Yes, you're correct. I'll just be more flexible on port 80. I was
hoping to tighten it down a bit more but it will cause too many
issues.

On Wed, Jun 12, 2013 at 10:43 AM, Doctor McKay <[email protected]> wrote:
> What game are you running? If it's TF2, at least, you'll need port 80 open
> so the server can download the item schema.
>
> You should really just open port 80 outbound though.
>
>
>
> Doctor McKay
> http://www.doctormckay.com
> [email protected]
>
>
> On Tue, Jun 11, 2013 at 1:06 PM, escapedturkey <
> [email protected]> wrote:
>
>> Just about all games have symlinks for large files, etc,.  I've been
>> doing this for awhile. I do appreciate the advice. It is always good
>> to read and discuss methodologies. I have experimented with a lot of
>> different methods. In my opinion, it's better to provide redundant and
>> localized sources for content distribution than a single hub; ex
>> provide a pool of storage for said content per machine, for local
>> users, while distributing the updates across the machines.  This is a
>> user managed service that strongly supports legal modification and
>> open source development.
>>
>> For Valve games, since there are a lot files that get unique updates,
>> it doesn't make sense to overly complicate it with symlinks. They do
>> take up a lot of space, but it doesn't matter these days because
>> storage capacity is very large, fast, and inexpensive; I use RAID 10
>> with BBU on the systems and make regular backups.
>>
>> For Steam, I prefer to let the client perform the updates via the
>> supportive scripting and customized control panel. Some clients may
>> not want to update at a given time, and it's preferable not to force
>> anything on them. SteamCMD works fine as integrated into the scripting
>> and control panel. It has worked perfectly for years with regular
>> Steam.
>>
>> Back on topic:
>>
>> All I want to know are the FQDN or IP addresses to exclusively allow
>> SteamCMD access. I prefer to block as much as possible and only open
>> what is needed; knowledge is power.
>>
>> Thank you. =)
>>
>> On Tue, Jun 11, 2013 at 9:26 AM, Andre Müller <[email protected]>
>> wrote:
>> > If you don't have a CDN solution for your gameservers (worst thing), you
>> > can use a caching proxy in a local net in your datacenter. So you can
>> close
>> > in- and outbound traffic on port 80 for external sources and allow
>> traffic
>> > on port 80 for your local net in your datacenter. Additionally you will
>> > save incomming traffic, because your proxy is caching the content on one
>> > server with big disk space.
>> >
>> > The other way is, to distribute your serverfiles with a server over all
>> > your gamehosts e.g. with rsync or a cluster fs/bockdevice (glusterfs,
>> drbd
>> > or other). Your scripts can push the files to your customer gameservers
>> or
>> > you use symlinks.
>> > _______________________________________________
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>>
>>
>>
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