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DDoS-Schutz für Game- & Webserver

Für Betreiber beliebter Game- oder Webserver, die Angriffe anziehen. Lernen Sie, wie DDoS-Angriffe funktionieren, warum die meiste Abwehr upstream erfolgen muss und wie Sie Ihren Dienst erreichbar halten, wenn jemand ihn lahmlegen will.

47 Quizfragen Lektionen und Materialien sind auf Englisch

Lesen Sie die erste Lektion

Die komplette erste Lektion, im Original. Der Rest des Kurses liest sich genauso. Das Material ist auf Englisch.

A denial-of-service attack has one purpose: to make a service unavailable to the people who are supposed to reach it. Nothing is stolen, nothing is read, nothing is altered. The attacker exhausts a finite resource, whether that is bandwidth, connection slots, or CPU time, until legitimate requests can no longer get through. A distributed denial of service (DDoS) does the same thing from many sources at once, often thousands of them, which is what makes the flood large enough to matter and hard to block by address.

Fix the goal in your head before anything else in this course: the objective is denial of availability, not disclosure of data. A DDoS against a storefront does not hand the attacker a customer list; it simply drowns the front door so nobody can walk through it.

Denial of serviceExhausting a finite resource until legitimate use of a service becomes impossible.
DistributedThe exhaustion arrives from many sources at once, usually a botnet, rather than a single attacking machine.
AvailabilityThe property under attack: can a legitimate user reach and use the service right now.

That precision matters because a DDoS is easy to mistake for three other problems that look similar from the outside but demand completely different responses.

EventWhat actually happenedRight first response
DDoSA resource was flooded from outsideEngage upstream mitigation
BreachData was read or stolenForensics, disclosure, credential rotation
Hardware failureA disk, NIC, or host died on its ownReplace hardware, restore from backup
Ordinary outageA bad deploy or bug crashed the serviceRoll back the change

Treating a hardware failure as an attack wastes hours calling a DDoS desk that cannot fix a dead disk, just as treating a real flood as a bug wastes those hours redeploying code that was never broken. The rest of this module teaches you to read the symptom correctly.

Why it matters

The first minute of an incident is a diagnosis, not a fix. Naming which row of the table you are actually facing decides everything that follows.

Lektion 1 von 42.

Lehrplan

  1. Anatomy of a denial

    6 Lektionen · Modultest

    1. 01Availability under attack: what a DDoS is and is not
    2. 02The finite resources every attack exhausts
    3. 03Botnets, stressers, and the economics of attack
    4. 04Why distributed defeats naive blocking
    5. 05Who attacks and why: extortion, rivalry, grudges, vandalism
    6. 06Baseline visibility: you cannot respond to what you cannot see
  2. The taxonomy: volumetric, protocol, application layer

    6 Lektionen · Modultest

    1. 07Three families, three failure modes
    2. 08Volumetric floods: filling the pipe
    3. 09Reflection and amplification: small queries, huge replies
    4. 10Protocol attacks: exhausting state
    5. 11Application-layer attacks: expensive requests that look legitimate
    6. 12Slow and low: Slowloris and starvation attacks
  3. Upstream protection: absorb it before it arrives

    6 Lektionen · Modultest

    1. 13The core truth: mitigation happens upstream
    2. 14CDN and WAF fronting for websites
    3. 15Scrubbing centres and traffic diversion
    4. 16Protected hosting and the network edge
    5. 17Reading protection claims: capacity, coverage, honesty
    6. 18Layering the stack: what stops what
  4. Hiding and hardening the origin

    6 Lektionen · Modultest

    1. 19Origin secrecy: protection is only as good as the bypass
    2. 20How origin IPs leak
    3. 21Firewalling to the protection layer only
    4. 22Shrinking the attack surface
    5. 23Kernel and network stack armor
    6. 24Rotating a burned origin
  5. Rate limiting and application armor

    6 Lektionen · Modultest

    1. 25Finding your expensive endpoints
    2. 26Rate limiting mechanics: buckets, bursts, and keys
    3. 27Tuning limits against real traffic, not fear
    4. 28Caching as a shield
    5. 29Challenges and bot detection
    6. 30Timeouts, load shedding, and graceful degradation
  6. Game servers: protection without HTTP

    6 Lektionen · Modultest

    1. 31Why the CDN playbook fails for game traffic
    2. 32Game-protected hosting and filtered networks
    3. 33Protected proxies: the TCPShield pattern
    4. 34Game-specific attack patterns
    5. 35Query and status endpoints as liabilities
    6. 36Running a target: community dynamics and player-facing defense
  7. Incident response and the post-mortem

    6 Lektionen · Modultest

    1. 37The runbook you write before the attack
    2. 38Confirming the attack: flood or flash crowd
    3. 39Escalation: engaging the upstream in order
    4. 40Communicating through the outage
    5. 41Extortion, evidence, and reporting
    6. 42The post-mortem and the hardening loop
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