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That used to be a huge issue, less with Client-Server model software, but more the P2P mechanisms in Skype.

These days? Well, most server providers have some sort of basic flood mitigations in place now, and even more advanced protection has become affordable.



>These days? Well, most server providers have some sort of basic flood mitigations in place now, and even more advanced protection has become affordable.

Hmm

I didn't meant your server being DDoSd, but you being DDoS (but probably that's what you meant with Skype P2P example?)


Well yeah. Though Vent, Teamspeak and Mumble never had these issues (if you could trust the server admin).

Skype (at the time, no idea now) was a very shoddily written piece of software. It was trivial to query the IP of any online user, even if they were not on your contact list or appearing offline.

You had to use a VPN or carefully conceal your Skype ID, I did work with a somewhat popular live streamer back then (so a VPN wasn't feasible), and their ID was a very random string that was not to be shared under any circumstances.


Skype wasn't shoddy per se, but it was extremely aggressively peer-to-peer, which resulted in exactly this kind of exposure of connection information.


I'd say exposing the info of any user, even if they're not on your contact list, is pretty shoddy.


>Though Vent, Teamspeak and Mumble never had these issues (if you could trust the server admin).

In some games where people were often switching teams, you couldnt.




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