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Viable protections against Layer7 attacks on servers
I have direct access to the stresser and can always test it, I tried to block it myself but unfortunately failed. I even tried to install nginx & deny all connections but that didn't worked LOL. The attack is simply sending requests to [Hidden Content] where the ip is of course, the server's ip and the port being either a channel or the auth, won't matter as it will completely break the whole auth. Here's a tcpdump (using tcpdump -i vtnet0 tcp) log while attacking for 5 minutes: [Hidden Content] (pastebin alternative cuz the text is way longer then 500kb) -
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[40250] Reference Serverfile + Client + Src [15 Available Languages]
Thanx for your sharing i`ll try it -
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Viable protections against Layer7 attacks on servers
Every server out there has an attack vector of some sort. Then it's all up to the patience and skill of the attacker. The real question here is: are you able to figure out what and how is hitting you? If the answer is yes then you can establish some sort of countermeasure. Even if it involves some discomfort for your users. There has been layer 7 attacks always, so you need to be more specific or provide tcpdump logs.- 1
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Viable protections against Layer7 attacks on servers
Hello, As of recently, new methods of ddosing servers have been found out. The problem is, there isn't actually a "way to protect" for everybody. The new attacks are based on layer 7, which the freebsd's PF and IPFW does not support unfortunately. Other then creating a reverse proxy for the server, which could filter out the ips, is there any alternative method? After also testing on multiple servers, it seems that even the bigger servers have problems with it, if somebody decides to pay 100 euro for a stresser subscription with layer 7 methods, it can be bad. Any ideas?- 1
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Help Server Down with Attacks
FreeBSD PF system installed and working, however, they are managing to bring down the database, does anyone have any idea what it could be? error: -
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[GENERIC] Update MiniMap FOV
New slidebar with a button to restore default values (this is just a graphic and a suggestion). Mega or (Metin2 Download)- 14
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Error Python exceeded
I was adding a little inline notification system for messaging, and it's giving me this error, any solution? I checked all the files that I modified and I have everything ok. -
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Update MiniMap FOV
PythonMiniMap.cpp --> #include "PythonSystem.h"- 1
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Question
.JαyZoN 39
Hello community,
before three days i compiled client binary, game and db (for Windows) without problems.
The binaries are working without problems but there's a little error which is annoying me.
The error only appears during the login and the error is irregular, sometimes the error appears directly, sometimes the error appears after login 20 times.
However, the client gets a crash during the message "Connected to server" with the following error message;
The unknown packet header (here 140) is random, but the part "last: 251 250" is always the same. If i get the error after login 20 times again, the packet is different.
I don't know how to fix this 'cause the packets do not exist. (of course i was looking for the packet id)
The error is really rare but it makes me angry when I start the client for the first time and then the error appears directly so i have to restart..
I've compared the packets in the clientbinary and serverside, there's no difference. It's only during login, ingame is working without mistakes. There are no errors serverside, too.
However, can you help me?
__
by the way; I think this topic is similar or maybe the same; http://metin2dev.org/board/topic/343-unknown-packet-header-xx-last-xxx-xxx/?hl=unknown+packet+header
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ATAG
#ifdef _IMPROVED_PACKET_ENCRYPTION_ struct TPacketKeyAgreement { static const int MAX_DATA_LEN = 256; BYTE bHeader; WORD wAgreedLength; WORD wDataLength; BYTE data[MAX_DATA_LEN]; }; struct TPacketKeyAgreementCompleted { BYTE bHeader; BYTE data[3]; // dummy (not used) }; #endif // _IMPROVED_PACKET_ENCRYPTION_ Try to disable _IMPROVED_PACKET_ENCRYPTION_, i don't know what is it exactly.
.JαyZoN
Guys you have to remember; Packet Encryption Key structure of game_2089(M)_32. Don't forget the packets @ packet.h...
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