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. >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> >> >> >> -- >> EscapedTurkey.com Billing and Support >> https://www.escapedturkey.com/helpdesk >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- EscapedTurkey.com Billing and Support https://www.escapedturkey.com/helpdesk _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

