Linux Game Server Anti-DDoS & Kernel Hardening Generator
Generate tuned Linux kernel sysctl network parameters, nftables defense rules, iptables hashlimit rate-limits, and eBPF/XDP drop filters. Protect Counter-Strike 2, Minecraft, DayZ, and Unreal Engine servers against UDP reflection and A2S query floods.
Target Configuration
Interface: eth0/etc/sysctl.d/99-gameserver.conf
Linux kernel network socket buffers and backlogs# ============================================================================= # DustBowl Warden // Linux Kernel Network Hardening Configuration # Engine Profile : Source Engine (CS2 / TF2 / GMod) # Target Interface : eth0 # Generated on : 2026-11-05 17:21:01 UTC # Apply via: sudo sysctl --system (or write to /etc/sysctl.d/99-gameserver.conf) # ============================================================================= # --- Socket Buffer Sizing (Absorb Volumetric Micro-Bursts) --- net.core.rmem_max = 33554432 net.core.wmem_max = 33554432 net.core.rmem_default = 16777216 net.core.wmem_default = 16777216 net.core.optmem_max = 4194304 # --- Network Device Queues & Socket Backlogs --- net.core.netdev_max_backlog = 100000 net.core.somaxconn = 65535 net.core.netdev_budget = 600 net.core.netdev_budget_usecs = 4000 # --- UDP Buffer Allocations --- net.ipv4.udp_rmem_min = 16384 net.ipv4.udp_wmem_min = 16384 # --- TCP SYN Flood & Connection Hardening --- net.ipv4.tcp_syncookies = 1 net.ipv4.tcp_max_syn_backlog = 16384 net.ipv4.tcp_synack_retries = 2 net.ipv4.tcp_syn_retries = 3 net.ipv4.tcp_fin_timeout = 15 net.ipv4.tcp_tw_reuse = 1 net.ipv4.tcp_max_tw_buckets = 2000000 # --- Congestion Control (BBR + Fair Queueing) --- net.core.default_qdisc = fq net.ipv4.tcp_congestion_control = bbr # --- IP Spoofing & Route Validation --- net.ipv4.conf.all.rp_filter = 2 net.ipv4.conf.default.rp_filter = 2 net.ipv4.conf.eth0.rp_filter = 2 net.ipv4.conf.all.accept_source_route = 0 net.ipv4.conf.default.accept_source_route = 0 net.ipv4.conf.all.accept_redirects = 0 net.ipv4.conf.default.accept_redirects = 0 net.ipv4.conf.all.send_redirects = 0 net.ipv4.conf.default.send_redirects = 0 # --- ICMP Flood & Broadcast Shield --- net.ipv4.icmp_echo_ignore_broadcasts = 1 net.ipv4.icmp_ignore_bogus_error_responses = 1 net.ipv4.icmp_ratelimit = 100 net.ipv4.icmp_ratemask = 8808 # --- Virtual Memory Overcommit & Swap Tuning --- vm.swappiness = 10 vm.dirty_ratio = 15 vm.dirty_background_ratio = 5
- [OK] Expanded socket receive & send buffers to 32 MB to absorb micro-bursts without packet loss
- [OK] Increased kernel network backlog queue to 100,000 packets to prevent NIC overrun
- [OK] Configured strict per-source rate-limiting on Query port (30 pkts/s)
- [OK] Configured per-source packet rate-limiting on Game port (250 pkts/s)
- [OK] Bypassed Linux Netfilter connection tracking (NOTRACK) for UDP game packets to prevent conntrack table exhaustion
- [OK] Enabled TCP SYN cookies (syncookies=1) with 16,384 SYN backlog queue to neutralize SYN flood attacks
- [OK] Configured Google BBR congestion control and Fair Queueing (fq) for low-latency TCP packet pacing
- [OK] Enforced ICMP broadcast drop and rate-limited ping echo replies to 100/sec
Linux Game Server Networking & Anti-DDoS Architecture
Why Default Linux Sockets Fail Game Servers
Default Linux kernel distributions are configured for general web workloads with modest UDP socket receive buffers (typically 208 KB). When a game server experiences a 10,000 PPS burst of queries or player packets, the socket buffer fills instantly, causing the kernel to drop legitimate player packets before the game daemon can read them via recvfrom.
Steam A2S Query Amplification Mitigation
Attackers exploit game servers by forging source IPs and sending A2S_INFO or A2S_PLAYER query packets, turning the server into a reflection amplifier against external targets. Rate-limiting query ports with nftables dynamic meters or iptables hashlimit caps query processing to 25 to 35 packets per second per IP without degrading server browser listings.
Netfilter Conntrack Table Exhaustion
Linux Netfilter state tracking records every unique UDP 4-tuple in memory. During spoofed UDP floods, the nf_conntrack table fills completely (often at 65,536 entries), causing the kernel to reject new connections. Bypassing conntrack with NOTRACK in the RAW table allows game packets to pass directly to user space without state overhead.
DustBowl Warden High-Rate eBPF/XDP Scrubbing
In DustBowl Warden, edge scrubbing nodes execute eBPF/XDP filters directly inside the network driver before Linux memory allocation (sk_buff) takes place. This allows single-node servers to discard 10+ million malicious packets per second with minimal CPU overhead.
