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How does this patch the DDOS?
What does this even mean for local hosts when their IP is still exposed via the "status" command? Which is pretty much the norm now given how terrible the official servers are.
What is anyone going to do with your IP anyway?
This doesn't fix the DDoS to the servers, but it protects players in public servers when they join. Malicious users have been grabbing each individual player IP address with a third party tool, and use it to DOS that IP instead.
Unfortunately, due to the nature of local servers, IPs will be exposed to the host anyway, so for that we need to wait for the SDR implementation in a future update.
No doubt the DDOS will still continue, if anything it's probably just a bunch of server overload.
Either way there's always that one mf that will ruin it for everyone.
It's a small update but not the only update they'll be releasing. This happened last time when the servers were getting DDOS'ed. They did one small patch note per until revealing the last update that bundled it all up as a nice gift. Hopefully sooner then later like most people have said.
But I do have to question. What does SDR mean in this context, I am really curious with that.
You join a Official Dedicated Server or a Best Available Dedicated Server, randomly.
In that server, is a hacker waiting and already playing. They just got your IP address.
Okay, so the hacker DDOS's the server, the server dies. Okay, you move on to the next game. But what if you pissed that hacker off? Well, now they DDOS your internet and it goes out. You can't even use a browser, or watch Netflix.
I have repeatedly stated that Localhosting obviously is a security risk, but most people clearly don't care (or are ignorant). However, this exploit applied to every server, Official, Best Available, and Local.
Even if Valve fixed the server DDOS attacks (which they are working on), it wouldn't have fixed this exploit meaning the hackers could have kept DDOS attacking your home internet after the servers are fixed.
Steam Datagram Relay, basically Valve's implementation of its own private network. It protects Valve games from exactly this problem, but it's currently implemented in CS2, Dota 2 and TF2. Implementation of SDR in L4D2 is in the works.
https://www.dota2.com/newsentry/4115798034511159059
https://partner.steamgames.com/doc/features/multiplayer/steamdatagramrelay
It is essentially Valve's proprietary proxy network technology that they use to obscure the server's true IP address. It's what they used for all their modern titles such as Counter-Strike and Dota 2.
Only problem with SDR is that exploits that lag/crash the servers won't be fixed. Instead, it's like shielding the server from the exploits ever reaching the server in the first place. Kind of like a firewall.
It's very likely that DOTA2's server software probably doesn't have the exploits patched either. They are just protecting those exploits by covering it in SDR.
I know that Dota2 is on source2 which means that it is on a more modern Netcode, whilst l4d still uses Lerp as a way to source internet. That is netcode from some of the old days like Quake and that. Again I might be really silly for saying this.