Managing security on UDP socket - network-programming

I am looking at developing my first multiplayer RTS game and I'm naturally going to be using UDP sockets for receiving/sending data.
One thing that I've been trying to figure out is how to protect these ports from being flooded by fake packets in a DoS attack. Normally a firewall would protect against flood attacks but I will need to allow packets on the ports that I'm using and will have to rely on my own software to reject bogus packets. What will stop people from sniffing my packets, observing any authentication or special structure I'm using and spamming me with similar packets? Source addresses can easily be changed to make detecting and banning offenders nearly impossible. Are there any widely accepted methods for protecting against these kind of attacks?
I know all about the differences between UDP and TCP and so please don't turn this into a lecture about that.
===================== EDIT =========================
I should add that I'm also trying to work out how to protect against someone 'hacking' the game and cheating by sending packets that I believe are coming from my game. Sequencing/sync numbers or id's could easily be faked. I could use an encryption but I am worried about how much this would slow the responses of my server and this wouldn't provide protection from DoS.
I know these are basic problems every programmer using a UDP socket must encounter, but for the life of me I cannot find any relevant documentation on methods for working around them!
Any direction would be appreciated!

The techniques you need would not be specific to UDP: you are looking for general message authentication to handle spoofing, rate throttling to handle DoS, and server-side state heuristics ("does this packet make sense?") to handle client hacks.
For handling DoS efficiently, you need layers of detection. First drop invalid source addresses without even looking at the contents. Put a session ID at the start of each packet with an ID that isn't assigned or doesn't match the right source. Next, keep track of the arrival rates per session. Start dropping from addresses that are coming in too fast. These techniques will block everything except someone who is able to sniff legitimate packets in real-time.
But a DoS attack based on real-time sniffing would be very rare and the rate of attack would be limited to the speed of a single source network. The only way to block packet sniffing is to use encryption and checksums, which is going to be a lot of work. Since this is your "first multiplayer RTS", I suggest doing everything short of encryption.
If you do decide to use encryption, AES-128 is relatively fast and very secure. Brian Gladman's reference Rijndael implementation is a good starting point if you really want to optimize, or there are plenty of AES libraries out there. Checksumming the clear-text data can be done with a simple CRC-16. But that's probably overkill for your likely attack vectors.

Most important of all: Never trust the client! Always keep track of everything server-side. If a packet arrives that seems bogus (like a unit moving Y units per second while it should only be able to mov X units per second) then simply drop the packet.
Also, if the number of packets per second grows to big, start dropping packets as well.
And don't use the UDP packets for "unimportant" things... In-game chat and similar things can go though normal TCP streams.

Related

Real time audio conversation iOS

I am designing an iOS app for a customer who wants to allow real-time (with minimum lag, max 50ms) conversations between users (a sort of Teamspeak). The lag must be low because the audio can also be live music, played with instruments, so all the users need to synchronize. I need a server, which will request audio recordings to every client and send to others (and make them hear the same sound at the same time).
HTTP is easy to manage/implement and easy to scale, but very low-performing because an average HTTP request takes > 50ms... (with a mid-level hardware), so I was thinking of TCP/UDP connections kept open between clients and server.
But I have some questions:
If I develop the server in Python (using TwistedMatrix, for example), how are its performance ?
I can't develop the server in C++ because it is hard to manage (scalable) and to develop.
Anyone used Nodejs (which is easy to scale) to manage TCP/UDP connections?
If I use HTTP, will it be fast enough with Keep-Alive? Becuase usually the time required for an HTTP Request to be performed is > 50ms (because opening-closing connection is hard), and I want the total procedure to be less than that time.
The server will be running on a Linux machine.
And finally: which type of compression can you suggest me? I thought Ogg Vorbis would be nice, but if there's anything better (and can be used in iOS), I am open to changes.
Thank you,
Umar.
First off, you are not going to get sub 50 ms latency. Others have tried this. See for example http://ejamming.com/ a service that attempts to do what you are doing, but has a musically noticeable delay over the line and is therefore, in the ears of many, completely unusable. They use special routing techniques to get the latency as low as possible and last I heard their service doesn't work with some router configurations.
Secondly, what language you use on server probably doesn't make much difference, as the delay from client to server will be worse than any delay caused by your service, but if I understand your service correctly, you are going to need a lot of servers (or server threads) just relaying audio data between clients or doing some sort of minimal mixing. This is a small amount of work per connection, but a lot of connections, so you need something that can handle that. I would lean towards something like Java, Scala, or maybe Go. I could be wrong, but I don't think this is a good use-case for node, which, as I understand it, does not do multithreading well at this time. Also, don't poo-poo C++, scalable services have been built C++. You could also build the relay part of the service in C++ and the rest in whatever.
Third, when choosing a compression format, you'll have to choose one that can survive packet loss if you plan to use UDP, and I think UDP is the only way to go for this. I don't think vorbis is up to this task, but I could be wrong. Off the top of my head, I'm not sure of anything that works on the iPhone and is UDP friendly, but I'm sure there are lots of things. Speex is an example and is open-source. Not sure if the latency and quality meet your needs.
Finally, to be blunt, I think there are som other things you should research a bit more. eg. DNS is usually cached locally and not checked every http call (though it may depend on the system/library. At least most systems cache dns locally). Also, there is no such protocol as TCP/UDP. There is TCP/IP (sometimes just called TCP) and UDP/IP (sometimes just called UDP). You seem to refer to the two as if they are one. The difference is very important for what you are doing. For example, HTTP runs on top of TCP, not UDP, and UDP is considered "unreliable", but has less overhead, so it's good for streaming.
Edit: speex
What concerns the server, the request itself is not a bottleneck. I guess you have sufficient time to set up the connection, as it happens only in the beginning of the session. Therefore the protocol is not of much relevance.
But consider that HTTP is a stateless protocol and not suitable for audio streaming. There are a couple of real time streaming protocols you can choose from. All of them will work over TCP or UDP (e.g. use raw sockets), and there are plenty of implementations.
In your case, the bottleneck with latency is not the server but the network itself. The connection between an iOS device and a wireless access point (AP) eats up about 40ms if the AP is not misconfigured and connection is good. (ping your iPhone.) In total, you'd have a minimum of 80ms for the path iOS -> AP -> Server -> AP -> iOS. But it is difficult to keep that latency stable. (Typical latency of AirPlay on my local network is about 300ms.)
I think live music over iOS devices is not practicable today. Try skype between two iOS devices and look how close you can get to 50ms. I'd bet no one can do it significantly better, what concerns latency.
Update: New research result!
I have to revise my claims regarding the latency of wifi connections of the iDevice. Apparently when you first ping your device, latency will be bad. But if I ping again no later than 200ms after that, I see an average latency 2ms-3ms between AP and iDevice.
My interpretation is that if there is no communication between AP and iDevice for more than 200ms, the network adapter of the iDevice will go to a less responsive sleep mode, probably to save battery power.
So it seems, live music is within reach again... :-)
Update 2
The ping-interval required for keep alive of low latency apparently differs from device to device. The reported 200ms is for an 3rd gen. iPad. For my iPhone 4 it's more like 50ms.
While streaming audio you probably don't need to bother with this, as data is exchanged on a more frequent basis. In my own context, I have sparse communication between an iDevice and a server, but low latency is crucial. A keep alive therefore is the way to go.
Best, Peter

How do I increase the priority of a TCP packet in Delphi?

I have a server application that receives some special TCP packet from a client and needs to react to it as soon as possible by sending an high-level ACK to the client (the TCP ACK won't suite my needs).
However, this server is really network intensive and sometimes the packet will take too long to be sent (like 200ms in a local network, when a simple server application can send it in less than 1ms).
Is there a way to mark this packet with a high-priority tag or something like that in Delphi? Or maybe with the Win32 API?
Thanks in advance.
EDIT
Thanks for all the answers so far. I'll add some details. My product has the following setup: there are several devices that are built upon vehicles with WIFI conectivity. When they arrive at the garage, those device connect to my server and start to transmit data.
Because of hardware limitations, I implemented a high-level ACK to make the device aware that the last packet arrived successfully (please, don't argue about this - the data may be broken even if I got a correct TCP ACK). However, if I use my server software, that communicates with a remote database, to issue this ACK, I get very long delay (>200ms). If I use an exclusive software to do this task, I get small latencies (<1ms). So, I was imagining if I could just tell Windows to send those special packets first, as it seems to me that this package is getting delayed so the database ones can get delivered.
That's the motivation behind my question.
EDIT 2
As requested: this is legacy software and I'm using the legacy dclsockets140.bpl package and Delphi 2010 (14.0.3593.25826).
IMO it is very difficult to realize this. there are a lot of equipment and software involved. first of all, if you communicate between 2 different OS's you got a latency. second, soft and hard firewalls, antiviruses, everything is filtering/delaying your package.
you can try also to 'hack' the system(this involve some very good knowledge on how the frames/segments are packed/send,flow control,congestion,etc), either by altering it from code, either by using some tools like http://half-open.com/ or others.
In short, passing MSG_OOB flag to the send function marks the data as "urgent". Detailed discussion about the OOB in the context of Windows Sockets implementation specifics is available here.

What is the performance overhead of Apache ActiveMQ vs. raw sockets?

We're looking to implement ActiveMQ to handle messaging between two of our servers, over a geographically diverse environment (Australia to the UK and back, via the internet).
I've been looking for some vague indicators of performance round the net but so far have had no luck.
My question: compared to a DIY TCP/SSL implementation of basic messaging, how would ActiveMQ perform? Similar systems of our own can send and receive messages across Australia in 100-150ms, over a SSL layer with an already established connection.
Also, does ActiveMQ persist its TLS/SSL connections, thus saving a substantial amount of time that would already be used in connection creation/teardown?
What I am hoping is that it will at least perform better than HTTPS, at a per-request level.
I am aware that performance can vary remarkably, depending on hardware, networks, code and so on. I'm just after something to start with.
I know the above is a little fuzzy - if you need any clarification please let me know and I will only be too happy to oblige.
Thank you.
What Tim means is that this is not an apples to apples comparison. If you are solely concerned with the performance of a single point to point connection to transfer data, a direct link will give you a good result (although DIY is still a dubious design decision). If you are building a system that requires the transfer of data and you have more complex functional requirements, then a broker-based messaging platform like ActiveMQ will come into play.
You should consider broker-based messaging if you want:
a post-office style system where a producer sends a message, and knows that it will be consumed at some point, even if there is no consumer there at that time
to not care where the consumer of a message is, or how many of them there are
a guarantee that a message will be consumed, even if the consumer that first handle it dies mid-way through the process (transactions, redelivery)
many consumers, with a guarantee that a message will only be consumed once - queues
many consumers that will each react to a single message - topics
These patterns are pretty standard, and apply to all off the shelf messaging products. As a general rule, DIY in this domain is a bad idea, as messaging is complex (see http://www.ohloh.net/p/activemq/estimated_cost for an estimate of how long it would take you do do same); and has many existing implementations of various flavours (some without a broker) that are all well used, commercially supported and don't require you to maintain them. I would think very hard before going down to the TCP level for any sort of data transfer as there is so much prior art.

How To send Array or vector (has contact list ) from IdTCPServer to IdTCPClient (indy10)

1)
Now I am writing IM chat System i face some problem how to send vector that has information from the server to Client
2)
is any way to communicate between tow client ??
I Use CBC2010 - Indy10
Basically communicating over TCP is about sending bytes from client to server, and receiving bytes on the client from the server.
You either can give meaning to those bytes, or have something wrap that for you.
There are many possibilities and protocols to choose from.
On the foundation, you have either UDP (which is unreliable, but incurs almost no overhead, but very well suited for broadcasts) and TCP (which is more reliable, therefore has more overhead, but is easier to use).
A transport protocol that is often used on top of TCP is HTTP, especially since it is easy to get it through proxy servers.
On top of that you can do XML+SOAP or JSON+REST, which make translating from/to your underlying objects a lot easier.
All in all there are a truckload of options to choose from.
A simple start is the Delphi chat example at delphi.about.com. That definitely should get you going.

Deliver multicast to several different geo-locations

I need to use one logical PGM based multicast address in application while enable such application "seamlessly" running across several different geo-locations (i.e. think US/Europe/Australia).
Application is quite throughput (several million biz. messages a day) and latency demanding whith a lot of small but very frequently send messages. Classical Atom pub will not work here due some external limits of latencies.
I have come up with several options to connect those datacenters but can’t find the best one.
Options which I have considered are:
1) Forward multicast messages via VPN’s (can VPN handle such big load).
2) Translate all multicast messages to “wrapper messages” and forward them via AMQP.
3) Write specialized in-house gate which tunnels multicast messages via TCP to other two locations.
4) Any other solution
I would prefer option 1 as it does not need additional code writes from devs. but I’m afraid it will not be reliable connection.
Are there any rules to apply for such connectivity?
What the best network configuration with regard to the geographical configuration is for above constrains.
Just wanted to say hello :)
As for the topic, we have not much experience with multicasting over WAN, however, my feeling is that PGM + WAN + high volume of data would lead to retransmission storms. VPN won't make this problem disappear as all the Australian receivers would, when confronted with missing packets, send NACKS to Europe etc.
PGM specification does allow for tree structure of nodes for message delivery, so in theory you could place a single node on the receiving side that would in its turn re-multicast the data locally. However, I am not sure whether this kind of functionality is available with MS implementation of PGM. Optionally, you can place a Cisco router with PGM support on the receiving side that would handle this for you.
In any case, my preference would be to convert the data to TCP stream, pass it over the WAN and then convert it back to PGM on the other side. Some code has to be written, but no nasty surprises are to be expected.
Martin S.
at CohesiveFT we ran into a very similar problem when we designed our "VPN-Cubed" product for connecting multiple clouds up to servers behind our own firewall, in one VPN. We wanted to be able to run apps that talked to each other using multicast, but for example Amazon EC2 does not support multicast for reasons that should be fairly obvious if you consider the potential for network storms across a whole data center. We also wanted to route traffic across a wide area federation of nodes using the internet.
Without going into too much detail, the solution involved combining tunneling with standard routing protocols like BGP, and open technologies for VPNs. We used RabbitMQ AMQP to deliver messages in a pubsub style without needing physical multicast. This means you can fake multicast over wide area subnets, even across domains and firewalls, provided you are in the VPN-Cubed safe harbour. It works because it is a 'network overlay' as described in technical note here: http://blog.elasticserver.com/2008/12/vpn-cubed-technical-overview.html
I don't intend to actually offer you a specific solution, but I do hope this answer gives you confidence to try some of these approaches.
Cheers, alexis

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