This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Ok, I have been trying to figure out why one of my servers is not showing up on the master server list, and I think I have the issue nailed down. I am running a Win2k Server box behind a basic NAT router. People can join my the game if I give them the IP, and I can see it on the LAN tab, but it never shows up in the master server list in steam. I have observed the packet traffic on the connection and found the following when starting the CS:S dedicated server...
Every time the server runs there is UDP traffic from the server box to the steam1 (207.173.177.11) and steam2 (207.173.177.12) master servers, both over UDP port 27015. The other traffic that happens every time the server runs, are TCP packets trying to reach port 27030 of steam1 (207.173.177.11). No surprise right? Well, if it were being SENT from TCP port 27030 on my server that would make sense, but here is where the problem occurs... every time I run the server, hlds.exe uses a different TCP port to *send* those TCP packets from that are destined for TCP port 27030 of steam1!!! So for instance- 3 TCP ports that were used by my server on 3 consecutive startups: 1212, 1306, 1411 These ports appear to be totally random and nowhere near the 27030-27039 range that we are told to forward. Correct me if I am wrong, but this seems to make it impossible for complete and proper data exchange to occur (as far as I can tell so far) because not only does my hlds send packets from those random ports, but the steam server then tries to *talk back* to my server on those ports, which of course does not work since I have no way of forwarding that port because it changes EVERY time I restart the server. Hence my guess that this is why it wont show up in the master list. So the bummer about all this is now I am pretty sure what is wrong, but am no closer to solving the issue than when I started. I have already tried specifying the IP and port in my startup command line and that has not made any difference. There was a somewhat similar issue on Unreal Tournament 2003 dedicated servers when that game first came out and the developers wound up having to code in a check for the server "port swapping" the query port. This makes me sad to think there might be a similar issue here that is beyond my control. Which would also mean that we would have to wait for a fix... ugh. Thoughts anyone? - CHiLLZ -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

