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Lag hack on NA ladder - Page 48

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TT1
Profile Blog Joined December 2008
Canada10035 Posts
July 04 2011 02:56 GMT
#941
aaaaaaaaaarggggguu i got drop hacked 6 times today
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Noro
Profile Joined March 2011
Canada991 Posts
July 04 2011 02:57 GMT
#942
I'm legit so confused how blizzard is letting this happen so much @_@
Talk not to me of blasphemy, man; I'd strike the sun if it insulted me.
13JackaL
Profile Joined March 2011
United States577 Posts
July 04 2011 03:02 GMT
#943
We must band together to castrate these bastards!

But in all seriousness, blizz needs to act immediately.
and my axe
Onlinejaguar
Profile Joined April 2010
Australia2823 Posts
July 04 2011 03:03 GMT
#944
If there's a way to cheat someone will use it. Pretty sad but that's how it is.
kedinik
Profile Joined September 2010
United States352 Posts
July 04 2011 03:05 GMT
#945
Some guy scouted cross-map directly into my main, lost his whole mineral line to banes, and drop hacked me when he had nothing left but 4 lings.

T.O.P. *
Profile Blog Joined January 2009
Hong Kong4685 Posts
July 04 2011 03:05 GMT
#946
On July 04 2011 05:40 novabossa wrote:
Show nested quote +
On July 04 2011 05:13 Musketeer wrote:
On July 04 2011 04:22 Furlqt wrote:
Made an account to try and clarify some thing about what exactly the Lag/Drop Hack is and how it works.

Essentially, the Battle.Net protocol is based around players sending events to the server and the server sending those events back to all the players in a match. These events all have unique IDs, and the codes for these events are relatively sparse (that is to say, if you pick a random number between 1 and 24 million, chances are it's not a valid event). However, the server does no filtering as to whether an event is valid--it sends the event down the pipe regardless of validity.

So, the drop hack works, essentially, by abusing this system to DoS your client. It spams the B.Net server with gibberish event IDs as fast as the Drop-Hacker's network can handle, and the B.Net server sends this back to your client, where your client is left confused trying to figure out why the server sent it a gibberish event. It looks up the event in all the game files and goes through all the rhetoric--but, these gibberish events are coming down the pipe so fast that the client locks itself up through this.

I think, also, but I'm not sure, that when a client encounters a gibberish event it tries to ask the server to resend the event, meaning one gibberish event might strike a chain of events that can't stop itself.

Now, this is also why when you're looking at a replay of these hackers that it slows down your client, since the replay is just a copy of the events that your client received during the match. A small test in a custom game showed that about 5 seconds of using one of these Drop-hacks on myself, through my very low bandwidth connection, produced a replay with an events file that was 917KB long (this gets compressed substantially, since the gibberish is produced in a very simple manner), compared to a normal replay which would be about 100KB of events uncompressed over 30 minutes.


All that would be required for Blizzard to fix this is to do a very simple filtering on events. I highly doubt this would slow down their server very much at all, if properly implemented, and it would take a 3-year-old about 2 minutes to implement. Why they have yet to patch their server, I have no idea.

[edit/addendum] The only limiting factor for the drop hacker is his upload bandwidth. The limiting factors for the person being drop hacked are his download bandwidth and his CPU speed. If the drop hacker has your average American cable connection, his upload bandwidth is maybe 384kBps. The person being drophacked would need something like a 1MBps download and something like an i7 to properly fend against it. Running SC2 from a SSD (hard drive) probably doesn't hurt, either.


I couldn't defend it with a Phenom X6 and 8 MB down.


Then the person drop-hacking you probably had a comparable or better upload/CPU....the point is that you need to have a far better CPU / download bandwidth to negate the hack.

I have Sandy Bridge quad core + 100Mbps download and I still can't defend it.
Oracle comes in, Scvs go down, never a miscommunication.
Azzur
Profile Blog Joined July 2010
Australia6260 Posts
July 04 2011 03:12 GMT
#947
On July 04 2011 04:22 Furlqt wrote:
Made an account to try and clarify some thing about what exactly the Lag/Drop Hack is and how it works.

Essentially, the Battle.Net protocol is based around players sending events to the server and the server sending those events back to all the players in a match. These events all have unique IDs, and the codes for these events are relatively sparse (that is to say, if you pick a random number between 1 and 24 million, chances are it's not a valid event). However, the server does no filtering as to whether an event is valid--it sends the event down the pipe regardless of validity.

So, the drop hack works, essentially, by abusing this system to DoS your client. It spams the B.Net server with gibberish event IDs as fast as the Drop-Hacker's network can handle, and the B.Net server sends this back to your client, where your client is left confused trying to figure out why the server sent it a gibberish event. It looks up the event in all the game files and goes through all the rhetoric--but, these gibberish events are coming down the pipe so fast that the client locks itself up through this.

I think, also, but I'm not sure, that when a client encounters a gibberish event it tries to ask the server to resend the event, meaning one gibberish event might strike a chain of events that can't stop itself.

Now, this is also why when you're looking at a replay of these hackers that it slows down your client, since the replay is just a copy of the events that your client received during the match. A small test in a custom game showed that about 5 seconds of using one of these Drop-hacks on myself, through my very low bandwidth connection, produced a replay with an events file that was 917KB long (this gets compressed substantially, since the gibberish is produced in a very simple manner), compared to a normal replay which would be about 100KB of events uncompressed over 30 minutes.


All that would be required for Blizzard to fix this is to do a very simple filtering on events. I highly doubt this would slow down their server very much at all, if properly implemented, and it would take a 3-year-old about 2 minutes to implement. Why they have yet to patch their server, I have no idea.

[edit/addendum] The only limiting factor for the drop hacker is his upload bandwidth. The limiting factors for the person being drop hacked are his download bandwidth and his CPU speed. If the drop hacker has your average American cable connection, his upload bandwidth is maybe 384kBps. The person being drophacked would need something like a 1MBps download and something like an i7 to properly fend against it. Running SC2 from a SSD (hard drive) probably doesn't hurt, either.

Well, you're probably correct on how the hack is working. However, don't act as if it's such a simple thing to fix and that Blizzard is being stupid. A change, however simple, needs to be thoroughly tested before being released. What if their filter actually made the game worse for a lot of others? Also, have you proven that the "simple" filter will actually work?
TT1
Profile Blog Joined December 2008
Canada10035 Posts
Last Edited: 2011-07-04 03:28:26
July 04 2011 03:17 GMT
#948
ok im giving up at 8 discs;;
i swear to god if blizzard does a qualification tour for blizzcon with the top 16 players on the ladder imma be pissed
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
schmutttt
Profile Blog Joined November 2010
Australia3856 Posts
July 04 2011 03:20 GMT
#949
I'm assuming NowGtTheFkUp is one of these cheaters? I mean he is 206/6 on NA....
seansye
Profile Joined November 2010
United States1722 Posts
Last Edited: 2011-07-04 03:22:27
July 04 2011 03:22 GMT
#950
Fuck me man... i got like 6 ddrop hacked* today.
I will master Speshul Taktics.!
pig-dude
Profile Joined March 2011
United States170 Posts
July 04 2011 03:24 GMT
#951
On July 04 2011 12:20 schmutttt wrote:
I'm assuming NowGtTheFkUp is one of these cheaters? I mean he is 206/6 on NA....

I heard reading last two pages of thread is hard.
101toss
Profile Blog Joined April 2010
3232 Posts
July 04 2011 03:29 GMT
#952
The fact that blizzard hasn't done anything just further damages the legitimacy of the ladder.

Custom games/4v4 gogogogogo (no hackers here, so more fun experience)
Math doesn't kill champions and neither do wards
Furlqt
Profile Joined July 2011
United States23 Posts
July 04 2011 03:30 GMT
#953
On July 04 2011 12:12 Azzur wrote:
Show nested quote +
On July 04 2011 04:22 Furlqt wrote:
Made an account to try and clarify some thing about what exactly the Lag/Drop Hack is and how it works.

Essentially, the Battle.Net protocol is based around players sending events to the server and the server sending those events back to all the players in a match. These events all have unique IDs, and the codes for these events are relatively sparse (that is to say, if you pick a random number between 1 and 24 million, chances are it's not a valid event). However, the server does no filtering as to whether an event is valid--it sends the event down the pipe regardless of validity.

So, the drop hack works, essentially, by abusing this system to DoS your client. It spams the B.Net server with gibberish event IDs as fast as the Drop-Hacker's network can handle, and the B.Net server sends this back to your client, where your client is left confused trying to figure out why the server sent it a gibberish event. It looks up the event in all the game files and goes through all the rhetoric--but, these gibberish events are coming down the pipe so fast that the client locks itself up through this.

I think, also, but I'm not sure, that when a client encounters a gibberish event it tries to ask the server to resend the event, meaning one gibberish event might strike a chain of events that can't stop itself.

Now, this is also why when you're looking at a replay of these hackers that it slows down your client, since the replay is just a copy of the events that your client received during the match. A small test in a custom game showed that about 5 seconds of using one of these Drop-hacks on myself, through my very low bandwidth connection, produced a replay with an events file that was 917KB long (this gets compressed substantially, since the gibberish is produced in a very simple manner), compared to a normal replay which would be about 100KB of events uncompressed over 30 minutes.


All that would be required for Blizzard to fix this is to do a very simple filtering on events. I highly doubt this would slow down their server very much at all, if properly implemented, and it would take a 3-year-old about 2 minutes to implement. Why they have yet to patch their server, I have no idea.

[edit/addendum] The only limiting factor for the drop hacker is his upload bandwidth. The limiting factors for the person being drop hacked are his download bandwidth and his CPU speed. If the drop hacker has your average American cable connection, his upload bandwidth is maybe 384kBps. The person being drophacked would need something like a 1MBps download and something like an i7 to properly fend against it. Running SC2 from a SSD (hard drive) probably doesn't hurt, either.

Well, you're probably correct on how the hack is working. However, don't act as if it's such a simple thing to fix and that Blizzard is being stupid. A change, however simple, needs to be thoroughly tested before being released. What if their filter actually made the game worse for a lot of others? Also, have you proven that the "simple" filter will actually work?


The simple filter would just be a boolean hashmap into a function call, nothing fancy, and yes, in the current game design, it would work. Now, yes, it would need to be properly tested, and you are right in that even if they were addressing the issue right now they wouldn't be able to patch their server so quickly. Nevertheless, there are no CS reps banning the hackers right now, no real action at all from Blizzard really.

And, as far as I can tell, I think the only path to immunity might be to throttle one's download to a really low rate like 5kBps so your client doesn't get flooded so easily--not the CPU/Network speed stuff I was spewing earlier
CScythe
Profile Joined June 2009
Canada810 Posts
July 04 2011 03:50 GMT
#954
Watching anybody stream NA ladder is just disgusting these days. Endless drophackers... Ladder is absolute garbage right now.
Heavenly
Profile Joined January 2011
2172 Posts
July 04 2011 03:52 GMT
#955
At least ban the people like CombatEZ, sixraxterran, and NowGtTheFckUp. how long does that take? jesus christ.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
aksfjh
Profile Joined November 2010
United States4853 Posts
July 04 2011 03:52 GMT
#956
On July 04 2011 12:30 Furlqt wrote:
Show nested quote +
On July 04 2011 12:12 Azzur wrote:
On July 04 2011 04:22 Furlqt wrote:
Made an account to try and clarify some thing about what exactly the Lag/Drop Hack is and how it works.

Essentially, the Battle.Net protocol is based around players sending events to the server and the server sending those events back to all the players in a match. These events all have unique IDs, and the codes for these events are relatively sparse (that is to say, if you pick a random number between 1 and 24 million, chances are it's not a valid event). However, the server does no filtering as to whether an event is valid--it sends the event down the pipe regardless of validity.

So, the drop hack works, essentially, by abusing this system to DoS your client. It spams the B.Net server with gibberish event IDs as fast as the Drop-Hacker's network can handle, and the B.Net server sends this back to your client, where your client is left confused trying to figure out why the server sent it a gibberish event. It looks up the event in all the game files and goes through all the rhetoric--but, these gibberish events are coming down the pipe so fast that the client locks itself up through this.

I think, also, but I'm not sure, that when a client encounters a gibberish event it tries to ask the server to resend the event, meaning one gibberish event might strike a chain of events that can't stop itself.

Now, this is also why when you're looking at a replay of these hackers that it slows down your client, since the replay is just a copy of the events that your client received during the match. A small test in a custom game showed that about 5 seconds of using one of these Drop-hacks on myself, through my very low bandwidth connection, produced a replay with an events file that was 917KB long (this gets compressed substantially, since the gibberish is produced in a very simple manner), compared to a normal replay which would be about 100KB of events uncompressed over 30 minutes.


All that would be required for Blizzard to fix this is to do a very simple filtering on events. I highly doubt this would slow down their server very much at all, if properly implemented, and it would take a 3-year-old about 2 minutes to implement. Why they have yet to patch their server, I have no idea.

[edit/addendum] The only limiting factor for the drop hacker is his upload bandwidth. The limiting factors for the person being drop hacked are his download bandwidth and his CPU speed. If the drop hacker has your average American cable connection, his upload bandwidth is maybe 384kBps. The person being drophacked would need something like a 1MBps download and something like an i7 to properly fend against it. Running SC2 from a SSD (hard drive) probably doesn't hurt, either.

Well, you're probably correct on how the hack is working. However, don't act as if it's such a simple thing to fix and that Blizzard is being stupid. A change, however simple, needs to be thoroughly tested before being released. What if their filter actually made the game worse for a lot of others? Also, have you proven that the "simple" filter will actually work?


The simple filter would just be a boolean hashmap into a function call, nothing fancy, and yes, in the current game design, it would work. Now, yes, it would need to be properly tested, and you are right in that even if they were addressing the issue right now they wouldn't be able to patch their server so quickly. Nevertheless, there are no CS reps banning the hackers right now, no real action at all from Blizzard really.

And, as far as I can tell, I think the only path to immunity might be to throttle one's download to a really low rate like 5kBps so your client doesn't get flooded so easily--not the CPU/Network speed stuff I was spewing earlier


So, basically drop yourself before they can hack you?
Daozzt
Profile Joined July 2010
United States1263 Posts
July 04 2011 03:54 GMT
#957
On July 04 2011 12:30 Furlqt wrote:
Show nested quote +
On July 04 2011 12:12 Azzur wrote:
On July 04 2011 04:22 Furlqt wrote:
Made an account to try and clarify some thing about what exactly the Lag/Drop Hack is and how it works.

Essentially, the Battle.Net protocol is based around players sending events to the server and the server sending those events back to all the players in a match. These events all have unique IDs, and the codes for these events are relatively sparse (that is to say, if you pick a random number between 1 and 24 million, chances are it's not a valid event). However, the server does no filtering as to whether an event is valid--it sends the event down the pipe regardless of validity.

So, the drop hack works, essentially, by abusing this system to DoS your client. It spams the B.Net server with gibberish event IDs as fast as the Drop-Hacker's network can handle, and the B.Net server sends this back to your client, where your client is left confused trying to figure out why the server sent it a gibberish event. It looks up the event in all the game files and goes through all the rhetoric--but, these gibberish events are coming down the pipe so fast that the client locks itself up through this.

I think, also, but I'm not sure, that when a client encounters a gibberish event it tries to ask the server to resend the event, meaning one gibberish event might strike a chain of events that can't stop itself.

Now, this is also why when you're looking at a replay of these hackers that it slows down your client, since the replay is just a copy of the events that your client received during the match. A small test in a custom game showed that about 5 seconds of using one of these Drop-hacks on myself, through my very low bandwidth connection, produced a replay with an events file that was 917KB long (this gets compressed substantially, since the gibberish is produced in a very simple manner), compared to a normal replay which would be about 100KB of events uncompressed over 30 minutes.


All that would be required for Blizzard to fix this is to do a very simple filtering on events. I highly doubt this would slow down their server very much at all, if properly implemented, and it would take a 3-year-old about 2 minutes to implement. Why they have yet to patch their server, I have no idea.

[edit/addendum] The only limiting factor for the drop hacker is his upload bandwidth. The limiting factors for the person being drop hacked are his download bandwidth and his CPU speed. If the drop hacker has your average American cable connection, his upload bandwidth is maybe 384kBps. The person being drophacked would need something like a 1MBps download and something like an i7 to properly fend against it. Running SC2 from a SSD (hard drive) probably doesn't hurt, either.

Well, you're probably correct on how the hack is working. However, don't act as if it's such a simple thing to fix and that Blizzard is being stupid. A change, however simple, needs to be thoroughly tested before being released. What if their filter actually made the game worse for a lot of others? Also, have you proven that the "simple" filter will actually work?


The simple filter would just be a boolean hashmap into a function call, nothing fancy, and yes, in the current game design, it would work. Now, yes, it would need to be properly tested, and you are right in that even if they were addressing the issue right now they wouldn't be able to patch their server so quickly. Nevertheless, there are no CS reps banning the hackers right now, no real action at all from Blizzard really.

And, as far as I can tell, I think the only path to immunity might be to throttle one's download to a really low rate like 5kBps so your client doesn't get flooded so easily--not the CPU/Network speed stuff I was spewing earlier



How about they just ban guest accounts from laddering, which would solve everything.
aepal
Profile Joined May 2010
Netherlands123 Posts
July 04 2011 03:56 GMT
#958
Also a victim of oGsBisu... cheaters getting famous for cheating.
Backwards world we live in Blizzard!
aksfjh
Profile Joined November 2010
United States4853 Posts
July 04 2011 04:00 GMT
#959
On July 04 2011 12:52 Heavenly wrote:
At least ban the people like CombatEZ, sixraxterran, and NowGtTheFckUp. how long does that take? jesus christ.


SC2 isn't a service based game (like MMOs). The SC2 team is most likely off for the next day or 2.
pig-dude
Profile Joined March 2011
United States170 Posts
Last Edited: 2011-07-04 04:04:20
July 04 2011 04:01 GMT
#960
On July 04 2011 13:00 aksfjh wrote:
Show nested quote +
On July 04 2011 12:52 Heavenly wrote:
At least ban the people like CombatEZ, sixraxterran, and NowGtTheFckUp. how long does that take? jesus christ.


SC2 isn't a service based game (like MMOs). The SC2 team is most likely off for the next day or 2.

Yes it is. Except for vs. AI, the game is worthless without bnet working due to no LAN and no alternate servers.
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