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SARD Proxy
The SARD Proxy enforces network protection, traffic control, encryption, and player validation, providing secure, kernel-level traffic routing from public endpoints to private game servers and allowing verification of proper installation and operation.
1. Overview
SARD Proxy is a high-performance kernel-level gateway that provides:
- Transparent traffic routing
- Game traffic encryption / decryption
- Packet integrity enforcement
- Player validation
- Immediate kick / connection termination
- Anti-sniffing and anti-packet manipulation protection
It operates entirely at Layer 4 using Linux Netfilter hooks and does not require application-level proxying.
2. Architecture
Standard Deployment Model
Player
↓
Public IP (EIP)
↓
SARD Proxy
↓
Kernel inspection hook
↓
Encryption / Decryption
↓
Player validation
↓
Game Server (Private IP)
Key properties:
- Game server is NOT publicly exposed
- All traffic must pass through SARD Proxy
- Return traffic is forced back through Proxy
- Fully transparent to the game application
3. Core Capabilities
3.1 Transparent Routing
- DNAT ingress routing
- SNAT return enforcement
- Forced gateway model
- No direct public exposure of game server
3.2 Encrypted Game Traffic (Anti-Sniff / Anti-Packet Hack)
SARD Proxy supports real-time encryption and decryption of game traffic between client and server.
Purpose:
- Prevent packet sniffing
- Prevent replay attacks
- Prevent packet manipulation tools
- Protect against custom packet injection
- Protect sensitive gameplay state
Encryption is session-based and transparent to the game server.
3.3 Kernel-Level Packet Inspection
- FORWARD path interception
- Stateful session tracking
- Protocol-aware processing
- Packet size validation
- Header integrity validation
- Timing anomaly detection
4. Player Validation (Built Into Proxy)
SARD Proxy performs player validation directly at the network layer.
No external validation gateway is required.
Validation occurs:
- Before traffic reaches the game server
- At session establishment
- Continuously during gameplay
Validation Capabilities
- Active SARD session verification
- Client integrity state validation
- Handshake completion enforcement
- Session binding to connection
- Protocol compliance verification
- Encryption negotiation validation
If validation fails, traffic never reaches the game server.
5. Kick & Enforcement Mechanism
SARD Proxy supports immediate player disconnection without involvement of the game server.
Enforcement Actions
- TCP connection termination
- Silent packet drop
- Immediate RST injection
- Session invalidation
- IP-based blocking (optional)
Benefits:
- Zero load on game server
- Immediate enforcement
- Deterministic security model
- No race conditions
6. Server Requirements
6.1 Proxy Server
| Component | Requirement |
|---|---|
| Operating System | Ubuntu 22.04 / 24.04 |
| Linux Kernel | Version 5.15+ |
| Kernel Headers | Installed |
| Netfilter | Enabled |
| IP Forwarding | Enabled |
Recommended Hardware:
| Expected CCU | CPU | RAM | Network |
|---|---|---|---|
| Up to 5k | 4 vCPU | 8 GB | 1 Gbps |
| 5k–20k | 8 vCPU | 16 GB | 10 Gbps |
| 20k+ | 16+ vCPU | 32+ GB | 10–25 Gbps |
Encryption and validation increase CPU usage proportionally to traffic volume.
6.2 Game Server
- Private IP only
- Default gateway = Proxy
- No public exposure
- No encryption logic required
- No validation gateway required
7. Performance Characteristics
- Kernel-level packet processing
- No user-space TCP relay
- No application-level proxy
- Minimal latency overhead
- Suitable for FPS/MMO environments
Typical additional latency: < 0.2 ms intra-region.
8. Operational Requirements
- Kernel modules must match running kernel version
- Kernel updates require module rebuild
- Production kernel should be pinned
- NAT and FORWARD chain monitoring recommended
9. Summary
SARD Proxy provides:
- Network isolation
- Traffic encryption
- Packet validation
- Player validation
- Immediate kick enforcement
- No external validation gateway required
- High-performance kernel-level processing
- Transparent integration
For integration planning, partners should provide:
- Expected CCU
- Game ports used
- Hosting provider
- Network topology
- DDoS mitigation layer (if any)