Thank you. That's a very good article, much appreciated. I'll do more investigation and see what can be done.
It would still be helpful to know the IP addresses and FQDNs that SteamCMD uses for gathering knowledge and to always allow permission via the firewall. I do understand why they wouldn't share it if there is a security concern. On Wed, Jun 12, 2013 at 11:47 AM, Brian Engert <[email protected]> wrote: > 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. >> >> > _______________________________________________ >> >> > 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 >> > _______________________________________________ > 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

