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Home/ Questions/Q 7407291
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Editorial Team
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Editorial Team
Asked: May 29, 20262026-05-29T05:41:29+00:00 2026-05-29T05:41:29+00:00

I am looking at developing my first multiplayer RTS game and I’m naturally going

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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!

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  1. Editorial Team
    Editorial Team
    2026-05-29T05:41:30+00:00Added an answer on May 29, 2026 at 5:41 am

    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.

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