18:44 * ChillerDragon slaps fstd around a bit with a large fishbot 18:45 < fstd> ChillerDragon: yes? 19:00 < fstd> ChillerDragon: how can i help you? 19:12 < ChillerDragon> all fine thnks m8 19:14 < bridge_> [teeworlds] fstd: it was u ingame ? 19:18 < fstd> ChillerDragon: in what game? 19:19 < dupek> is it just me or all the servers are full> 19:19 < dupek> the client shows me that there are 4700 players 19:19 < fstd> it's a DoS 19:19 < dupek> oh 19:19 < dupek> ok 19:20 <@heinrich5991> https://github.com/teeworlds/teeworlds/issues/235 19:53 < rand> you may drop clients that do not get state ONLINE 19:53 < rand> (and stay as pending) 19:55 < rand> something like this https://ptpb.pw/KEd7 21:16 <@heinrich5991> rand: doesn't really help, now they need to send two packets 21:16 <@heinrich5991> eeeee ported the fix from ddnet to vanilla 21:20 < rand> naaah 21:23 <@heinrich5991> mh? 21:23 < rand> though, i can join my server while beeing spamming 21:24 <@heinrich5991> because the attacker doesn't send two packets currently 21:24 <@heinrich5991> but it's trivial to attack your server as well 21:25 < rand> ofc 21:25 <@heinrich5991> what we need is some kind of challenge-response, that the attacker cannot predict 21:25 <@heinrich5991> server sends some kind of magic number and the client needs to repeat it back 21:25 < rand> but, we can't with actual clients do we ? 21:26 <@heinrich5991> as said, eeeee produced a hacky patch that does that 21:27 <@heinrich5991> it uses the snapshot acknowledging of the client 21:27 <@heinrich5991> (ddnet has done that for ages) 21:32 < rand> and where is this patch ? 21:33 <@heinrich5991> https://github.com/eeeee/ddnet/commit/47e4d2e860f6659fa084c42e216cbee61c7d56e6 21:34 <@heinrich5991> it still has this problem though (the same as in ddnet): https://github.com/ddnet/ddnet/issues/500 21:36 < rand> thx