Mirror
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maxconnections exploit maybe
copy paste from discord:
"here's an exploit: connect maxConnection clients, send ping/pong (low performance cost) but not ready/addplayer. boom no new clients can join the server"
Good fix would be to not count unauthenticated connections towards the limit + timeout if you don't auth within x seconds - that at least raises the barrier a bit
Good fix would be to not count unauthenticated connections towards the limit + timeout if you don't auth within x seconds - that at least raises the barrier a bit
yes, that's what I do in Mirror 2 code as well.
- connecting
- lobby
- world
3 different connections, with 3 different limits and timeouts.