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Old 06-11-2013, 03:28 PM   #16
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You cannot do this without using port forwarding on your router whether you use this forum or another. A device which acts as your internet gateway has the only publicly-routed IP address you will have unless you pay your ISP a lot of money and use other hardware (even then the gateway will have the addresses).
If you think that lleb is wrong then please describe how the routing would take place between your machine and the internet.
 
Old 06-11-2013, 03:41 PM   #17
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depending on the brand/model of your router it should have a config screen like the attached.

notice i have 3 services that are port forwarded to my fedora server (ssh / httpd / xrdp).

setup something similar for your 2 services with the correct internal ip address/addresses (1 for authentication and 1 for the game server).
Attached Images
File Type: png Screenshot.png (158.8 KB, 13 views)
 
Old 06-11-2013, 03:50 PM   #18
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Quote:
Originally Posted by in4you View Post
Im not making this more difficult then it is, im trying to explain the best i can. So please stop thinking about the portfowarding, that doesnt work. If i configure the loginserver and gameserver with the private ip and redirect the connections to them, in the router, what will happen is that the game client when connecting to authorization in loginserver, will be capable of connect with this way, BUT then after the authentication, it preceds to the game server, and the loginserver will send the ip assigned to the gameserver and outside clients will not connect... i cant explain better then this, and if you keep insisting in the solution of portforwarding, then i prefer to go to another forum and try my luck. And noone said nothing about illegal servers, its a project on the run, and the programmers dont want the name to come outside before the beta. Thanks for trying...
i dont understand why you are using internal addresses. using something like dyndns:
  • then your authentication server will check the user-name/password/ssh-key/... and tell the client to go to www.your-url-here.com:4110
  • when the external client knocks on door 4110 (you can tell your router to send the packets to 192.168.1.102:4110 to start the game session)

Last edited by schneidz; 06-11-2013 at 03:52 PM.
 
Old 06-12-2013, 02:46 PM   #19
lleb
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Quote:
Originally Posted by in4you View Post
Im not making this more difficult then it is, im trying to explain the best i can. So please stop thinking about the portfowarding, that doesnt work. If i configure the loginserver and gameserver with the private ip


STOP right there, that is your problem. you just showed you have no clue what you are talking about when it comes to networking.

1. Port forwarding has zero to do with LAN side IPs. Once the service hits your router thats all the service cares about.

basic break down on port forwarding since you really have no clue what you are doing:
a) ALL services from DHCP, to HTTP, to your game server/authentication/connection SERVICE use ports.
b) all ports under 1024 are "reserved" ports and are predefined world wide.
c) any port 1025 = 65555 are free and open to use as you wish. Now several of those ports are used by common services like VNC.
d) When using port forwarding properly you tell the router that any connection attempt via XYZ port is to be sent to the following LAN IP.

2. If your game server requires WAN side IPs, then so be it, use the WAN side IP, but fix your bloody router to forward the proper port to the correct LAN side IP. IE: that is exactly what you have been told and this is exactly how port forwarding works.
 
Old 06-12-2013, 03:20 PM   #20
in4you
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Quote:
Originally Posted by lleb View Post
STOP right there, that is your problem. you just showed you have no clue what you are talking about when it comes to networking.

1. Port forwarding has zero to do with LAN side IPs. Once the service hits your router thats all the service cares about.

basic break down on port forwarding since you really have no clue what you are doing:
a) ALL services from DHCP, to HTTP, to your game server/authentication/connection SERVICE use ports.
b) all ports under 1024 are "reserved" ports and are predefined world wide.
c) any port 1025 = 65555 are free and open to use as you wish. Now several of those ports are used by common services like VNC.
d) When using port forwarding properly you tell the router that any connection attempt via XYZ port is to be sent to the following LAN IP.

2. If your game server requires WAN side IPs, then so be it, use the WAN side IP, but fix your bloody router to forward the proper port to the correct LAN side IP. IE: that is exactly what you have been told and this is exactly how port forwarding works.
You just made a mistake when you said i dont understand nothing about networking. You are the one with less clues then i. The ISP provides 1 public address, that is assigned to router, wich then by doing NAT gives private ips to each computer or device attached to it. Now, when the router do the NAT, the software i have, cannot bind to the public ip, it has to bind to private ip. Unless the NIC uses the public ip, wich would mean the router would have to be disable doing NAT and make a PPPoE connection. That way the gameserver could bind to public ip. What i was looking was a way to make a "fake" public ip wich my gameserver could send outside to client and that way let it connect. But nevermind, just leave it.
 
Old 06-12-2013, 03:34 PM   #21
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It would help if you let us know which game it is in case either somebody knows how to solve your problem already or somebody can take a look at it an see whether there's a solution you've not seen.
However, since you refuse to name the game in question I think it likely you're trying to do something illegal, so I'm out.
 
Old 06-12-2013, 03:37 PM   #22
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Quote:
Originally Posted by 273 View Post
It would help if you let us know which game it is in case either somebody knows how to solve your problem already or somebody can take a look at it an see whether there's a solution you've not seen.
However, since you refuse to name the game in question I think it likely you're trying to do something illegal, so I'm out.
like i said, i cannot name the game, till the developers tell me i can. Its not even in beta, and they dont want to come outside before the beta. Like i said, a Moderator can close the topic. Ive nothing else to do here
 
Old 06-12-2013, 04:08 PM   #23
lleb
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Quote:
Originally Posted by in4you View Post
You just made a mistake when you said i dont understand nothing about networking. You are the one with less clues then i. The ISP provides 1 public address, that is assigned to router, wich then by doing NAT gives private ips to each computer or device attached to it. Now, when the router do the NAT, the software i have, cannot bind to the public ip, it has to bind to private ip. Unless the NIC uses the public ip, wich would mean the router would have to be disable doing NAT and make a PPPoE connection. That way the gameserver could bind to public ip. What i was looking was a way to make a "fake" public ip wich my gameserver could send outside to client and that way let it connect. But nevermind, just leave it.
then the software is badly designed. no real world game company is going to demand a PUBLIC IP for every part of their process. that is insecure and foolish.

also you have a public IP, that is all you need. 1 single public IP. do not bind the address to your NIC, bind it to the public IP. again what you described is what I told you port forwarding is.

if this is such a new design, then you need to talk to the creators and inform them what they are asking is foolish and insecure. Good luck with that. its nothing that will ever run on any system i have control over. If it demands a PUBLIC IP for access and authentication that can not handle simple NAT, then again it is worthless, or built on technology from 1980's.
 
Old 06-12-2013, 04:16 PM   #24
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I refer to my previous post asking how the servers are configured to point at IP addresses.
 
Old 06-12-2013, 06:31 PM   #25
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Quote:
Originally Posted by lleb View Post
then the software is badly designed. no real world game company is going to demand a PUBLIC IP for every part of their process. that is insecure and foolish.

also you have a public IP, that is all you need. 1 single public IP. do not bind the address to your NIC, bind it to the public IP. again what you described is what I told you port forwarding is.

if this is such a new design, then you need to talk to the creators and inform them what they are asking is foolish and insecure. Good luck with that. its nothing that will ever run on any system i have control over. If it demands a PUBLIC IP for access and authentication that can not handle simple NAT, then again it is worthless, or built on technology from 1980's.
I do agree its foolish! But im not a developer, if i want to earn my living, i have to shut up, and mind my business. Im not going to risk it and tell them whatever about, their software. And yes, i repeat myself, both authentication and game server, to be accesible from the outside need to bind to public ip. Thats why i came first place, its rare, and strange that it has to bind to a public ip, but thats how it is developed. My best guess, is that they did this way to prevent people from running their server, if one day it gets hacked. But like i said, its not my business and i have a wife and a kid to feed, i have to work and not ask stupid questions. I will have to configure it thru PPPoE, and then will have to find a way, to have internet access on others pc... Thanks, goodbye
 
Old 06-12-2013, 07:00 PM   #26
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Quote:
Originally Posted by in4you View Post
I do agree its foolish! But im not a developer, if i want to earn my living, i have to shut up, and mind my business. Im not going to risk it and tell them whatever about, their software. And yes, i repeat myself, both authentication and game server, to be accesible from the outside need to bind to public ip. Thats why i came first place, its rare, and strange that it has to bind to a public ip, but thats how it is developed. My best guess, is that they did this way to prevent people from running their server, if one day it gets hacked. But like i said, its not my business and i have a wife and a kid to feed, i have to work and not ask stupid questions. I will have to configure it thru PPPoE, and then will have to find a way, to have internet access on others pc... Thanks, goodbye
then my friend you have also been provided with the answer. you must purchase additional IPs from your ISP and have their modem/connection device set to what ever mode, in most cases that will be bridge mode, and allow for your Linux box to sit on the WAN side IP. i hope you are a master of IPTables and SELinux or just dont care of those systems get compromised.
 
Old 06-13-2013, 04:24 AM   #27
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Originally Posted by lleb View Post
then my friend you have also been provided with the answer. you must purchase additional IPs from your ISP and have their modem/connection device set to what ever mode, in most cases that will be bridge mode, and allow for your Linux box to sit on the WAN side IP. i hope you are a master of IPTables and SELinux or just dont care of those systems get compromised.
Thats something really smart to say. I hate IPTables, and i really hope they can afford a dedicated server, with physical firewall and all... cause its a pain in the a** to make the config like that, and i really dont want it. Thats why i came looking for another solution. Thanks
 
Old 06-13-2013, 05:06 PM   #28
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yeah sorry. without the use of a hardware firewall, and those will be using NAT btw, if you are connecting any system directly to the internet you will require a software firewall. I agree IPTables can be a royal PITA, but it does work and is what most of your higher end hardware firewalls use anyways.

But when combined with SELinux, they make a very powerful tool for locking down an exposed server.
 
Old 07-13-2013, 12:24 PM   #29
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Quote:
What i was looking was a way to make a "fake" public ip wich my gameserver could send outside to client and that way let it connect.
Public Qualified IP's are strictly appropriated by the authorities. From the ISP side all paid IP's are constantly monitored and accounted for like stocks-in-trade . "fake Public IP" are qualified IP and can only be illegal.

Quote:
both authentication and game server, to be accesible from the outside need to bind to public ip
Have you tried cloning your gameserver MAC into the router, so that it can acquire the router's public IP ?

Thanks lleb and schneidz, your portforwarding efforts are at least enlightening to guests in need of them.
 
Old 07-15-2013, 09:50 AM   #30
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Public Qualified IP's are strictly appropriated by the authorities. From the ISP side all paid IP's are constantly monitored and accounted for like stocks-in-trade . "fake Public IP" are qualified IP and can only be illegal.


Have you tried cloning your gameserver MAC into the router, so that it can acquire the router's public IP ?

Thanks lleb and schneidz, your portforwarding efforts are at least enlightening to guests in need of them.
Hi,

your question, brings me the curiosity, and the thirsty of knowledge. How does that work and how can that help me?
I mean : "cloning your gameserver MAC into the router, so that it can acquire the router's public ip?"
Its something related to programming? Cause i cannot access the source code, i would have to ask the DEV teams to do it.
Thanks in advance for your reply.

Cheers
 
  


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