server 'DoS' via resource-intensive packets
it's possible to crash a vanilla minecraft server by sending multiple hard-to-process packets in a burst faction such that multiple are handled per tick.
because until they're "handle"'d, e.g. in handle(PacketInFlying) they're put in a locking Queue so there's a strong reference to them,
if you shove enough of them in within a single tick, then they'll all have strong references and cap out the heap memory.
I imagine it can be accomplished by not sending [Packet], [Packet], [Packet] like the Minecraft client naturally does, but by sending [PacketPacketPacketPacket] all to be handled in a single burst by the netty threads, and all queued at virtually the same time.
so, in order to evade the server's built-in protections, you have to look at sending a collage of many different kinds of resource-intensive packets.
included:
cJAyB.txt [Dump of all incoming packets made using a modified minecraft server]
2014-07-20, 11:23 PM
2017-02-14, 05:09 PM
2017-02-14, 05:09 PM
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