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What can possibly go wrong?
Why eSport needs an Anti-DDoS Protection
Justyna Czybier
Jakub Słociński
eSport? You are joking, right?
Short from electronic sport.
A multiplayer video game played competitively for spectators, typically by professional gamers
[en.oxforddictionaries.com] or the umbrella term for organised, competitive computer gaming,
usually between professionals [http://www.bbc.co.uk/guides/zygq2hv].
The majority of eSports titles are fighting games, first-person shooters (FPS), real-time strategy(RTS),
or multiplayer online battle arena games (MOBA), with the MOBA genre being the most popular in
terms of participation and viewership
FPS, MOBA, RTS? What does it even
mean?
Fighting games
FPS games
Source: [https://upload.wikimedia.org/wikipedia/en/e/e9/Street_Fighter_Logo.png];[https://graph.digiseller.ru/img.ashx?idc=277&w=200];[http://esportlivescore.com/img/games/-
10_65/overwatch.png];[http://i.imgur.com/7OPuh.png];[https://quake.bethesda.net/assets/images/quake-icon-4897721917.png];[https://eu.battle.net/forums/static/images/game-logos/game-logo-sc2.png];[https://bnetproduct-
a.akamaihd.net//dg/255/77B245C5E1B3F106F2A660108C8F9A607F06E5C0.png];[http://mmrdota.com/images/Dota2.png];[https://signup.eune.leagueoflegends.com/theme/signup_new_theme/dist/img/logo-lol-smaller.png];[https://web2.hirez.com/smite//wp-
content/uploads/2015/05/smite-logo.png];[https://cdn-tempostorm.netdna-ssl.com/img/hots/hots-logo.png?a67007a95c017d3d];[https://2welcome.staticwars.com/img/pff/splash-logo.ddb0a7dc.png];[http://www.bestcheats.pl/wp-content/uploads/2015/12/world-of-
tanks-logo.png];[http://www.strefammo.pl/wp-
content/uploads/2015/10/b8ba1cfcf1ef6147038e364d45a5c672e0e6f332.png];[http://mugenfreeforall.com/applications/core/interface/imageproxy/imageproxy.php?img=https%3A%2F%2Fi.imgur.com%2FIu0Rg76.png&key=249413bc66e40581d4d623ae71720ca60b
7bdd0fa0d7117315cc5677ff82d3dd];[http://mugenfreeforall.com/applications/core/interface/imageproxy/imageproxy.php?img=https%3A%2F%2Fi.imgur.com%2FIu0Rg76.png&key=249413bc66e40581d4d623ae71720ca60b7bdd0fa0d7117315cc5677ff82d3dd];
RTS games
MOBA games
Other games
Let’s dig in history, shall we?
First tournaments was held in 1972 in the University of Stanford
(Intergalactic Spacewar Olympics) and in 1980 by Atari - Space Invaders Tournament
1990 - 2000: eSport focused on first person shooters, sports games, and arcade-style games till
the release of the real-time strategy (RTS) hit „StarCraft: Brood War”
2000 - now: exponential growth of eSport. Two major international tournaments were launched in
2000 (World Cyber Games and the Electronic Sports World Cup)
Source:
[https://www.reddit.com/r/gaming/comments/3aa15a/ataris_national_space_invaders_championship_held/];[http://adanai.com/esports/];[
Online gaming now
Top 3 most watched games on Twitch in march [https://newzoo.com/insights/rankings/top-games-twitch/]:
1. League of Legends
2. Counter Strike: Global Offensive
3. DOTA2
Top 3 most lucrative games [https://www.esportsearnings.com/games] :
1. DOTA 2
Number of recorded tournaments (since 2011): 735
Prize money awarded (since 2011): $99,291,136.92
2. League of Legends
Number of recorded tournaments (since 2010): 1861
Prize money awarded (since 2010): $39,522,139.21
3. Counter Strike: GO
Number of recorded tournaments (since 2000): 2290
Prize money awarded (since 2000): $32,294,249.23
http://knowyourmeme.com/memes/shut-up-and-take-my-money
„Według raportu sporządzonego pod koniec ubiegłego roku przez serwis XY Gain
łączna suma nagród we wszystkich turniejach pięciu największych gier
e-sportowych wyniosła ok. 193 miliony dolarów. Obok pieniędzy gwarantowanych
przez twórców gier oraz sponsorów zawodów i poszczególnych drużyn, branżę
zasilają również fundusze z reklam podczas transmisji na żywo. Rekordowy pod
tym względem zeszłoroczny wielki finał mistrzostw świata Leauge of Legends
przyciągnął 43 miliony unikalnych widzów. Tyle co ostatnie minuty finałowego
meczu NBA.” Michał „enki” Kuszewski, CD-Action
Celebrities Zone ;)
Source:
[newzoo 2017 GLOBAL ESPORTS MARKET REPORT (free), page 19]
People talk about it
According to SuperData raport „more people watch GVC (gaming video content)
than HBO, Netflix, ESPN and Hulu combined.”
Source:
[https://twitter.com/TwitterMktg/status/859182117611335685]; [https://www.superdataresearch.com/market-data/gaming-video-content/ ]
What doesn’t kill you is gonna give you lag
Biggest issues in online gaming? According to Jeff Kesselman answer is users :)
Source: [https://www.quora.com/What-are-the-biggest-problems-affecting-developers-of-online-games-e-g-MMOs]
Top 5 IT challenges to focus on
Speed-to-market
Availability
Latency
Scalability
Infrastructure costs
Source: [http://www.internap.com/2013/02/05/top-five-online-gaming-it-infrastructure-challenges/]
DDoS?
Distributed Denial of Service (DDoS) attacks overload a server with a huge volume of malformed
requests – to make an online service unavailable.
Basic types of attacks:
TCP Connection attacks
Volumetric attack
Protocol attack
Application attacks
Competitors
Hacker groups
Script Kiddie
If you can’t get online - you can't play
Source: [akamai’s [state of the internet] / security Q2 2016 report, page 18
Source: [https://www.akamai.com/us/en/multimedia/documents/brochure/eedar-akamai-gaming-infrastructure-and-consumer-sentiment-ebook.pdf, page 19]
Source: [https://www.akamai.com/us/en/multimedia/documents/brochure/eedar-akamai-gaming-infrastructure-and-consumer-sentiment-ebook.pdf, page 24]
Just buy it...
Source: [https://securelist.com/analysis/publications/77784/the-cost-of-launching-a-ddos-attack/]
Celebrities Zone ;) [part 2]
„Ataki typu DDoS są jednym z najbardziej szkodliwych zagrożeń dla całej branży
e-sportu. Obecnie w zasadzie nie organizuje się turniejów na wysokim szczeblu
bez współpracy ze specjalistami w dziedzinie ochrony sieci. W 2015 roku atak
przeprowadzony podczas mistrzostw świata Doty 2 o puli 18 milionów dolarów
zmusił organizatorów do dokonania kosztownych przerw i opóźnień w transmisji.
Na niższym szczeblu ataki wielokrotnie wpływały na wyniki meczów
kwalifikacyjnych rozgrywanych przez internet - wystarczy wyłączyć na kilkanaście
minut z rozgrywki pojedynczego zawodnika pięcioosobowej dużyny, by móc
zastosować regulaminowy przepis o poddaniu umówionego meczu z uwagi na
brak pełnego składu jednej z ekip” Michał „enki” Kuszewski, CD-Action
Ok, so what CAN I do?
Riot games created simple prevention sheet:
Make sure it’s DDoS
Protect your IP
Beware of Skype
Collect and analyse your NetLogs:
From file
Using Wireshark app
Incapsula.com advise more steps:
Use VPN
Keep your home network up to date
Source: [https://www.incapsula.com/blog/protecting-gamers-from-dos-ddos-attacks.html];[https://support.riotgames.com/hc/en-us/articles/201751764-DDoS-Prevention-Guide]
Some tips
Set UDP protocols limits (e.g. configure Iptables Firewall)
Change ports to other than defaults
Keep your kernel up-to date (you can also try to tune it’s settings e.g. sysctl.conf)
Think about using redundant services
Find trusted provider with Anti-DDoS service
What is killing online eSports
?
image: venturebeat.com / Riot Games
Network key values
• Low latency
„Online gaming customers are twice as likely to abandon a game when they experience a network
delay of 500 additional milliseconds.” [cedexis.com]
• Reliability
Almost every game needs online connection for distribution, multiplayer, transactions or authorization
• Bandwidth (yes, we also need it ☺)
• Security
Do not allow bad things on your infra
Networking protocols
• TCP provides reliable, ordered and error-checked delivery of a stream of bytes oriented in connections
Features like: buffering, retransmission (RTT), flow control (sliding window)
…but do we really care about data lost few seconds in the past??
• UDP is fast ☺
Features like: no ordering, no delivery checks, connectionless,
no flow control
• TCP + UDP?
check this out:
https://www.isoc.org/INET97/proceedings/F3/F3_1.HTM
• Modified TCP over UDP?
[UDP_HEADER, proto_id, seq, ack, …]
Tracking the infra
• Underestimated security (bro, it’s not banking, isn’t it?)
• Various custom protocols over TCP and UDP
• Attack the infrastructure vs. attack the application
• You don’t need to bring down the gaming infra
• 5min DDoS from 125Gbps capable botnet for $5 (incl. some bypassing options)
• DDoS offers to kill various AntiDDoS solutions
• Wait, you really said UDP? ☺
image: gta5-mods.com
UDP reflection + amplification
image: http://blogs.it.ox.ac.uk
Beeing the target or shooting?
• Quake 3 gaming protocol allows to get bandwidth amplification factor
of 63x to 82x (depends on connected clients) – server info messages (!)
• Steam protocol (e.g.: Half-Life, Counter-Strike or Team-Fortress)
allows to get amplification factor of 5,5x to almost 15x
Source: [„Amplification Hell: Revisiting Network Protocols for DDoS Abuse” Christian Rossow VU University Amsterdam, The
Netherlands Horst G¨ortz Institute for IT-Security, Ruhr University Bochum, Germany]
The shield
• First line of protection – TCP mitigation (used for webapps as well)
• Smart protection for UDP – custom engine protocols (reverse engineering?)
• Statefull inspection – protection is not about blackholing traffic per IP (really?)
• Always-ON – turning on and off while under attack may add latency jitter
• Minimal latency added – protection must be close to the infra
• Distributed
Example AntiDDoS protection
Summary
• DDoS will most likely disturb latency, bandwidth and reliability of your gaming
infra. All key factors at once.
• Then your players will get 404 or LAG => …and churn => you loose 
• Protection is a must have (or protection + secops team for bigger eSport
events)
• Allways-ON AntiDDoS systems that smartly filters the bad traffic out while
keeping the proper one
• Distributed protection system for Distributed Denial of Service attacks will do
the job even better
Q/A?
Thanks!
Justyna Czybier ( /id/PanZdzichu )
Jakub Słociński ( @KubaAtOvh )

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What can possibly go wrong? Why eSport needs an AntiDDoS Protection

  • 1. What can possibly go wrong? Why eSport needs an Anti-DDoS Protection Justyna Czybier Jakub Słociński
  • 2. eSport? You are joking, right? Short from electronic sport. A multiplayer video game played competitively for spectators, typically by professional gamers [en.oxforddictionaries.com] or the umbrella term for organised, competitive computer gaming, usually between professionals [http://www.bbc.co.uk/guides/zygq2hv]. The majority of eSports titles are fighting games, first-person shooters (FPS), real-time strategy(RTS), or multiplayer online battle arena games (MOBA), with the MOBA genre being the most popular in terms of participation and viewership
  • 3. FPS, MOBA, RTS? What does it even mean? Fighting games FPS games Source: [https://upload.wikimedia.org/wikipedia/en/e/e9/Street_Fighter_Logo.png];[https://graph.digiseller.ru/img.ashx?idc=277&w=200];[http://esportlivescore.com/img/games/- 10_65/overwatch.png];[http://i.imgur.com/7OPuh.png];[https://quake.bethesda.net/assets/images/quake-icon-4897721917.png];[https://eu.battle.net/forums/static/images/game-logos/game-logo-sc2.png];[https://bnetproduct- a.akamaihd.net//dg/255/77B245C5E1B3F106F2A660108C8F9A607F06E5C0.png];[http://mmrdota.com/images/Dota2.png];[https://signup.eune.leagueoflegends.com/theme/signup_new_theme/dist/img/logo-lol-smaller.png];[https://web2.hirez.com/smite//wp- content/uploads/2015/05/smite-logo.png];[https://cdn-tempostorm.netdna-ssl.com/img/hots/hots-logo.png?a67007a95c017d3d];[https://2welcome.staticwars.com/img/pff/splash-logo.ddb0a7dc.png];[http://www.bestcheats.pl/wp-content/uploads/2015/12/world-of- tanks-logo.png];[http://www.strefammo.pl/wp- content/uploads/2015/10/b8ba1cfcf1ef6147038e364d45a5c672e0e6f332.png];[http://mugenfreeforall.com/applications/core/interface/imageproxy/imageproxy.php?img=https%3A%2F%2Fi.imgur.com%2FIu0Rg76.png&key=249413bc66e40581d4d623ae71720ca60b 7bdd0fa0d7117315cc5677ff82d3dd];[http://mugenfreeforall.com/applications/core/interface/imageproxy/imageproxy.php?img=https%3A%2F%2Fi.imgur.com%2FIu0Rg76.png&key=249413bc66e40581d4d623ae71720ca60b7bdd0fa0d7117315cc5677ff82d3dd]; RTS games MOBA games Other games
  • 4. Let’s dig in history, shall we? First tournaments was held in 1972 in the University of Stanford (Intergalactic Spacewar Olympics) and in 1980 by Atari - Space Invaders Tournament 1990 - 2000: eSport focused on first person shooters, sports games, and arcade-style games till the release of the real-time strategy (RTS) hit „StarCraft: Brood War” 2000 - now: exponential growth of eSport. Two major international tournaments were launched in 2000 (World Cyber Games and the Electronic Sports World Cup) Source: [https://www.reddit.com/r/gaming/comments/3aa15a/ataris_national_space_invaders_championship_held/];[http://adanai.com/esports/];[
  • 5. Online gaming now Top 3 most watched games on Twitch in march [https://newzoo.com/insights/rankings/top-games-twitch/]: 1. League of Legends 2. Counter Strike: Global Offensive 3. DOTA2 Top 3 most lucrative games [https://www.esportsearnings.com/games] : 1. DOTA 2 Number of recorded tournaments (since 2011): 735 Prize money awarded (since 2011): $99,291,136.92 2. League of Legends Number of recorded tournaments (since 2010): 1861 Prize money awarded (since 2010): $39,522,139.21 3. Counter Strike: GO Number of recorded tournaments (since 2000): 2290 Prize money awarded (since 2000): $32,294,249.23 http://knowyourmeme.com/memes/shut-up-and-take-my-money
  • 6. „Według raportu sporządzonego pod koniec ubiegłego roku przez serwis XY Gain łączna suma nagród we wszystkich turniejach pięciu największych gier e-sportowych wyniosła ok. 193 miliony dolarów. Obok pieniędzy gwarantowanych przez twórców gier oraz sponsorów zawodów i poszczególnych drużyn, branżę zasilają również fundusze z reklam podczas transmisji na żywo. Rekordowy pod tym względem zeszłoroczny wielki finał mistrzostw świata Leauge of Legends przyciągnął 43 miliony unikalnych widzów. Tyle co ostatnie minuty finałowego meczu NBA.” Michał „enki” Kuszewski, CD-Action Celebrities Zone ;)
  • 7. Source: [newzoo 2017 GLOBAL ESPORTS MARKET REPORT (free), page 19]
  • 8. People talk about it According to SuperData raport „more people watch GVC (gaming video content) than HBO, Netflix, ESPN and Hulu combined.” Source: [https://twitter.com/TwitterMktg/status/859182117611335685]; [https://www.superdataresearch.com/market-data/gaming-video-content/ ]
  • 9. What doesn’t kill you is gonna give you lag Biggest issues in online gaming? According to Jeff Kesselman answer is users :) Source: [https://www.quora.com/What-are-the-biggest-problems-affecting-developers-of-online-games-e-g-MMOs]
  • 10. Top 5 IT challenges to focus on Speed-to-market Availability Latency Scalability Infrastructure costs Source: [http://www.internap.com/2013/02/05/top-five-online-gaming-it-infrastructure-challenges/]
  • 11. DDoS? Distributed Denial of Service (DDoS) attacks overload a server with a huge volume of malformed requests – to make an online service unavailable. Basic types of attacks: TCP Connection attacks Volumetric attack Protocol attack Application attacks
  • 12. Competitors Hacker groups Script Kiddie If you can’t get online - you can't play
  • 13. Source: [akamai’s [state of the internet] / security Q2 2016 report, page 18
  • 16. Just buy it... Source: [https://securelist.com/analysis/publications/77784/the-cost-of-launching-a-ddos-attack/]
  • 17. Celebrities Zone ;) [part 2] „Ataki typu DDoS są jednym z najbardziej szkodliwych zagrożeń dla całej branży e-sportu. Obecnie w zasadzie nie organizuje się turniejów na wysokim szczeblu bez współpracy ze specjalistami w dziedzinie ochrony sieci. W 2015 roku atak przeprowadzony podczas mistrzostw świata Doty 2 o puli 18 milionów dolarów zmusił organizatorów do dokonania kosztownych przerw i opóźnień w transmisji. Na niższym szczeblu ataki wielokrotnie wpływały na wyniki meczów kwalifikacyjnych rozgrywanych przez internet - wystarczy wyłączyć na kilkanaście minut z rozgrywki pojedynczego zawodnika pięcioosobowej dużyny, by móc zastosować regulaminowy przepis o poddaniu umówionego meczu z uwagi na brak pełnego składu jednej z ekip” Michał „enki” Kuszewski, CD-Action
  • 18. Ok, so what CAN I do? Riot games created simple prevention sheet: Make sure it’s DDoS Protect your IP Beware of Skype Collect and analyse your NetLogs: From file Using Wireshark app Incapsula.com advise more steps: Use VPN Keep your home network up to date Source: [https://www.incapsula.com/blog/protecting-gamers-from-dos-ddos-attacks.html];[https://support.riotgames.com/hc/en-us/articles/201751764-DDoS-Prevention-Guide]
  • 19. Some tips Set UDP protocols limits (e.g. configure Iptables Firewall) Change ports to other than defaults Keep your kernel up-to date (you can also try to tune it’s settings e.g. sysctl.conf) Think about using redundant services Find trusted provider with Anti-DDoS service
  • 20. What is killing online eSports ? image: venturebeat.com / Riot Games
  • 21. Network key values • Low latency „Online gaming customers are twice as likely to abandon a game when they experience a network delay of 500 additional milliseconds.” [cedexis.com] • Reliability Almost every game needs online connection for distribution, multiplayer, transactions or authorization • Bandwidth (yes, we also need it ☺) • Security Do not allow bad things on your infra
  • 22. Networking protocols • TCP provides reliable, ordered and error-checked delivery of a stream of bytes oriented in connections Features like: buffering, retransmission (RTT), flow control (sliding window) …but do we really care about data lost few seconds in the past?? • UDP is fast ☺ Features like: no ordering, no delivery checks, connectionless, no flow control • TCP + UDP? check this out: https://www.isoc.org/INET97/proceedings/F3/F3_1.HTM • Modified TCP over UDP? [UDP_HEADER, proto_id, seq, ack, …]
  • 23. Tracking the infra • Underestimated security (bro, it’s not banking, isn’t it?) • Various custom protocols over TCP and UDP • Attack the infrastructure vs. attack the application • You don’t need to bring down the gaming infra • 5min DDoS from 125Gbps capable botnet for $5 (incl. some bypassing options) • DDoS offers to kill various AntiDDoS solutions • Wait, you really said UDP? ☺ image: gta5-mods.com
  • 24. UDP reflection + amplification image: http://blogs.it.ox.ac.uk
  • 25. Beeing the target or shooting? • Quake 3 gaming protocol allows to get bandwidth amplification factor of 63x to 82x (depends on connected clients) – server info messages (!) • Steam protocol (e.g.: Half-Life, Counter-Strike or Team-Fortress) allows to get amplification factor of 5,5x to almost 15x Source: [„Amplification Hell: Revisiting Network Protocols for DDoS Abuse” Christian Rossow VU University Amsterdam, The Netherlands Horst G¨ortz Institute for IT-Security, Ruhr University Bochum, Germany]
  • 26.
  • 27. The shield • First line of protection – TCP mitigation (used for webapps as well) • Smart protection for UDP – custom engine protocols (reverse engineering?) • Statefull inspection – protection is not about blackholing traffic per IP (really?) • Always-ON – turning on and off while under attack may add latency jitter • Minimal latency added – protection must be close to the infra • Distributed
  • 29. Summary • DDoS will most likely disturb latency, bandwidth and reliability of your gaming infra. All key factors at once. • Then your players will get 404 or LAG => …and churn => you loose  • Protection is a must have (or protection + secops team for bigger eSport events) • Allways-ON AntiDDoS systems that smartly filters the bad traffic out while keeping the proper one • Distributed protection system for Distributed Denial of Service attacks will do the job even better
  • 30. Q/A? Thanks! Justyna Czybier ( /id/PanZdzichu ) Jakub Słociński ( @KubaAtOvh )