Author Topic: ProcessPlayerPacket method  (Read 1815 times)

TheCodeTraveller

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ProcessPlayerPacket method
« on: October 30, 2013, 05:08:07 PM »
Hi Guys,

After working server side a hell of a lot I come with a question. If there are enough clients sending packets, enough to delay the time out threshold - what is to stop blocking that thread and causing everyone connected to the server to lose their connection (timeout).

It's just odd that one rouge packet has the power to take down the entire server. Surely this is not the case?

ArenMook

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Re: ProcessPlayerPacket method
« Reply #1 on: November 01, 2013, 10:59:42 AM »
DDoS attacks can be made against everything provided you have enough computers to stall the server's response. There is no special protection against them, other than perhaps blocking the entire IP ranges. TNet is a networking library. What you do with it is up to you.

TheCodeTraveller

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Re: ProcessPlayerPacket method
« Reply #2 on: November 01, 2013, 04:31:40 PM »
Well yes and no, I would have thought each player got contained to a thread so that should they cause a crash, their thread alone dies.

DDoS is a completely different story, i'm specifically talking about those having been identified a TNPlayer sending a bad packet - bad code or other - causing the entire server to die. Only their connection should.

ArenMook

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Re: ProcessPlayerPacket method
« Reply #3 on: November 01, 2013, 08:28:59 PM »
TNet handles bad packets silently. They won't cause any crashes. The player may simply get disconnected, or the packet will just get ignored.