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Published byCordelia Parks Modified over 9 years ago
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Limiting Denial of Service Using Client Puzzles Presented by Ed Kaiser
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Papers [1] Towards Network Denial of Service Resistant Protocols Jussipekka Leiwo, Tumoas Aura, Pekka Nikander [2] Hashcash – A Denial of Service Counter-Measure Adam Back [3] Using Client Puzzles to Protect TLS Drew Dean, Adam Stubblefield
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Overview Paper [1] is a survey of principles used to prevent Denial of Service (DoS) Paper [2] describes a system to prevent DoS of general services Paper [3] describes an implementation for preventing DoS of a specific service – the Transport Layer Security (TLS) protocol
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Breakdown of Survey [1] Terminology Attack Methods Protocol Design Principles
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Terminology Availability: a service can be accessed within a reasonable amount of time from the time of request Denial of Service: the result of a intentional attack against availability Network Denial of Service: DoS caused by an attack through the service’s communication interface
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Attack Methods Tolerable Attacks: poor protocol design Deviation from Message Sequence: sending unexpected or not sending expected messages Deviation from Message Syntax: falsified data Deviation from Message Semantics: hiding the client’s identity Fabrication of Protocol Messages: falsified routing or error messages Fatal Attacks: physical or administrative control over part of the communication path
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Protocol Design Principles Do easy attack detection before client authentication –Is the message timestamp recent? –Is the nonce-timestamp pair unused? Allocate memory only after client authentication Client workload should be higher than server workload Client workload should be easily definable
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Breakdown of HashCash [2] Concept Properties of work HashCash system Non-interactive Interactive
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HashCash Concept Clients must do work before they can get service Clients spend the proof of their labour like cash in order to get service
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Properties of Work Publicly auditable Cost Fixed cost Probabilistic cost –Bounded –Unbounded Trapdoor free Parallelizability
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HashCash System Servers follow one of two models; Non-interactive Interactive
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Non-interactive HashCash Useful for protocols where there is no channel / session established Publicize a function with many solutions hash function with partial hash collisions Slowly change the function clients cannot stockpile solutions Requires keeping track of solutions used
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Interactive HashCash Useful for channel / session protocols Can fairly and gracefully degrade service during DoS attack Dynamic throttling Requires the server to create a challenge
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Breakdown of TLS Paper [3] Rationale TLS Protocol modification Implementation Puzzle triggering function Experimentation
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Rationale Volume based DoS attacks stand out Transport Layer Security (TLS) server is a weak point that requires much less volume Create a puzzle option in the TLS protocol which can be turned on and off as needed
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TLS Protocol Modification
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Implementation Modification of OpenSSL library for querying server load Requires modified server that tells OpenSSL to send a puzzle Why? No state kept in the OpenSSL library Server might need to wait for a puzzle or not
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Puzzle Triggering Function Low and high water marks
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Experimentation Without PuzzlesWith Puzzles Outstanding Server Workload During DoS Attack
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