I usually solve this by setting up a proxy on a host accepting data from flash 
apps through a "known" port. Case in point, if you utilize port 80 or port 443, 
they're commonly completely open through normal firewalls. I'd then setup 
either a kernel level proxy on Linux (if serving out of that) or setup a 
mod_proxy declaration through an Apache webserver. 

kernel proxy:
http://www.overset.com/2007/07/13/simple-flash-remoting-proxy-through-linux/

Apache proxy:
http://www.overset.com/2007/03/19/clustered-flash-remoting-through-coldfusion-redirection-problems/

You could also use the kernel proxy for using odd ports like DNS port.

I would think the most likely port to be fully open for TCP/UDP traffic would 
be HTTPS on 443.

Hope this helps some...

--
Jim Palmer ! Mammoth Web Operations

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Joshua
> Sera
> Sent: Monday, July 16, 2007 10:10 AM
> To: [email protected]
> Subject: Re: [Flashcoders] Standalone projectors and UDP
> 
> 
> I'm curious to see what kind of luck you guys have
> with this. It'd be really cool if you could email me
> when you guys test from behind a firewall, just to
> tell me whether it was successful or not.
> 
> Anyway, I actually started out using TCP/IP for this,
> but found (just like many game programmers before me)
> that it was way too slow for real-time games.
> (Although right now I'm still using TCP/IP for sending
> control info to the server) For animation purposes, a
> dropped packet just means a skipped frame, and a
> skipped frame here and there is no big deal. TCP/IP's
> guarantee that packets will get delivered in order
> means re-sending packets over and over, which leads to
> huge latency.
> 
> It's possible to get UDP data through a firewall,
> Counterstrike does it, Skype does it, all multiplayer
> FPSes do it. I just have to figure out how to do it
> with a standalone projector.
> 
> Skype's technique here:
> http://www.heise-security.co.uk/articles/82481
> 
> --- John Grden <[EMAIL PROTECTED]> wrote:
> 
> > all tests were local, we actually hadn't tried it
> > with an external server /
> > firewall situation
> > 
> > On 7/15/07, Joshua Sera <[EMAIL PROTECTED]>
> > wrote:
> > >
> > > Did you have problems getting the UDP packets
> > through
> > > firewalls? That's what I'm getting stuck on now.
> > >
> > >
> > > --- John Grden <[EMAIL PROTECTED]> wrote:
> > >
> > > > We did use ScreenweaverHX with UDP with Red5 for
> > a
> > > > multiplayer game
> > > > (paperworld3d) and the intial tests worked well
> > > > (speed-wize)
> > > >
> > > > On 7/15/07, Joshua Sera
> > <[EMAIL PROTECTED]>
> > > > wrote:
> > > > >
> > > > > Hi, I'm developing a multi-player game in
> > Flash as
> > > > a
> > > > > personal project, and I'm curious if anyone
> > else
> > > > knows
> > > > > of any standalone projectors besides MDM Zinc
> > > > support
> > > > > UDP packets?
> > > > >
> > > > > Zinc seems to be having some issues with
> > memory
> > > > leaks.
> > > > > (Not my application, but Zinc itself.) Also,
> > it
> > > > seems
> > > > > like it's having some problems with AS2, and
> > > > attaching
> > > > > movies. (I don't THINK it's my code, as the
> > parts
> > > > in
> > > > > question have been in pretty regular use since
> > AS2
> > > > > came out, but I'm not totally sure.)
> > > > >
> > > > > If I could use a different projector
> > application,
> > > > I
> > > > > could pin things down more easily, plus the
> > memory
> > > > > leak (600 megs in an hour or so) makes me
> > nervous.
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > >
> > >
> > >
> >
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