LogoLogo
  • Home
  • Game Hosting
    • Get started
      • Set Up Guide
      • Game Template
      • Game Deploy
    • Overview
      • API guide for game hosting
      • Terminology
      • API v3 usage
      • API v3 authentication
      • API v3 error handling
      • API v3 error codes
    • Processes
      • Application Management
      • Application Build Provisioning
      • Application Build Management
      • Deployment Configuration
      • Deployment Process
      • Automatic Deployment
      • Automatic Scaling
      • Dependency Installation
      • Patching
        • Utility patching
        • Forced Deployment
        • Forced Deployment Manually
        • Rolling Deployment
        • Rolling Deployment Manually
        • A/B Deployment
        • A/B Deployment Manually
    • Elements
      • Application
        • Applicationproperty
        • Applicationbuild
        • Applicationbuildproperty
        • Applicationbuildconfiguration
        • Applicationinstance
        • Applicationinstanceproperty
        • Applicationinstanceip
        • Label
        • Metadata
        • Element Relations
        • Platform Variables
      • Deployment
        • Fleet
        • Deploymentprofile
        • Deploymentregion
        • Deploymentcontainer
        • Deploymentcontainerlocation
        • Deployment Templates
          • Gamedeploymenttemplate
          • Utilitydeploymenttemplate
          • Dependencydeploymenttemplate
        • Host Capacity
          • Instancetypecapacity
        • Dclocation
      • Host
        • Hostcpu
        • Hostip
        • Hostdisk
        • Hostmemory
      • Patching
        • Patchjobapplicationbuild
        • Patchjobfleet
        • Patchjoboverallprogress
        • Patchjobemail
    • Features
      • Task System
      • Platform Events
    • Cloud Usage
      • Cloud Credentials
      • Cloud Instance Types
    • Game Integration
      • Orchestrator overview
      • Matchmaker Allocation
      • Ping beacons overview
      • Upgrade GCP VMs to AMD Milan or later
      • Game server run status
      • Gameliftanywhere integration
      • Game Hosting-SDK
        • Build
        • Integration Guide
        • Sdk Unity Plugin
        • Sdk Unreal Plugin
      • Management Protocol
        • A2S
        • Arcus
          • Usage
          • Configuration
          • Packet Structure
          • Handling Server Query Response
          • Available Opcodes
        • Arcus V2
          • Request Response
    • Events
    • Examples
      • Registering Application And Builds
      • Env From Scratch
  • Anti-DDoS
    • About Anti-DDoS
    • DDoS attack types
    • Warden: Capabilities and benefits
      • Anti-DDoS onboarding guide
      • Warden: How it works
      • Armor configuration templates
    • DDoS category attack types
  • Compute
    • Dedicated Bare Metal
      • Catalog
    • FlexMetal
      • Getting started with FlexMetal
      • OS Customization
      • Talos installation
      • Tag management
      • Troubleshooting
      • Check your quota usage
  • Contact
  • Api
    • General
    • Game
    • GLAD API
  • Endpoints
Powered by GitBook
On this page
  • Traffic filtering techniques
  • How Warden works

Was this helpful?

  1. Anti-DDoS
  2. Warden: Capabilities and benefits

Warden: How it works

When you use our Anti-DDoS solutions, it's important to understand listings and how they are used.

The section explains the purpose and use of whitelisting, greylisting, and blacklisting in Anti-DDoS solutions. Whitelisting allows only trusted IPs, greylisting temporarily blocks potential threats for verification, and blacklisting denies access to known malicious IPs.

These methods help manage and prevent DDoS attacks by filtering traffic based on its origin.

Traffic filtering techniques

Blocks traffic from harmful or suspicious IP addresses or domains. Once blacklisted, their traffic is automatically denied to prevent attacks from known threats.

Greylisting is only used as a buffer during the authentication period. Warden allows you to connect, even though you are not whitelisted, requiring extra checks before allowing access. Warden will start limiting traffic in a greylist (and dropped) if you are in the middle of a DDoS attack, where traffic from unauthenticated IP addresses can be dropped as a safety measure.

Creates a list of approved IP addresses or domains allowed to access the network or service. Whitelisted traffic is not rate limited.

How Warden works

Our system verifies the protocol type, determining if it is TCP or UDP. TCP (Transmission Control Protocol) and UDP (User Datagram Protocol).

In Anti-DDoS strategies:

  • TCP provides reliable, ordered, and error-checked delivery of streams of data between applications. It's essential for ensuring that traffic flows as intended without disruptions.

  • UDP offers a simpler transmission model with no handshakes, suitable for time-sensitive communications like gaming or streaming, where speed is prioritized over reliability.

Using Transmission Control Protocol

  1. First, Warden will check to see if the player IP address is blacklisted by you. If it is, then they are dropped and denied access to the network.

  2. Based on your list of approved IP addresses, Warden will check to see if the player IP address is whitelisted. If it is, then the IP address is approved, and in turn the player is allowed access to the network.

  3. If the player IP address is not whitelisted, then Warden verifies if the destination port is allowed. If it isn't, the packet is dropped.

  4. If the destination port is valid, then the packet goes through rate-limiting. If the PPS is below the configured threshold, then the packet is allowed. Otherwise, it is dropped.

Using User Data Protocol

  1. Warden will check to see if the player IP address is blacklisted. If it is, the player IP address is dropped and denied access to the network.

  2. If the player's IP address is already whitelisted, Warden performs bytematching (if enabled in the Armor). There are 2 scenarios that can occur afterwards:

    1. If it passes bytematching, or in the absence of bytematching rules, the packet is allowed into the network.

    2. If the packet fails bytematching, then it is denied access into the network.

  3. If the player's IP is not whitelisted, Warden verifies if the destination port is allowed. If it isn't, the packet is dropped.

  4. If the destination port is valid, then Warden performs bytematching (if enabled in the Armor).

    1. If the packet fails bytematching, then it is denied access into the network.

    2. If it passes bytematching, and if the packet per second is below the configured threshold, then the packet is allowed to enter the network.

Last updated 2 days ago

Was this helpful?

Drawing