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    The biggest mistake I’ve seen teams make is treating game traffic like web traffic—most competitive games run on UDP, which completely breaks the stateful inspection models that most scrubbing services default to. You’re not going to parse HTTP headers to find the attack; you’re filtering on connection state, payload entropy, and per-source rate limits. In terms of architecture, I’d push for a split design where your public-facing game server sits behind a UDP-aware scrub

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