OnyxGames OnyxGames

DDoS Protection

Game-first mitigation that keeps lobbies online

The main shield is Path.net 17Tbit/s and PletX. Clean traffic then passes to our XDP layer for game-aware filtering before it reaches your server process.

Experimental traffic view

Players & attackers → Firewall → Servers

Watch clean player packets pass the shield while attack floods are absorbed at the edge. This is a simplified live-style diagram of how our stack behaves under load.

  • Legitimate
  • Attack
  • Clean to server

Player packets

Pass Path.net / PletX, then filtered by XDP

Attack floods

Absorbed at the firewall before they hit the node

Server process

Keeps accepting joins, sync, and gameplay traffic

Protection stack

Path.net / PletX first, then XDP

The main mitigation layer handles the heavy attack load. Only traffic that passes that layer continues into our XDP filter for game-specific cleanup.

Main layer

Path.net 17Tbit/s + PletX

This is the primary shield. Path.net provides terabit-scale scrubbing capacity and PletX reinforces that path so volumetric floods and multi-vector noise are absorbed before they ever become a local problem.

  • Main attack absorption and scrubbing
  • Protects bandwidth before the node
  • Stops most floods at the edge
  • Only surviving traffic continues onward

Then passes to

Our XDP engine

After Path.net / PletX, remaining packets hit XDP. This layer applies game-aware filtering so leftover junk is dropped while legitimate UDP keeps flowing to your process.

  • Second-stage game packet filter
  • Tuned for game protocols, not only HTTP
  • Final cleanup before the server

Hard Mitigation Systems

When an attack ramps up, hard mitigation takes priority: suspicious bursts are rate-limited or discarded aggressively so the host stays usable for real players.

  • Volumetric UDP/TCP flood absorption at the edge
  • Protocol anomaly detection for junk and spoofed patterns
  • Priority path for established game sessions
  • Fast reaction so short-lived bursts do not take the lobby offline

Customized Filters and Profiles

Generic web filters often break game traffic. We use profiles shaped around the ports, packet sizes, and flows common to each supported title.

  • Per-game filter profiles instead of one blunt rule set
  • Allow legitimate sync / query / join behavior
  • Drop amplification and malformed flood patterns
  • Adjustable policies when a community runs custom networking needs

Supported games

Profiles built for the titles people host

Protection is oriented around these platforms and their networking behavior, including the full Counter-Strike family.

FiveM

GTA V roleplay / community servers with busy UDP sessions.

Rust

High player counts and chatty world sync under pressure.

AltV

Alternative GTA multiplayer stacks with custom networking.

MTA:SA

San Andreas multiplayer traffic with classic UDP patterns.

SA-MP

Lightweight multiplayer servers that still need flood defense.

Minecraft

Java/Bedrock style hosting where spam joins are common.

Counter-Strike 1.6

Classic GoldSrc game ports and query traffic.

Counter-Strike: Source

Source engine servers with familiar attack surfaces.

CS:GO

Legacy GO deployments still needing stable mitigation.

CS2

Modern Counter-Strike 2 lobbies and match traffic.

During an attack

What happens when someone floods you

  1. 1

    Traffic hits the edge

    Player packets and attack floods arrive together on the inbound path.

  2. 2

    Path.net / PletX (main)

    The main layer absorbs and scrubs the attack so most floods never reach further.

  3. 3

    Passes to XDP

    Surviving traffic is game-filtered in XDP before it can reach your process.

  4. 4

    Servers stay playable

    Your process keeps serving joins and gameplay instead of drowning in noise.

Put your server behind the full stack

Every OnyxGames plan sits behind Path.net / PletX as the main layer, then our XDP profiles. Pick a game, deploy, and keep your community online.