I didn't realize Nimda uses TFTP's port.  You can always run it on a
non-standard port, though.  Actually wouldn't that be best regardless of the
protocol?  I know there are some HL servers (including ours until recently)
that run a web server on the same box, so using port 80 would be impossible.
There's nothing to prevent you from running a second HTTP/TFTP server on
port 9999, or any arbitrary port.

I'm thinking something like VNC does would be best.  VNC is a remote desktop
application, and (at least in its Win32 build) it runs a small HTTP daemon
on (TCP) port 5800, in addition to its standard port 5900.  Users can
connect to a VNC server with the VNC client EXE on port 5900, but if they
don't have the client, they can point their web browsers to
http://MyHost:5800.  The built-in VNC server HTTP server sends the client
web browser a small HTML page with a VNC Client Java applet embedded, and
the user gets VNC in a web browser.  It's very handy sometimes!

Anyway, I'm just trying to make the point that if Valve were to implement a
feature like this, and they use a standard protocol (which they might as
well, since there is source available), they should NOT use the standard
port for that service, because something else on the HL server may be using
that port already.  Your point is another reason not to use standard ports;
firewalls may block it, and in the case of TFTP, it may be considered a
"bad" port by net admins anyway.

Thanks for the info on Nimda, Stan... I didn't realize that!

Chris


-----Original Message-----
From: Stan Hoeppner [mailto:[EMAIL PROTECTED]]
Sent: Thursday, November 01, 2001 6:06 PM
To: '[EMAIL PROTECTED]'
Cc: 'Krueger, Chris'
Subject: RE: Re: [hlds] Downloading Maps from server


Hey Chris,

First off, I'm replying to you and the list, as the list hasn't been
accepting mail from me.  Erik J has been working with Valve's IT folks to
nail down the problem, but last update, they haven't.

Anyway, I'd recommend against TFTP.  I've locked down outbound UDP port 69
(TFTP), because it's used by the nimda worm.  So in my case (and possibly
many others), firewalls will not be allowing outbound connections to
internet hosts on port 69.

I think using an HTTP download would make the most sense.  Simple,
effective, proven.  I agree that FTP is way to heavy, and not needed for
this purpose.

We at Beer for Breakfast put map packs on our website for download when we
put new custom maps on the server.  Most of our players are regulars, and
visit te website and forums.  So they DL the maps via links on the web
server (HTTP I believe).  Seems to work for regulars, but I'm sure non-regs
have problems, as I'm sure they ignore the MOTD's when they connect...

StanTheMan
TheHardwareFreak
www.hardwarefreak.devastation.cc
[EMAIL PROTECTED] 



> -----Original Message-----
> From: Krueger, Chris [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, November 01, 2001 3:16 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: Re: [hlds] Downloading Maps from server
> 
> 
> If this is something that is going to be considered for a 
> future patch,
> please consider that FTP could be problematic, since it uses 
> two ports.
> Besides, it is a much more complicated protocol than is 
> required anyway.
> The client doesn't need directory browsing or listing 
> capabilities... it
> already knows what files it needs, it just needs to make a 
> file request, and
> have the server feed the file to it.
> 
> A single-port protocol such as HTTP (or even better, TFTP) 
> would be better,
> because it's easier to push those through a firewall.  The port should
> definitely be configurable, however, because port 80 won't be 
> acceptable on
> any server running a web server already.  A sv_downloadserver 
> cvar that
> takes a string like "MyHost:MyPort" would be ideal, because 
> it would allow
> all of us with servers behind firewalls maximum flexibility.  
> The server
> wouldn't even have to be the same PC, although the files 
> between the server
> and the fileserver would need to be kept perfectly in sync.
> 
> Additionally, if allowing certain types of files to be downloaded is
> required, there could be boolean cvars like sv_download_maps,
> sv_download_sounds, etc. for each type of file, or a single 
> cvar with a
> bitmask, similar to mp_teamplay.  Or even a string cvar with the file
> extension types allowed (ie: "bsp,hpk,pak,wav").  Just some 
> suggestions...
> downloads have been fixed since id added them back in QW.  It 
> would be nice
> to see this long standing flaw corrected!
> 
> Chris
> 
> -----Original Message-----
> From: Napier, Kevin [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, November 01, 2001 2:49 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: Re: [hlds] Downloading Maps from server
> 
> 
> Yes I think an ftp solution would be best since, though I 
> must say port
> 80\www might get more acceptance from a firewall in the middle type of
> standpoint. Hell either one would be nice.. perhaphs were 
> dreaming. :) 
> 
> On a side note. This is how I currently handle this problem 
> since I have
> sounds that need to be installed on the client. 
> a) I provide a website will custom installers for most if not 
> all of the
> custom maps on my servers.  When the client connects he gets 
> a console text
> message before connecting about the website and that custom 
> maps are not
> downloadable in-game.  
> b) server.cfg set to allow downloads.
> c) each custom map that I dont want downloaded has a map.cfg 
> file turning
> off downloads.
> d) My rotation always alternates between a valve std. map and 
> a custom map.
> So that in general we never have 2 back to back custom maps.  
> the .res files
> for the standard maps are the ones that include the files I 
> want downloaded.
> 
> 
> This seems to works well for my 2 servers (gp1\gp2).
> 
> The solutions discusses here (ftpclient imbeeded in game) 
> would surely help
> ignite the mapping community and make life easier for both admins and
> players.
> 
> -kevin
> 
> -----Original Message-----
> From: Perry, John [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, November 01, 2001 3:18 PM
> To: '[EMAIL PROTECTED]'
> Subject: RE: Re: [hlds] Downloading Maps from server
> 
> 
> It would generally be off of an anonymous FTP server. That 
> would be far
> easier to use than having it try and pull off of a website 
> (which is usually
> just a front-end for a FTP server anyway).
> 
> I think this would help out the server admins a great deal. I 
> finally took
> all custom maps off of my servers. Every time one would roll 
> around, the
> server would clear for at least an hour.
> 
> -----Original Message-----
> From: Marc A Messer [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, November 01, 2001 2:09 PM
> To: [EMAIL PROTECTED]
> Subject: Re: Re: [hlds] Downloading Maps from server
> 
> 
> If you would redirect your maps off another server, 
> would it be off of a website or another game server.  
> and if it was off a website would that speed up the 
> download.
> 
> 
> 
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