[TECHNICAL QUESTION] @RiotGradius: About DropHack, and guarding against it

Crimson Mutt 2·5/14/2014, 2:01:43 PM·1 votes·524 views

Is something like this possible to implement?

Attack coming from one person (DoS):
• Set a limit of traffic coming from one player
• Track the average traffic coming from every single one
• If it exceeds a limit, take measures, like throttling the traffic from that player (to only that game/port), tagging them or dropping that player
Effectively puts an upper cap to traffic from each player, preventing a flood drop from a single source.

Attack from a large botnet (DDoS):
• Make the client push the IP of every player to the game port for every game, and allow traffic from only those IP addresses to that game
• If a player disconnects, disallow any further connections until the client from that specific summoner name pushes an IP to the port again, beginning the connection again.
Effectively allows only players who are in the game to actually communicate and connect to the game, removing the "flooding from the outside" case.

I may just have absolutely the wrong idea how the whole system works, since I don't understand too much about networking, but is something of that effect possible to achieve?

2 Comments

Crimson Mutt 25/15/2014, 4:52:21 AM1 votes

bump? How does this even work?
fuck
fuck
fuck
fuck

Zecher7/29/2014, 1:42:09 AM1 votes

I'll bump this because it's a reasonable response to an escalating issue that needs to be looked into... I've had three weeks full of drophacks, and my MMR and ranking have taken a MASSIVE hit because of it. I can't even recover from my losses because every time we come close to winning a game, we all disconnect the game record vanishes.

Riot, this is becoming more and more of a problem and needs to be addressed!