Jump to content

Recommended Posts

Posted (edited)

I don't see the point if things are already filtered before reaching the GS. iptables/whatever ddos mitigation already filters the bad traffic, therefore the load balancing isn't needed. For the regular packets send, even on big players amount, an asynchronous mmocore is probably the only answer, and probably far enough.

 

Finally, can't you use existing solution rather than trying to implement solutions working only for L2 ? As I said, it remembers me "self coded firewalls" for Lineage 2 than RU forks add.

 

NGINX doesn't make the deal, for exemple ?

 

Good job nonetheless, you should test it on real, live, attacked server with before/after results.

Edited by Tryskell
Posted

Okay, we get it. Its just simple reverse proxy that has one good feature and that is the ability to change proxies while ingame.

Please do not advertise that thing as having the ability to protect against ddos attacks. It doesn't. It just hides the gameserver IP so the attacker cannot directly attack it. Its enough for a smarter attacker to lightly attack all of your proxies concurrently, just enough to not stress them too much, and those proxies will pass on the traffic just as if its a normal traffic, thus reaching the gameserver without any problems. The concealment of the real IP of the connections coming to the gameserver is working in favor of the attacker btw. Saying that your solution requires no additional firewall and whatever settings is just outright laughable, further nailing the fact that once you get attacked by a ddos, the whole solution will crumble down. So yes, you've created something that may route players traffic to a lower ping route. Nothing more, nothing less. There is no protection, it just conceals the gameserver and players' IPs.

 

If you really think your solution offers any kind of protection, fell free as @Tryskell said - test it on a real, live attacked server.

 

P.S. Yes, we do talk about NAT and tunnels, because it is the proper way to go if you want to offer any kind of basic protection. But of course, they alone do not offer the real solution, thats why firewall rules come into play after setting up proper NAT.

Posted

You're still and will probably forever be a showoff, so... Whatever.

 

I don't get the purpose of the topic if you don't want to speak about what you did, actual numbers of your solution, or if there is nothing to test.

 

I'm almost sure there are other solutions, way easier to manage and less disturbing for the player (enforcing players to switch proxies - the lagger simply have to switch of proxy too, enforcing other players to switch, or even, simply attack most if not all your proxies in same time, making all your players permanetly moving from one proxy to another).

 

Anyway, you're probably happy to show your e-penis.

 

I'm off the topic.

Posted
1 hour ago, Elfocrash said:

As I mentioned in my first post, the Autoproxy solution is currently in production and has been for about 2 weeks without any issues for a server that was constantly attacked.

Was? So its no longer attacked I assume. Your solution might only prevent very few gbps and mpps ddos. The server is still lucky to not get a bigger ddos.

 

1 hour ago, Elfocrash said:

Well it does though. It's not a cheap way to protect against it though. You can get very expensive ddos protected VPSes and host the proxies there.

And until mitigation kicks on, I can still down your proxies. Sure, once mitigation kicks on, you would be safe, but I can attack you again when your mitigation turns off and constantly harass your players by disconnecting them from every proxy.

 

1 hour ago, Elfocrash said:

This can't happen because the proxies only pass traffic through to the server if a player with this IP is connected to it. Since the ddos attacks come from another IP the proxy won't allow them through to the gameserver. The orchestrator keeps note of who is where and will only allow connected players traffic in.

Good, its not as horrible as I thought. But still, its a far cry from what it should be.

 

1 hour ago, Elfocrash said:

The proxy has such a small footprint that you don't need a beefy VPS to host it. 

While an in-kernel solution would have multiple times less overhead. The OS still needs to initialize the connection before it goes to your app, which means the machine where your proxy is hosted on is very vulnerable when it gets spammed by connections. An in-kernel solution can prevent initialization of connections, which in turn doesn't waste precious system resources.

  • Upvote 1
  • 1 month later...
Posted

Looking at the video and the description the only way i could think of is if you kept the login server connection to client open, even after client gets connected to game server.

 

And upon move request to game server you send again login server -> client packet to connect to a game server and your proxy sends few packets to select the character that was previously selected.

 

I haven't tested this, just thinking out laud.

 

But even if this works like you've shown it still has one pretty big flaw, if you get disconnected and reconnected you'll be kicked out of instance, no party, possibly teleport to some safe spot (What normally happens when you relog) which is quite annoying for players

  • 2 months later...
Posted
On 5/9/2019 at 3:10 PM, Elfocrash said:

This can't happen because the proxies only pass traffic through to the server if a player with this IP is connected to it. Since the ddos attacks come from another IP the proxy won't allow them through to the gameserver. The orchestrator keeps note of who is where and will only allow connected players traffic in.

:)
At least you can defend vs skids!

I don't see why this "solution" is a good idea, because proxies, being proxies, will add delay to client-server exchanges. Even with geolocation the proxy will still have to transfer data to the gameserver which adds to the aforementioned delay. It is worth to use this system only with very good machines and geolocation connections.

This system becomes even more unstable with ddos. It makes sense to redirect players to healthy proxies, however, the attacker can also redirect his/her bad traffic, especially if you transfer his/her character to the new target. Imagine players with loading screens popping up every 5 minutes during siege. At least in 2008 we knew when a server was down, whilst the siege was cancelled!

Therefore, it can be inferred that this "solution" may sound and be better than others from a technical standpoint, but the players may still suffer, whilst it is to be used with expensive equipment. To me, it makes more sense to rent a good server of a big company while having hundreds of anti-ddos servers protecting me than integrate this "solution". More code = more problems. I would only use this with many many proxies on a server with 5k+ active players under certain conditions.

PS: The OP is neither advertising nor selling, yet he/she discusses a system that we have not seen. It seems to me that he/she reveals more and more potential vulnerabilities of that "solution".

Posted (edited)

What if an attacker is ddosing the proxies?

 

It's just that good feeling to get back to L2J when you actually have some knowledge about programming and network. He most likely got inspired and tried it out. Why not.

Edited by Trance

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ L2DEVS — Premium L2OFF Extender for Lineage 2 Interlude 100+ Systems | Production Ready | 6+ Years Live Tested https://l2devs.com ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ L2Devs is a premium L2OFF extender built from years of real server experience. It extends the original Interlude core with 100+ configurable systems — PvP mechanics, event engines, economy control, anti-bot protection — without touching the original server source code. Every system is designed for real production: high concurrency, crash-safe routines, reduced DB load, deep configurability through external config files. No bloat. No experimental features. Only what actually works on live servers. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🔥 WHAT'S NEW — 2026 RELEASE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [NEW] Character Marketplace — Full in-game character trading. List, browse and buy characters directly from the server. Admin controls, price limits and anti-abuse validation included. [NEW] Auto Farm System — 100% functional in-game auto farm with configurable zones, skill usage and item pickup. Fully operator-controlled. [NEW] .bonus Command — Real-time bonus status viewer. Players check active rates, buffs and event bonuses at any moment with a single command. [NEW] Last Man Standing (LMS) — New event mode, last player standing wins. Configurable teams, areas and rewards. [NEW] Kill The Boss (KTB) — Team-based event, eliminate the raid boss. Full config: spawn, rewards and team balance. [NEW] Fake Hero System — Award hero status visually without affecting rankings. Configurable duration and effects. [NEW] Visual Weapons & Armor — Display alternate skins client-side without impacting actual stats. [IMPROVED] Anti-Bot Captcha v4 — Completely rebuilt from scratch. Smarter, lighter, harder to bypass. [IMPROVED] Advanced Balance System — Per-class, per-skill and per-scenario control. Fine-tune damage and healing for any situation. [FIXED] Nick Change Service — Completely reworked. Validation, history logging, edge-case fixes. Production-ready. [REWORKED] PvP Auto Announce — Rebuilt for kills, streaks and milestones. Fully configurable messages and thresholds. [REWORKED] Happy Hour Event — Flexible scheduling, rate multipliers, configurable announces. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⚙️ GENERAL SYSTEMS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Cached Extended IOBuffer (8192kb) - Offline Shops & Buffers (restore after restart with fixed location) - Offline Buffer System - ALT+B Augmentation House - Shift+Click Drop/Spoil List - Auto Learn Skills - Scheme Buffer - Global Trade Chat - Global Vote Reward System (Hopzone, Topzone, custom) - Achievements System - Custom Subclass (Accumulative stats) - Change Name / Title Color - Change Gender / Race (Skin) - VIP System (chat, autoloot, extended features) - .menu Command (fully configurable) - Pet Sales via Multisell - Item Bid Auctioner for Clan Halls - Show Mob Level / NPC Clan Flag - Spawn Protection System - Min Level Trade - Use Any Dyes - No Drop on Death (configurable) - Auto Potion System (by Item ID, HP/MP %, reuse delay) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ ⚔️ PVP & OLYMPIAD ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - PvP Auto Announce System (rebuilt) - PvP / PK / War Reward - Epic Items Rank - Raid Boss Points Rank - Global PvP Rankings - Anti Abuse Validations - Olympiad Season Rank Pages - Restore Stats on Fight Start - Olympiad Second Time System - Last 10 Minutes Entry - Third Class Summons Control - Castle Announce & Standby Time - Champion System with Rewards - Damage Cap System - Item % Steal by Zone - Last Hit Announce (Raid/Boss) - Disable SSQ after Castle Siege ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🎯 EVENT ENGINE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Team vs Team (TvT) - Capture The Flag (CTF) - Death Match (DM) - Last Man Standing (LMS) — NEW - Kill The Boss (KTB) — NEW - Destroy The Base (DTB) - Korean Style Events - Castle Siege Events - Happy Hour Event (reworked) - Win/Loss Rewards - Custom Team Titles & Colors - Kill Counter in Title - Firework Effects - Reset Buffs on Finish - Balance Bishops - Disconnect Recovery - Open Door / Wall System - AFK Time Control ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 💎 DROPS, ENCHANT & ITEMS ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Fully Configurable Drop System (min/max level, all mobs, RBs, individual) - Armor Enchant Bonus System (+7/+8/+9 extra bonuses) - Enchant Stats System (full control per enchant level) - Blessed Enchant Rates (armor & weapons) - Enchant Restrictions & Protections - Spellbook Drop Enable/Disable - Custom Cancel Effects (min/max configurable) - Raid Boss HP % Announce - No Sell / No Private Buy Items ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🔒 SECURITY & PERFORMANCE ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ - Anti-Bot & Captcha v4 (2026) — rebuilt from scratch - Anti-Exploit & Anti-Abuse (multi-layer) - Safe Enchant & Item Handling - Crash-Safe Routines - Optimized Thread Usage - Reduced Database Load - Improved Packet Handling - High Concurrency Design (tested 2000+ connections) - Tested on Live Servers 6+ Years ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🔄 HOT RELOAD — NO RESTART NEEDED ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ EnterWorld HTML | Donate Shop | Offline Buffer | Champion NPC | AntiBot | VIP System | Auction System | AutoLoot | Castle Siege Manager | Character Lock | Clan PvP Status | Auto Learn | Skill Data | Door Data | Deco Data | Multisell / Drop List | Custom Config Files ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 💰 PRICING — LAUNCH OFFER ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 🔥 FULL PACK — $299 USD only cryptos (regular price $450 — save 33%)    + $30 USD/month (updates & support) Includes: ✔ Compiled extender (L2OFF Interlude) ✔ Full configuration files ✔ All 100+ systems active ✔ Client dashboard access ✔ IP change at no extra cost ✔ Monthly updates & improvements ✔ Priority support via Discord/Telegram ✔ Tested on live servers 6+ years   SOURCE CODE — $1499 USD only cryptos   ⚠️ Launch offer is limited time. Price returns to $450 after offer ends. ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ 📬 CONTACT ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ Website: https://l2devs.com Discord & Telegram: available on the website Questions? Open a ticket or contact us on Discord. We respond fast. L2Devs — Built for servers that take quality seriously. Unique features, everything else is just a copy. Regards. The H5 and Classic versions will be available very soon!
    • “ONE FACE — AND THE WHOLE KYC FAILS.” ▪ Sometimes the task looks simple, but in reality everything comes down to the details. ▪ A client recently wrote to us. He needed a **North Carolina DL** to pass live verification on Sumsub. He already had the source file — all that was required was to carefully **replace the face in the photo**, without touching any other data. ▪ At first glance — a routine edit. But there’s a catch: such documents are often checked **via photo upload + live verification**. ▪  That’s why it’s critical not just to insert a new face, but to preserve: — texture and grain of the original photograph — lighting of the card — geometry / perspective of the photo inside the document — overall image balance ▪ Even the smallest mismatch can give away the edit. ▪ We prepared a clean version of the document, the client used it for his verification — and **it passed successfully**. ▪ Sometimes it’s not the complexity of the document that matters, but **how precisely the photo inside it is handled**. ▪ ️ If you have a similar task — write to us in private messages and briefly describe the situation. We’ll advise what can be done and which options will work best. *All data is presented with the client’s consent.* › TG: https://t.me/mustang_service ( https:// t.me/ mustang_service ) › Channel: https://t.me/+JPpJCETg-xM1NjNl ( https:// t.me/ +JPpJCETg-xM1NjNl ) #case #documents #verification #edit #kyc
    • why? why would you help him in private? tomorrow someone else will have the same request, are you going to help them all in private, instead of sharing obvious info publicly? 1. 'Lucera' - yes, they have what you described, but you would have to pay for that. 2. 'a lot of classic chronicles...' - also right, the only difference is kamaels and more features in higher version, but that's not a clean interlude, you would have to implement/remove a lot of things. there's actually no 'ready to use' free option (clean interlude but classic) and most people are going to try to sell you some garbage. so what can you do? try classic version before 3.0, you can take mobius files to test everything - maybe you like it as it is and no additional changes would be required, but if you not - the only way is you would have to implement what is missing and remove what is additional.
    • this is the first time i hear that anyone struggles with something that works correctly... your "solution" is basically a bug. and you forgot the most important thing: if you do something like that - which is changing right behaviour with wrong - it must be possible to turn it on/off
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..