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[CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]


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midnight9
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Join Date: Nov 2012
Old 04-14-2015 , 04:22   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #111

I doubt you will get any response, I've asked if someone could add log to file option and compile it for me but no one is interested
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spumer
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Join Date: Aug 2011
Old 04-14-2015 , 06:15   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #112

This is ugly way. send/recv called in one thread and even you hook this functions by this extension you only slightly reduce the load. If you add logging - you back to lags again.
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midnight9
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Join Date: Nov 2012
Old 04-14-2015 , 09:50   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #113

Quote:
Originally Posted by spumer View Post
This is ugly way. send/recv called in one thread and even you hook this functions by this extension you only slightly reduce the load. If you add logging - you back to lags again.
So you reckon that if log to file will be added it will cause lags? Or i miss understood? The only reason i want the log to file is that if the server is being restarted or taken down by an attack it clears the logs. So i cant check the IP of an attacker and add it to the ban list.
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Filoret
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Join Date: Aug 2007
Old 01-29-2016 , 05:23   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #114

is it working now?
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Robin955
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Join Date: Jun 2013
Old 04-10-2017 , 09:20   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #115

crashes the server - csgo.
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DJPlaya
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Join Date: Nov 2014
Location: Germany
Old 05-05-2017 , 20:57   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #116

This Extension seems to be no longer working,
try hardending https://forums.alliedmods.net/showthread.php?t=151551
or this cool Program which is pretty well written> https://github.com/qRoC/SourceQueryCacheMono

Stacktrace > http://i.imgur.com/iyh6x6t.png
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Last edited by DJPlaya; 08-24-2020 at 14:23.
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spumer
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Join Date: Aug 2011
Old 05-07-2017 , 03:23   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #117

Quote:
Originally Posted by DJPlaya View Post
This Extension seems to be no longer working,
try hardending https://forums.alliedmods.net/showthread.php?t=151551
or this cool Extension which is pretty well written> https://github.com/blastehh/SourceQueryCacheMono

Stacktrace > http://i.imgur.com/iyh6x6t.png
If you use IPTables (NAT) to redirect queries to proxy, this rule will be remembered in routing table and if client try to connect - connection will be redirected to proxy too.
This this why "SourceQueryCacheMono" approach is incomplete.
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Last edited by spumer; 05-07-2017 at 03:25.
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DJPlaya
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Join Date: Nov 2014
Location: Germany
Old 05-07-2017 , 17:11   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #118

Quote:
Originally Posted by spumer View Post
If you use IPTables (NAT) to redirect queries to proxy, this rule will be remembered in routing table and if client try to connect - connection will be redirected to proxy too.
This this why "SourceQueryCacheMono" approach is incomplete.
If you host at some stupid Provider or have Windows you need other Solutions...
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Last edited by DJPlaya; 05-07-2017 at 17:11.
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spumer
Senior Member
Join Date: Aug 2011
Old 05-09-2017 , 03:57   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #119

I publish Proof-of-Concept for silent packet redirection:
https://forums.alliedmods.net/showthread.php?p=2519262
This should сomplement SourceQueryCacheMono approach

Quote:
Originally Posted by DJPlaya View Post
If you host at some stupid Provider or have Windows you need other Solutions...
I don't understand what you want to say. I'm talking about iptables, and answering the post which describes iptables solution.
It's obvious Windows need something different than iptables.
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Last edited by spumer; 05-09-2017 at 04:04.
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Visual77
Veteran Member
Join Date: Jan 2009
Old 02-04-2018 , 10:00   Re: [CS:GO/L4D2] DoS Protect [UPDATED 26.10.12]
Reply With Quote #120

Has the signature for NET_InitiateSteamConnection changed on l4d2 windows? If the extension loads without errors, would that be enough to assume that SteamSocketMgr is still being patched correctly?

I found the old signature in the engine.dll but I'm not sure whether that's still NET_InitiateSteamConnection or not.

Code:
6A 00                         push    0               ; int
8D 95 34 FB FF FF             lea     edx, [ebp+var_4CC]
52                            push    edx             ; int
50                            push    eax             ; int
B9 E8 04 6B 10                mov     ecx, offset dword_106B04E8
E8 6A F9 FF FF                call    sub_101C18C0
83
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