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Hi, I’m the author of the article and I’m horrified by how many spelling mistakes I made. I must have written this in a rage.

To answer your question, since we had control of the clients (since its a game) we used a proof of work challenge on TLS handshake which increased in complexity the more failed attempts you gave us.

Very cheap on the server, very expensive on the client, which effectively rate limited connection attempts.



I see. But still after the initial TLS handshake. So clients can still connect over and over and force your server to do TLS handshakes all day long.




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