完全低估黑客的攻擊手段,這家新遊還沒開服就遭受有預謀的攻擊

{"type":"doc","content":[{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"按照計劃,一個月前的8月19日是國產遊戲《半盞復古行》(以下簡稱“半盞”)的上線日期,該遊戲由廣州只玩科技有限公司(以下簡稱“只玩科技”)代理,但讓只玩科技始料不及的是,遊戲還未開服便遭到了有組織、有預謀的黑客攻擊。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"根據官方在TapTap社區發佈的"},{"type":"link","attrs":{"href":"https:\/\/www.taptap.com\/topic\/19043033","title":"xxx","type":null},"content":[{"type":"text","text":"公告"}]},{"type":"text","text":"描述,從18號晚上開始,半盞就遭遇了黑客攻擊。這些黑客用八十萬個遊客賬號同時登錄、掃描服務器接口等其他不同的手段,對服務器進行攻擊。從19號凌晨開始,全體技術人員上陣,抵抗了一波又一波攻擊。直到20日的01:55,在騰訊安全團隊的幫助下,只玩科技升級了安全策略,纔算是真正防住了攻擊。20日晚上,才最終保證遊戲穩定運行,順利開服上線。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"InfoQ從只玩科技方面進一步瞭解到,在遊戲上線之前,只玩科技有對一些常規的攻擊做事前準備,包括做IP的黑名單、異常操作的限制、登錄限制,同時也加大了服務器的集羣,也備好了空的服務器以隨時部署。但這次他們低估了黑客的攻擊手段和準備的充分程度,因爲這些防護也無法完全防備。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"據悉,這次黑客針對半盞的攻擊手法主要是CC攻擊(Challenge Collapsar Attack,CC),這是一種是針對Web服務器或應用程序的攻擊,利用獲取信息的標準的GET\/POST請求,如請求涉及數據庫操作的URI(Universal Resource Identifier)或其他消耗系統資源的URI,造成服務器資源耗盡,無法響應正常請求。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"而最令人“頭痛”的是,黑客準備了大量的“正常用戶”,無論是IP還是一些帳號註冊情況都是跟正常用戶沒太大區別,難以區分。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"在接到只玩科技方面的求助後,騰訊安全加入了這次防禦戰。騰訊雲遊戲行業高級架構師王睿指出,這次攻擊的確與很多新遊戲上線所遭受的常見的"},{"type":"link","attrs":{"href":"https:\/\/www.infoq.cn\/article\/kk53lP176DViJh9VlKJx","title":"xxx","type":null},"content":[{"type":"text","text":"DDoS攻擊"}]},{"type":"text","text":"(分佈式拒絕服務)有所不同,"},{"type":"text","marks":[{"type":"strong"}],"text":"對方不是用大量的沒有意義的流量去“打爆”帶寬,而是從應用層面去模擬真實的玩家,然後向服務器發送請求。"},{"type":"text","text":"打個比方,遊戲方的服務器當天準備了10萬人的資源,但是事實上有幾百萬甚至上千萬玩家同時去向服務器發送請求,而且那些玩家發送的請求其實不全是正常玩家發送的請求,而是會訪問一些正常玩家很少訪問到的接口,導致服務器資源佔用量超過100%。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"王睿首先跟只玩科技的相關負責人溝通和判斷攻擊類型,匹配相應的安全產品("},{"type":"link","attrs":{"href":"https:\/\/cloud.tencent.com\/product\/waf","title":"xxx","type":null},"content":[{"type":"text","text":"WAF產品"}]},{"type":"text","text":"),繼而找到產品的相關同事加入,一同協作只玩科技去過濾正常玩家的流量、抓攻擊的流量,再通過攻擊的流量來分析用什麼樣的策略應對。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"據悉,爲了這次的防禦戰,騰訊方面組建了近20人的臨時團隊來協作。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"“但攻擊還是一直在持續,因爲遊戲之前封測的時候,部分服務器IP被暴露了,攻擊繞過了防火牆直接打到真實的服務器上。”由於情況比較緊急,王睿建議只玩科技更換真實服務器的IP,這樣攻擊的流量就打不過來,後面建議在整個架構上做一個收斂——真實的服務器的IP不要對外,要收斂到防火牆後面,這樣一來攻擊就無法繞過防火牆。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"這場歷時30多個小時的拉鋸戰,對只玩科技來說無疑是一次驚心動魄的戰鬥,但也是中小型遊戲廠商面臨的共同安全問題的縮影:長期的遊戲研發、有限的資金投入、不完善的安全防禦意識和體系,讓不少遊戲在開服階段就遭遇黑產攻擊勒索。委曲求全還是寧爲玉碎堅持抗爭,始終是個不易的選擇。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"對於中小遊戲廠商在安全防護上的建議,王睿表示,如果在運維或者開發的過程,能有意識地去避免,比如做一些防禦式編程,以及在運維部署的過程做一些最小權限的管理,做各種控制權限的事情,防止自己不必要的暴露,這些都是可以做到且不用花錢。“我認爲作爲遊戲從業者,把經歷放在內容製作上,當然是本職工作也是最重要的工作,但是做遊戲內容的同時也要有安全防禦的思想,無論是在開發還是部署運維的過程中,這樣會給自己的公司省一大筆錢。”"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"遊戲安全始終是一場沒有終結的戰鬥。“不管遊戲怎麼發展,各行各業怎麼發展,只要有利益在的地方一定就會有黑客盯着,因爲這裏面有獲利的點。”騰訊安全產品研發總監董文輝亦建議,遊戲廠商不僅要看未來,更要關注當下,因爲防禦是動態的,攻防也是動態的。需要在研發和運營階段打下基礎的安全能力,並建立起防禦體系,配套一些開發安全規範和安全運維規範,就可以解決不少的問題。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"《半盞復古行》在TapTap社區所記錄的反黑進度: "},{"type":"link","attrs":{"href":"https:\/\/www.taptap.com\/topic\/19043033","title":"","type":null},"content":[{"type":"text","text":"https:\/\/www.taptap.com\/topic\/19043033"}]}]}]}
發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章