Protecting an ARK server from DDoS attacks
Ports, a rate limit on the query port, RCON and real measurements: what you can secure on an ARK cluster yourself, and at what attack size that is no longer enough.
We run our own network and filter attacks ourselves. These articles explain what actually happens during an attack and which countermeasures hold up.
Ports, a rate limit on the query port, RCON and real measurements: what you can secure on an ARK cluster yourself, and at what attack size that is no longer enough.
With Counter-Strike 2 and the Source titles, game traffic and the server query run over the same port 27015. What you can secure yourself, and at what attack volume only filtering in the network in front of the server still helps.
Which ports a FiveM server really needs, how to secure the query endpoints, txAdmin, rate limits and the whitelist, and from which attack size on only upstream filtering helps.
RAGE MP listens on 22005 UDP and 22006 TCP, alt:V on 7788. This guide shows step by step what you can secure yourself and from which point on only filtering in the network in front of the server still helps.
Rust servers are almost always attacked at wipe or in the middle of a raid. What you can secure yourself, where self-protection hits physical limits, and what has to happen upstream in the network.
SA-MP and open.mp handle game traffic, query and RCON over one single UDP port. This guide shows what you can secure yourself, and from which attack size only the filtering in the network in front of the server still helps.
Record the measurements, close ports, limit the query port and packet rates: what really helps during a sustained DDoS attack. And from which size onwards only the filtering in front of the server works.
Close the query port, tighten anti-flood, set a rate limit: what you can secure on a TeamSpeak 3 server yourself. And where those measures stop, because the line in front of it is already full.
Not every overload is an attack. Here is how to use ss, packet counters, kernel messages and web server logs to tell a DDoS attack apart from a load spike or a software bug, beyond doubt.
Hytale communicates over QUIC and UDP, not over TCP like Minecraft. What that means for DDoS mitigation and how to proceed when an attack hits.
Game servers need their own DDoS protection: UDP, freely chosen ports, sensitive latency. How permanent real-time filtering keeps the game online even while it is under attack.
How a DDoS attack unfolds, which types exist and why mitigation belongs in the network in front of the server. With real attack cases from our own operations.
Specialized DDoS protection for game servers: attacks are filtered in real time instead of taking the IP offline. With real attack cases from live operations.
Nullping attacks need barely any bandwidth and still take down entire BungeeCord networks. How the attack works and how it gets filtered out in real time.
Firewall rules kick in too late once the line is already congested. What actually helps: filtering in the network in front of the server, permanently active and without null-routing.