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| Channel | Status |
|---|---|
| CH1 | Online ( 31 237) |
| CH2 | Online ( 1 71) |
| Housing | Online ( 2 23) |
| Attribute | Rate |
|---|---|
| EXP | 2x |
| Gold | 2x |
| Item Drop | 2x |
| Quest EXP & Gold | 2x |
| AP | 2x |
| Skill Training | 2x |
| Part-Time Job EXP & Gold | 4x |


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Post-Incident Report: DDoS Attack on MabiPro Infrastructure
Date: March 6 to March 17, 2026
Duration: 11 days (intermittent), culminating in a sustained 4-hour attack
Impact: Degraded connectivity for all players; intermittent disconnections
Status: Resolved
What happened
Beginning on March 6, our game infrastructure experienced intermittent connectivity degradation that initially appeared to be routine network instability. Players reported sporadic login failures and consistent lag ingame, in addition to "pet lag", but the episodes were short-lived and difficult to reproduce. Over the following days, these incidents grew in frequency and severity.
On March 17, the attack escalated to a sustained assault combining two distinct vectors: a 15 Gbps volumetric flood targeting our network layer, and a sophisticated application-layer attack exploiting the game protocol's authentication handshake. The intermittent probing over the preceding 11 days had likely been reconnaissance: testing the infrastructure's response to different attack patterns before committing to a full-scale operation.
We believe the same attack vector was also used against the NA Mabinogi servers. The timing is consistent with the attacker using our infrastructure as a testbed to refine their techniques before targeting NA. Unlike our setup, the NA servers do not sit behind a reverse proxy layer, their game servers are directly exposed to the internet. While we experienced the attack as degraded performance and intermittent lag, the NA servers collapsed entirely under the same assault, resulting in extended downtime. The difference in outcome underscores the value of the proxy architecture: even with imperfect defenses at the time, the indirection layer absorbed enough abuse to keep us running.
The volumetric component was a 15 Gbps bandwidth saturation attack, high-throughput junk traffic aimed at exhausting the network capacity of our edge nodes. Our upstream ISP's scrubbing infrastructure absorbed nearly 99% of the flood, but approximately 930 Mbps of residual traffic was still passing through to Drei, enough to saturate its available bandwidth and degrade connectivity for legitimate players.
The application-layer component was more interesting, and more dangerous. This was the first time in MabiPro's history that we had observed an L7 attack targeting the game server directly.
Given that these attack methods are already being actively exploited against both our server and the NA servers, we don't believe there is any risk in publishing the technical details here. The attacker already knows what they're doing. Our hope is that by sharing exactly how these attacks work and how we mitigated them, other server operators can learn from our experience and harden their own infrastructure.
The application-layer attack: auth packet floods
Our game protocol requires a cryptographic handshake for every new connection: a seed exchange followed by AES cipher setup. After the handshake completes, the client sends an authentication packet (opcode 0x4E22) containing session credentials, which the server must decrypt, parse, and validate against the session store.
The attacker exploited this by opening approximately 500 concurrent connections per second, each performing the full handshake and submitting a fabricated 0x4E22 auth packet before immediately disconnecting. Every fake connection forced the server to:
1. Accept a TCP connection
2. Perform a full cryptographic key exchange
3. Set up an AES cipher context
4. Decrypt the incoming packet
5. Parse the packet body and header
6. Look up the (nonexistent) session ID
7. Reject the auth and clean up resources
Because auth processing shared the same pipeline as live game traffic, the queue of pending operations grew faster than it could be drained. The database query for each session lookup was the most expensive part of the pipeline, and 500 fake lookups per second starved the DB connection pool for legitimate requests.
The attack required no special access or credentials: the authentication packet structure is deterministic from the client binary, and no rate limiting existed in the connection acceptance path.
Why existing defenses didn't catch it
Our proxy architecture routes all player traffic through a layer of stateless HA edge nodes before it reaches the game server. This design is specifically intended to absorb abuse. However, at the time of the attack, the edge nodes had no per-IP admission control. Every connection, regardless of origin, was accepted and given the full handshake treatment.
The proxy was doing its job, shielding the game server. But it was doing equal work for attackers and legitimate players. Under load, this meant attackers could monopolize proxy resources at will.
Code audit findings
Following the incident, we conducted a full audit of the proxy's connection handling. Beyond the auth flood vector, we identified several additional vulnerabilities:
Integer underflow in packet length validation
The proxy validated incoming packet lengths with a minimum threshold of 6 bytes. However, the protocol's header offset is 10 bytes for game connections. When the header offset is subtracted from the declared packet length to determine body size, a packet declaring a length between 6 and 9 causes an unsigned integer underflow:
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