Players
Real clients, game UDP, join & sync traffic
DDoS Protection
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
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.
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
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
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.
Then passes to
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.
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.
Generic web filters often break game traffic. We use profiles shaped around the ports, packet sizes, and flows common to each supported title.
Supported games
Protection is oriented around these platforms and their networking behavior, including the full Counter-Strike family.
GTA V roleplay / community servers with busy UDP sessions.
High player counts and chatty world sync under pressure.
Alternative GTA multiplayer stacks with custom networking.
San Andreas multiplayer traffic with classic UDP patterns.
Lightweight multiplayer servers that still need flood defense.
Java/Bedrock style hosting where spam joins are common.
Classic GoldSrc game ports and query traffic.
Source engine servers with familiar attack surfaces.
Legacy GO deployments still needing stable mitigation.
Modern Counter-Strike 2 lobbies and match traffic.
During an attack
1
Player packets and attack floods arrive together on the inbound path.
2
The main layer absorbs and scrubs the attack so most floods never reach further.
3
Surviving traffic is game-filtered in XDP before it can reach your process.
4
Your process keeps serving joins and gameplay instead of drowning in noise.
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.