There is only one way to make league of legends relatively impervious to DDOS: Peer to Peer

Critkeeper·2/22/2014, 5:34:36 AM·1 votes·509 views

Peer to peer.

How do you administrate an authoritative state with a peer to peer model?

Bitcoin does it, so do something similar.

How do you secure the software on a peer to peer model?

Make the server executable arbitrarily divisible and many-fold redundant, then spread the pieces out across the network to be executed and checked via majority on the peer computers. Biological tissues perform a function well while being resilient to interference because they distribute the function among a large number of cells which check each other and who's behavior is largely modulated by the tissue itself, with very minor influence over the direct execution of the particular functions of the tissue from the other interacting parts of the body. The aggregate effect of that self checking is the ability to heal from damage, which is what you want in a peer to peer server model, so take hints from biology.

How do you control patches on a peer to peer model?

Implement a rolling backdoor.

Sounds complicated.

So what? You can't handle it? Bull****.

4 Comments

Pryotra2/22/2014, 9:06:36 AM4 votes

No. Oh god no.

Anyone who plays dark souls already has experienced P2P PvP; It's a very, very poor idea, as it inserts delay based on how much distance is between you. This makes real time PvP slightly favor the host at all times.

Not to mention that now Riot isn't the ones they DDoS to have an unfair advantage; They can now just DoS you. Or simply use a lagswitch. It would be equally as effective.

Sir ArmaMalum2/22/2014, 8:56:20 AM3 votes

I'm tired and I do not have a career in networking or computer software, so I'm just going to say Riot isn't going to abandon millions of dollars of servers and network infrastructure and be on my way.

Kosmicosis2/22/2014, 6:43:47 AM2 votes

That's cute, you read *one *article about DDOS and now you know more than Riot.

Sneak Dog2/25/2014, 1:19:59 AM1 votes

What you're saying is that all peers should know the whole state of the game, meaning team blue knows exactly where team purple is? Because how else would they verify eachother. Of course, you could give them two games to handle, their own to play on and someone elses to be an impartial judge to their game, but this requires your computer to keep track of even more data, more connections.

What if one player just starts ddos'ing opponents, didn't this already happen to pro players through skype, causing them to take measurements to keep their ip's hidden?

Manyfold redundand? This ups the minimum spec requirements, something which should be kept as low as possible to not lose potential players.

Matchmaking would have to be adjusted, because suddenly you have a lot less spare bandwith to play with and the infrastructure becomes essential. This means you should also be matchmade based on location. Also, pings become inconsistent from game to game because you need to wait for other peers and your connection to them will be inconsistent.

Peer to peer can be amazing, but it is less than ideal in a competitive multiplayer real-time videogame.