Glossary

Scrubbing center

The standard enterprise answer to DDoS, and a partial answer for Minecraft — it solves the volumetric half convincingly and the protocol half barely at all.

What it is

During an attack, traffic destined for the target is rerouted through a scrubbing facility with far more capacity than the origin. Filters there discard what they judge malicious and forward the rest through a clean channel. Scrubbing may be always-on or triggered on detection, and the trigger delay matters — an attack that peaks in seconds can do its damage before rerouting completes.

Why it matters for Minecraft

It is genuinely good at volume. Where it struggles is judgement: generic scrubbing filters on packet shape, source reputation and rate, none of which distinguish a join flood from a popular server at peak. To a scrubber, ten thousand valid TCP connections carrying valid game packets is a busy evening.

The difference that matters

Whether the filter understands the protocol it is protecting. A scrubber that implements the Minecraft protocol can read the handshake, evaluate the hostname, distinguish a status ping from a login and hold suspicious joins for verification. One that does not is a very large, very fast packet counter — see protocol-aware filtering for why that gap decides outcomes.

Common questions

Is always-on scrubbing better than on-demand?+

For Minecraft, usually yes. On-demand scrubbing has to detect and reroute first, and a join flood can exhaust a server well inside that window. Always-on means there is no window.

Does scrubbing add latency?+

Some, depending on how far the traffic detours. Always-on filtering that sits inline on a short path adds very little; on-demand rerouting to a distant facility can add a lot, which players notice.

Related reading

AnycastNull routeProtocol-aware filtering

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