if your firewall is on the host there's a way to write a rule for a user
http://www.cyberciti.biz/tips/block-outgoing-network-access-for-a-single-user-from-my-server-using-iptables.html
while
not as ideal it's still better then allowing all users.

- Brian


On Wed, Jun 12, 2013 at 12:54 PM, escapedturkey <
[email protected]> wrote:

> 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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> >> please visit:
> >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>
> >>
> >>
> >> --
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> >>
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> >>
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>
>
> --
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