Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
client.connect 91.200.101.83:28066
The server flooding protection is supposed to weaken DDoS attacks.
Say the client is configured to send its position to the server every second.
The server might have to do a lot of work when it receives position data, so a client could modify his game to send its position a lot more regularly, to spam the server.
Flooding protection attempts to protect from this by simply ignoring packets sent too quickly.
Keep in mind that the rate at which the server receives packets from clients is nondeterministic (e.g.: your ping spikes to 1s and back to 30ms - the first packet might take a route that's way longer than that of the second packet, meaning they might arrive shortly after each other).
Assuming flooding protection is properly done (you never know ;)), a warning like this might be caused by someone trying to DDoS your server via client packet spam or by players that have ping spikes.