I’ve done plenty of research since this has become an issue, only to discover that even a “hub” system can still be vulnerable. There is still another way of manually fetching the IP without just the casual API bot allegedly.
This was forwarded to me from one of my staff members who is actively communicating with one of the previous head-guys behind this operation:
I thought i’d make this as I see a lot of misinformation regarding games being attacked on ROBLOX. I do not do LUA code myself but I do code off-site.
Hopefully this helps.
ROBLOX only gives you access to the LUA client which means you cannot actually patch DDoS, you cannot control the outside data coming into your ROBLOX servers however.
(No it is not an FE crash or a bug in your code it is a genuine DDoS attack as ROBLOX games use Servers, it is not manipulation of remotes it is a genuine DDOS attack.)
An account has to actually get the IP of your ROBLOX server, these can be found in the local logs, this is where our defence will lie, stopping them from getting your servers IP.
Once a server has joined and has your server IP there is nothing you can do, that server is subject to DDoS which means,
HOW DO THEY RETRIEVE THE LOGS?
The second method is to go to your windows search bar and type in %appdata%, this will bring you to your roaming folder so at the top, click on where it says “appdata”, click on “local”, scroll down to find “ROBLOX”, click on “logs”, you are now in the logs for each roblox game you have joined. You might want to sort by date so that you can see the most recent by clicking the “date modified” button, there should be an arrow pointing downwards, open up the most recent log.
Once you are in the log ignore the left side of the file, this is mainly the date etc. Scroll down to the bottom of the log to find the IP. Will look something like this
2021-04-17T04:40:46.681Z,5.681171,18dc,7 [FLog::Network] Replicator created for player 127.0.0.1 53405
The first number is the IP, the second is the port. If the game has a lobby, the first IP/PORT in your log will be the Lobby. The second will be the actual game (provided you have joined it).
Example?
Lets say you have an account joining your game that is being used to grab the IP for DDOS attacks, you ban it and it rejoins, the account though banned will still connect to the
server, they are just simply banned, the way to prevent this is through a lobby game, this way if you ban an account at the lobby and it attempts to rejoin, it will be stopped
at the lobby game, additionally if they spam click a server to join it in the lobby game (Though banned) it may take some time for the admin script to realise the user is banned,
your fix for this is putting a 3 second wait time on people being able to click connect onto a server.
Many people use automated bots that grab game IPs, it uses the cookie of an account to send a join request to ROBLOX, it does not actually join the game, this means that a joinlogs
script would not be effective in stopping it (Which is why you will need a lobby game), with a lobby game in the way, all clients must manually connect.
However, lets say you have your lobby game setup, you are being DDOSED, you will need to rely off your staff team to find the accounts that is being used to DDOS, this is usually done
through Joinlogs on an admin script, trial and error, you see a user frequently joining servers then leaving or a user who is ingame that you don’t recognise/trust every single time
you are being DDoSed, this is usually the account you need to ban at your lobby game.
If you have a lobby game something very advised is a script that will kick/ban users with newly created accounts (Around three months usually), this will make the attackers limited
in their supply of alternate accounts, eventually they will run out of them.
The best defence against DDOS is a staff team who can mark each account that joined using a join logs script, investigating each and every indivdual account. However without a lobby
game this is all futile. Another thing that can be done is if a server is being attacked and user pings spike to X amount (very high), you can teleport them all back to the lobby