Multi-vendor Game Server (GameSpy) DDoS Attack
w4rl5ck writes "PivX has this security advisory about DDoS attacks using a single modem line and some game servers (i.e. Counter Strike, QuakeX, Battlefield 1942 - in short, those supporting GameSpy). Works via spoofed udp packages querying the server stats, and because udp is connectionless, the server simply answers - to the spoofed address, of course. Funny thing, isn't it? (originally found on heise.de)"
.. it wouldn't be hard to put in some sort of verification to ensure the packets are getting to an appropriate destination. Witness NFS.
Trolling is a art,
As much as I love the All Seeing Eye and I hate Gamespy, the problem exists in the games themselves, any games that support Gamespy. Next time read the article.
This approach and idea is actually very old, and it has already been done (although not through Gamespy).
I wrote a program for Quake 1 that flooded a server with false connections and disconnected legitimate users (http://online.securityfocus.com/bid/3051), and a friend changed 1 line of code to make my exploit do a "smurf" attack on a client (http://online.securityfocus.com/bid/3060).
Comment removed based on user account deletion
dcd3c.c was a DoS that used about 100 quake servers to send data to a specified target.. it's nothing new.. just another DoS kiddie.. prolly DoSing DALNET too.
Hrrm... I usually just sign my name.
Among the other won.net server trackers, Half-Life.east.won.net, Half-life.west.won.net, and so on, are also able to be exploited in the same manner. They can return thousands of bytes for a 2 byte query. a 3000 byte response would be a 1500x magnification..
No it has little to do with CPU power at the core. It has to do with the actual possibility of doing it. The only place you can do proper egress filtering is at the edge. Nowehere else. Jebus save me.
that Gamespy is the biggest pain-in-the-you-know-what anyways. Bioware for some reason chose to use Gamespy for Neverwinter Nights, and it had to re-ping all the servers everytime you tried to connect to a server, but were told the server was full (even if it said the server had 39/40 people when you pinged it earlier). And then there's how the game publishers are too lazy to host their own patches, so they let jerkoffs like Gamespy's FilePlanet host the patches. I think they do it because they know they can get away with it.
There is a variable within the main Unreal ini file that lets the server admin determine how many UDP server queries per second to allow. Unfortunately this variable is set to unlimited by default. Can't think of this variable off of the top of my head.
Journal
I'll take this opportunity to give you a message referring you to other posts on this thread. The All-Seeing Eye (which I've used, mind you, great program) does nothing to solve this problem.
It was foolish to put "GameSpy" in the title of this article; it has nothing directory to do with GameSpy.
Jouster