It's not a security concern - there are just lots of servers and they
change often.

On Wed, Jun 12, 2013 at 8:01 PM, escapedturkey
<[email protected]> wrote:
> 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.
>>> >> > _______________________________________________
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>>> >>
>>> >>
>>> >>
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