What the filter detects

The attack types and vectors Clouduxe Prism recognises, grouped by what the attacker is trying to exhaust.

DDoS protection4 min read

On this page
  1. Volumetric floods
  2. Spoofed and stateless traffic
  3. Connection exhaustion
  4. Protocol abuse
  5. Web and HTTP
  6. Behavioural and unknown
  7. Policy
  8. Related

Attacks against game servers are not one thing. They fail differently depending on what the attacker is trying to run out: your bandwidth, your connection table, your CPU, or your patience. Prism carries separate detection for each, and the reason a packet was dropped is recorded per event.

You will see these reasons on the Attacks tab when something is dropped, so this page is also the reference for reading that view.

Volumetric floods

The oldest shape: send more than the link or the server can absorb.

VectorWhat it is
AmplificationSmall forged requests sent to third-party services that answer with much larger replies aimed at you. Common against exposed query and DNS ports
Aggregate floodRaw packet volume at a port, from any number of sources, above what that port should ever receive
Per-source floodA single address sending far more than any real client would
Out-of-band floodTraffic aimed at a port using a framing the service never legitimately uses

The very largest of these are absorbed upstream before they reach the machine. What arrives is handled at the port ceilings you set in Rate limits.

The attackerNever sees a replyA third-party serviceAn exposed query or DNS portelsewhere. It answers theaddress on the request.A small requestSource forged as 203.0.113.10Your server, 203.0.113.10Receives replies it never asked forA much larger reply, aimed at youThe attackerNever sees a replyA small requestSource forged as 203.0.113.10A third-party serviceAn exposed query or DNS port elsewhere. Itanswers the address on the request.A much largerreply, aimed at youYour server, 203.0.113.10Receives replies it never asked for
Amplification turns a small request into a large reply. The request carries your address as its source, so the third-party service answers you, not the attacker, and your server receives replies it never asked for. Illustration: sizes relative.

Spoofed and stateless traffic

Packets that claim to come from an address that did not send them. The attacker never sees a reply, which is exactly what makes it cheap for them.

VectorWhat it is
SYN floodTCP connection openers that are never completed, filling the connection table
Spoofed UDPUDP with forged source addresses, which has no handshake to fail
Fingerprint mismatchA packet whose transport-level characteristics do not match any real client stack claiming to send it

These are separated from real traffic by challenging the source. A genuine client answers a challenge as a side effect of connecting normally. A spoofed source cannot, because the answer goes to an address that never asked.

A genuine clientFirst packetReally from198.51.100.23Prism challengesThe address on thepacket,198.51.100.23Client answersAs a side effect ofconnecting normallyGets inThe source hasansweredA spoofed sourceForged packetClaims to be from192.0.2.77, whichnever sent itPrism challengesThe address on thepacket, 192.0.2.77Nobody answers192.0.2.77 neverasked; the attackernever sees itNo way inNo answer comes backA genuine clientFirst packetReally from198.51.100.23Prism challengesThe address on thepacket,198.51.100.23Client answersAs a side effect ofconnecting normallyGets inThe source hasansweredA spoofed sourceForged packetClaims to be from192.0.2.77, whichnever sent itPrism challengesThe address on thepacket, 192.0.2.77Nobody answers192.0.2.77 neverasked; the attackernever sees itNo way inNo answer comes back
The same challenge, two senders. It goes to the address written on the packet: a genuine client is at that address and answers by connecting normally, while a forged address belongs to someone who never asked, so no answer ever comes back. Illustration; example addresses.

Connection exhaustion

Rather than volume, these attacks aim at the finite number of connections a server can track.

VectorWhat it is
Connection floodFar more simultaneous connections from one source than a player needs
New connection rateConnections opened faster than any human could, usually to force expensive setup work repeatedly
Distributed connection spreadMany sources in the same network range opening connections together, each one individually unremarkable
Half-open and idle abuseConnections opened and then deliberately abandoned, or held open doing nothing, to occupy a slot

This class is what usually takes a game server down while bandwidth graphs look completely normal, because the cost is in connection setup rather than in traffic.

Protocol abuse

Traffic that reaches the right port but is not the service speaking.

VectorWhat it is
Invalid protocolThe payload does not match how the service actually behaves, checked by the validator for that protocol
Failed handshake ratioA source that keeps starting conversations it never correctly completes
Query floodThe public listing and status endpoints hit far harder than any listing service would
Malformed connectConnection requests with fields that a real client never sends
Replayed connectThe same connection request sent repeatedly, captured from a genuine client
Command abuseValid protocol commands issued in a pattern designed to be expensive rather than to play

This is the class a plain rate limit cannot see, because every packet is individually well formed and under any threshold. It is caught by Protocol validation.

Web and HTTP

For servers running an HTTP service alongside the game.

VectorWhat it is
Request floodRequests per source, per connection, or in total, above what the service should serve
Missing client identityRequests with no user agent at all, which no real browser or game client sends
Off-path requestsRequests hammering paths the service does not serve, usually scanning or probing

Behavioural and unknown

The detections that do not depend on recognising a specific attack.

VectorWhat it is
Behavioural scoringA source whose overall conduct does not resemble a client, judged across several signals rather than one
Timing regularityTraffic arriving on a machine-perfect cadence, which humans and real clients do not produce
ReputationA source that has already established a pattern of behaving badly against this server
Zero-day patternA shape the filter derived during this attack, with no signature written in advance
Tier demotionA source that had earned trust and then stopped behaving like a client, losing it again

These are why a novel attack does not have to be recognised before it can be stopped. See Inside the filter for how trust is accumulated and lost.

Policy

Not attacks, but the same drop path, so they appear in the same view.

ReasonWhat it is
Blocked addressA source on your deny list. See Blocking and allowing IPs
Closed portTraffic to a port with no rule permitting it
HoneypotTraffic to a port that exists only to identify scanners, which no real client would ever contact

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