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 Mise à jours Patches XC_Engine XC_Engine_v13 
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Inscription: 01 Oct 2008, 01:14
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Nouveau message Mise à jours Patches XC_Engine XC_Engine_v13
XC_Engine 13


Higor a écrit:
Added [1719]IsInPackageMap() 227 based native, with an extra parameter for ServerPackages list only checks.
Added alternative XCGE version detector: ConsoleCommand("XC_Engine") returns the XCGE version.
Added ToggleRelevancy command that enables bUseNewRelevancy var.
Moved XC_ServerActor and XC_ConnectionHandler config to XC_Engine.ini

Created XC_ConnectionHandler
- Adds basic protection against connection attempt overflows.
- Can add extra timeouts to dataless connections.
- Can force extra TCPNetDriver polls to address a design flaw that causes lag to increase during an attack.
- Can operate on non XC_Engine servers by spawning it (ServerActors).
(The only reason I deployed a Linux build, as base XC_GE has a critical bug)

UXC_Level now runs it's own replication loop
- Actor consider list is created once per frame instead of every player check.
- Visibility checks happen less often on relevant actors.
- Visibility checks go through most transparent/invisible surfaces.
- Visibility checks are done against a random point of the actor's box.
- Player, Viewtarget and Player owned actors are given higher priority.
- Actors that pass relevancy aren't checked again for a short while.

Removed bUseReplicationHack variable.
Added bUseLevelHook variable.
- Hooks the MyLevel object during map load.
Added bUseNewRelevancy variable, requires bUseLevelHook=True.
- Causes the hooked level to run more UT3 like relevancy checks (see above).

Extra properties available from Level via GetPropertyText:
- ActorListSize
- iFirstDynamicActor
- iFirstNetRelevantActor

Updated most documentation files and added XC_ConnectionHandler.txt:
Citation:
=================================
XC_ConnectionHandler actor readme
=================================

This actor is automatically spawned on net servers running XC_GameEngine.
It was made to operate independantly of XC_GameEngine so you can spawn it
on a non XC_GameEngine server by simply adding it to the ServerActors list
as follows:

[Engine.GameEngine]
...
ServerActors=XC_Engine.XC_ConnectionHandler


=== Features:
Can timeout connections without channel data at much lower values.
Timeout value can switch to a lower 'critical' timeout when connection count
exceeds a user defined value as a way to aggresively enforce less resource
usage on the server.

Can query the TCPNetDriver object an extra amount of times per frame, this
is done to mitigate a design flaw in the driver where a bad set of packets
can delay the client's incoming data by a 'n' amount of frames causing
said data to be discarded by the server due to artificially increased
delay.
By querying the TCPNetDriver an extra (user defined) times per frame, we
ensure than the malicious packets causing artificial delay are gone from
the socket at a much faster rate.


=== Settings (On XC_Engine.ini):
The default settings are as follow:

[XC_Engine.XC_ConnectionHandler]
DatalessTimeout=5.0
CriticalTimeout=2.0
CriticalConnCount=10
ExtraTCPQueries=2

DatalessTimeout: Timeout for dataless connections in normal conditions
CriticalTimeout: Timeout for dataless connections in critical conditions
CriticalConnCount: Amount of dataless connections needed to trigger critical mode
ExtraTCPQueries: Extra TCPNetDriver queries per frame

There are some restrictions:
- DatalessTimeout may not be lower than 2.0
- CriticalConnCount may not be lower than 2
Lowering said values to anything below will reset those to their defaults.


=== Notes on attacks:
This is best run in conjunction with ServerCrashFix.
As SCF handles exploits, this handles data overflow and a TCPNetDriver flaw.

The values are completely arbitrary and depend on the volume of an attack.
At extreme DDoS conditions these values had to be used:
DatalessTimeout=3.0
CriticalTimeout=0.0
CriticalConnCount=6
ExtraTCPQueries=50
With some remote ports firewalled.

Firewalling remote ports is important to prevent bandwidth amplification
attacks from reaching UT.
You can easily spot those amplification attacks as you notice thousands
of different IP addresses, but very common remote ports where said data
originates from.


Example:
SSDP reflected DoS attack.

Consists of vulnerable routers returning 30x the attacker's bandwidth to
the game server via spoofing, these connection attempts can be easily spotted:
random.ip.address:1900 -> multiple times

All you have to do is firewall all incoming connections with remote port 1900.




Téléchargement

http://unrealtournament.99.free.fr/utfi ... ine_13.zip

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01 Juin 2015, 22:47
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