERS
>
> to see the IP addresses of all the players currently connected to the
>
> server(s).  Once a player quits playing, he goes out of this file
>
> automatically after 10 seconds.
>
>
>
> I may refine these a bit further, but for now, these seem to be
>
> working well on our VPS.
>
>
>
> Thanks,
>
>
>
> /Boyd/
>
> _______________________________________________
>
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>
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>
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>
>
>
>
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>
>
>
>
> --
>
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>
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>
>
>
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>
>


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