by Spike » Wed Feb 12, 2014 5:29 pm
in order to establish a connection with a quakeworld server, the server must be able to reply to the sender. even if they spoof their source address, they must still be able to receive packets sent to that address.
an ip-address-based ban is fine for everything other than a DDoS attack (where it doesn't really matter if you reply or not) or a local attacker (ie: lan-based where they are your default gateway).
this is not true of NQ, however, where a spoofed IP address can be trivially used to use all slots on the server, with a single packet per slot. a truely trivial denial of service attack that cannot be IP-banned (incidentilly, if you're using FTE as an NQ server, make sure sv_listen_nq is set to 2 instead of 1 as this will pervert the NQ network protocol to block this attack).
this attack has never been possible with any version of the QW protocol that I am aware of, and DP should be immune too, so long as its not in NQ-compatible mode.
this NQ bug can be quite 'useful' as an amplification attack as part of a DDoS of a real target.
note that most quake-based games can easily be used as part of an amplification attack as they are reply with a large packet to a small packet, for serverinfo. They do at least need a constant stream of requests though, while NQ will happily spam for a few minutes from a single received packet.
If someone does try spamming serverinfo querys to attack a third party, you can always just ban the third party and hope that they stop spamming you.
either way, this isn't someone exploiting the network protocol, this is just someone connecting with a specific unwanted proxy of sorts.
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