On 10/07/2010 22:32, Eric Riemers wrote:
Don't know if it still valid (comes out of my old brain segment), but
otherwise you can use connection tracking, which basicly means that a port
opened locally to the client will allow the client to send data back on that
port too. (giving the option to further close down the inbound ports)
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of D4rKr0W
Sent: zaterdag 10 juli 2010 22:04
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] srcds port usage
I'm trying to secure my linux box (debian stable amd64) which is running
mainly l4d and l4d2 servers, but i don't seem to be able to find the right
way to set up my firewall. I'm using bastille at the moment, which is pretty
straightforward, but i notice a lot of packets from the clients are getting
rejected because they're not being sent to the right ports. I've been told i
should only worry about opening the ports that i specify on the server
startup line, since i'm not putting any rule to block outbound connections.
Is there a pattern of some sort in the service ports? Allowing TCP\UDP only
on the hostports isn't causing any trouble for the players, from what i
could see, but i wouldn't want to block any other port and possibly mess up.
How did you guys deal with the issue? Is there some good source of
information you would reccomend?
I'll look into that, thanks. In the meanwhile i've got a little question
to ask.
I happen to run a Killing Floor server, and i noticed that it has a port
for the master servers to connect and one labeled as "steam port" in
this post at the tripwire forums:
http://forums.tripwireinteractive.com/showthread.php?t=30727
Is this happening with other source servers (im mostly worried about
l4d/l4d2)? Are there similar "service ports" i need to keep listening on
in source engine gameservers?
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