Re: [hlds] IP Tunneling Doesnt Work With SRCDS

2013-11-26 Thread 3Turtles

* To clarify my previous post;

I originally did that (opened udp/tcp 27015) but when it still wasnt working, i 
opened all tcp
and udp ports and its still not working.


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Re: [hlds] IP Tunneling Doesnt Work With SRCDS

2013-11-26 Thread Saint K.
What does your IPsec SA look like? 10.1.0.x/32 to 0.0.0.0/0 ?

Do you see decap traffic on your IPsec SA on your srcds side when query packets 
are send towards the server?

-Original Message-
From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of 3Turtles
Sent: Monday, November 25, 2013 9:11 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] IP Tunneling Doesnt Work With SRCDS

I know this isin't exactly the place to ask about this, but i dont know where 
else to ask:

I got an IPSec tunnel to mitigate DDoS attacks and the tunnel is working 
properly as i can view my tunneled game control panel (UGCC) fine. My problem 
is that my TF2 server cannot be queried or joined.

I have SRCDS listening on the internal ip (10.1.0.x) and it displays the public 
ip in the console fine but i still can't query it.

On the DDoS VPS, i have IpTables set to allow all incoming and outgoing 
traffic. Also, it can't be the box my game server runs on because when i set it 
to listen to the regular non ddos protected IP, i can query and connect to it 
fine.

Any idea what's happening?

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[hlds] Mandatory TF2 update coming

2013-11-26 Thread Eric Smith
We're working on a mandatory update for TF2. We should have it ready soon.

-Eric


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[hlds] Mandatory TF2 update released

2013-11-26 Thread Eric Smith
We've released a mandatory TF2 update. The notes for the update are below. The 
new version is 2023964.

-Eric

--

- Fixed missing backpack material for the Australium Force-a-Nature
- Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and Splendid 
Screen
- Fixed the Killstreak sheen effect not working on the Mantreads
- Fixed the Ping column in the Scoreboard getting clipped in 4:3 resolutions
- Fixed the Mann vs. Machine return-to-lobby timer not updating properly after 
a mission has been completed
- Updated the Killstreak Fabricator's description to include the sheen and the 
Killstreaker effect for its output

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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread big john
Whatever happened to those optional updates for servers?
On Nov 26, 2013 6:35 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory TF2 update. The notes for the update are below.
 The new version is 2023964.

 -Eric

 --

 - Fixed missing backpack material for the Australium Force-a-Nature
 - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
 Splendid Screen
 - Fixed the Killstreak sheen effect not working on the Mantreads
 - Fixed the Ping column in the Scoreboard getting clipped in 4:3
 resolutions
 - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
 after a mission has been completed
 - Updated the Killstreak Fabricator's description to include the sheen and
 the Killstreaker effect for its output

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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread Kyle Sanderson
With how it works at the moment, you can't do an online content
update. Both the client and server have to have matching content
versions. If I had to guess, - Fixed missing backpack material for
the Australium Force-a-Nature is what caused this to be required.

Regards,
Kyle.

On Tue, Nov 26, 2013 at 5:10 PM, big john brewskii...@gmail.com wrote:
 Whatever happened to those optional updates for servers?

 On Nov 26, 2013 6:35 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory TF2 update. The notes for the update are below.
 The new version is 2023964.

 -Eric

 --

 - Fixed missing backpack material for the Australium Force-a-Nature
 - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
 Splendid Screen
 - Fixed the Killstreak sheen effect not working on the Mantreads
 - Fixed the Ping column in the Scoreboard getting clipped in 4:3
 resolutions
 - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
 after a mission has been completed
 - Updated the Killstreak Fabricator's description to include the sheen and
 the Killstreaker effect for its output

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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread big john
My point exactly. Is it 100% nessicary for server ops to have to update for
these little things. When steam pipe came around they said they are going
to try and reduce the amount of updates we would have to do. I can only
remember one optional update since then.
On Nov 26, 2013 6:35 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory TF2 update. The notes for the update are below.
 The new version is 2023964.

 -Eric

 --

 - Fixed missing backpack material for the Australium Force-a-Nature
 - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
 Splendid Screen
 - Fixed the Killstreak sheen effect not working on the Mantreads
 - Fixed the Ping column in the Scoreboard getting clipped in 4:3
 resolutions
 - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
 after a mission has been completed
 - Updated the Killstreak Fabricator's description to include the sheen and
 the Killstreaker effect for its output

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 please visit:
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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread Derek Howard
If not updating the server would cause issues with clients who have
updated, then yes, it is absolutely necessary.

I find it odd that you are complaining about a lack of optional updates.
Perhaps, rather than pushing a ton of little optional updates all the time,
they are simply waiting for the next mandatory change to be made so they
can push all the changes at once. One big update is easier to manage than a
dozen little ones, especially when that big update would have still been
mandatory even if it was smaller.

My point exactly. Is it 100% nessicary for server ops to have to update for
these little things. When steam pipe came around they said they are going
to try and reduce the amount of updates we would have to do. I can only
remember one optional update since then.
On Nov 26, 2013 6:35 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory TF2 update. The notes for the update are below.
 The new version is 2023964.

 -Eric

 --

 - Fixed missing backpack material for the Australium Force-a-Nature
 - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
 Splendid Screen
 - Fixed the Killstreak sheen effect not working on the Mantreads
 - Fixed the Ping column in the Scoreboard getting clipped in 4:3
 resolutions
 - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
 after a mission has been completed
 - Updated the Killstreak Fabricator's description to include the sheen and
 the Killstreaker effect for its output

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Re: [hlds] Mandatory TF2 update released

2013-11-26 Thread big john
I count 3 updates in the last week. I hardly think they are waiting any.
And yes I'm complaining that all of my servers need to be cleared out to
fix an insignificant bug that could have waited for a real update.
On Nov 26, 2013 8:55 PM, Derek Howard derekdavidhow...@gmail.com wrote:

 If not updating the server would cause issues with clients who have
 updated, then yes, it is absolutely necessary.

 I find it odd that you are complaining about a lack of optional updates.
 Perhaps, rather than pushing a ton of little optional updates all the time,
 they are simply waiting for the next mandatory change to be made so they
 can push all the changes at once. One big update is easier to manage than a
 dozen little ones, especially when that big update would have still been
 mandatory even if it was smaller.

 My point exactly. Is it 100% nessicary for server ops to have to update
 for these little things. When steam pipe came around they said they are
 going to try and reduce the amount of updates we would have to do. I can
 only remember one optional update since then.
 On Nov 26, 2013 6:35 PM, Eric Smith er...@valvesoftware.com wrote:

 We've released a mandatory TF2 update. The notes for the update are
 below. The new version is 2023964.

 -Eric

 --

 - Fixed missing backpack material for the Australium Force-a-Nature
 - Fixed the Killstreak counts for the Mantreads, Chargin' Targe, and
 Splendid Screen
 - Fixed the Killstreak sheen effect not working on the Mantreads
 - Fixed the Ping column in the Scoreboard getting clipped in 4:3
 resolutions
 - Fixed the Mann vs. Machine return-to-lobby timer not updating properly
 after a mission has been completed
 - Updated the Killstreak Fabricator's description to include the sheen
 and the Killstreaker effect for its output

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Re: [hlds] IP Tunneling Doesnt Work With SRCDS

2013-11-26 Thread 3Turtles
When i connect to the tunnel, i can query the server via its internal IP 
fine.  It's the external IP that's not working.  It works fine with 
things that only use 1 TCP port (eg. web server) but SRCDS just isint 
working.  I'm not sure if its because its primarily UDP, but the console 
does show everything connecting fine, see below:


Network: IP 10.1.0.2, mode MP, dedicated Yes, ports 27015 SV / 27005 CL

Connection to Steam servers successful.
   Public IP is 209.141.39.X.
Assigned anonymous gameserver Steam ID [A-1:(3799)].
VAC secure mode is activated.
Connection to game coordinator established.
Current item schema is up-to-date with version BD3E31DB.
Received auth challenge; signing into gameserver account...
L 11/27/2013 - 02:19:52: Received auth challenge; signing into 
gameserver account...

Game server authentication: SUCCESS! Standing: Good. Trend: Steady
L 11/27/2013 - 02:19:52: Game server authentication: SUCCESS! Standing: 
Good. Tr

end: Steady

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Re: [hlds] IP Tunneling Doesnt Work With SRCDS

2013-11-26 Thread 3Turtles
I fixed it!  It was a stupid mistake on my part.  I forgot to forward 
udp traffic to the public ip in iptables.  In case anyone else gets this 
kind of problem here are the rules you need:


In the *nat section add (on each line replace the first instance of 
X.X.X.X with your public ip and the second instance with your internal ip):


-A PREROUTING -d X.X.X.X -p tcp -j DNAT --to-destination X.X.X.X
-A PREROUTING -d X.X.X.X -p udp -j DNAT --to-destination X.X.X.X


In the *filter section add (on each line replace the first instance of 
X.X.X.X with internal ip):


-A FORWARD -d x.x.x.x -p tcp -j ACCEPT
-A FORWARD -d x.x.x.x -p udp -j ACCEPT

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