Unity-Technologies / multiplayer-community-contributions

Community contributions to Unity Multiplayer Networking products and services.
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Facepunch Transport - IP leakage? #214

Closed WaGi-Coding closed 1 year ago

WaGi-Coding commented 1 year ago

Hey there. I remember Dani using Facepunch for his "Crab Game" and big streamers got DDOS attacked, because their IP leaked from the game: https://twitter.com/DaniDevYT/status/1455581426116612105

Now I wonder if i need to be afraid using Netcode for Gameobjects with Facepunch Transport.

I don't know what i need/should use if i want to prevent that from happening in my game i work on. I don't fully understand what the problem there was. He moved to Steamworks.NET after that. Thats all i know, i don't know the exact problem.

Can i use that and be safe? I want to make User hosted steam lobbies and a connection which does not leak the IP, so relayed if needed. Afaik relaying should be "free" within steamworks with your own AppID?

I need some guidance what i should use to protect players privacy.

But checking FacepunchTransport.cs tells me it's already using relayed steam sockets?

viktorchernikovold commented 1 year ago

Facepunch Steamworks could potentially leak your IP address if you use P2P networking. However, Facepunch transport doesn't use P2P networking and instead uses sockets, so you shouldn't encounter any problems with IP leaks.

WaGi-Coding commented 1 year ago

Many thanks, i should have checked the transport script to see it uses steam sockets ^^