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1028204 Posts in 41273 Topics- by 32894 Members - Latest Member: Wateranthony

July 30, 2014, 01:15:31 PM
TIGSource ForumsCommunityCompetitionsVersus (Moderator: Melly)Port forwarding: Discussion about port use
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Author Topic: Port forwarding: Discussion about port use  (Read 11509 times)
Melly
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« on: January 17, 2011, 02:11:49 PM »

This is a thread for those that will get in the nitty gritty of online connections and will require/work with port forwarding for their games. In here you can discuss which ports you think should be used and such.
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Riley Adams
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« Reply #1 on: January 17, 2011, 02:19:43 PM »

Well, I don't have a preference as to what actual numbers, but maybe just pick a range of like 5-10 (+/-?) ports for people to forward and call it good?

Also, maybe sticky a tutorial on how to do port forwarding on a few common routers?
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Nugsy
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« Reply #2 on: January 17, 2011, 02:47:09 PM »

Information about port forwarding on almost every router can be found here.
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Pirate Hearts
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« Reply #3 on: January 17, 2011, 02:59:07 PM »

How about Port 12222? It's easy to remember and it's unassigned by the IANA.
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mcc
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« Reply #4 on: January 17, 2011, 03:03:44 PM »

Wouldn't every game in the competition using the same port create problems if some kind soul winds up hosting servers for 3 games at once?
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« Reply #5 on: January 17, 2011, 03:45:47 PM »

I'm thinking the ports should be configurable and default to some standard Versus Compo port.
I'm cool with Kyle's recommendation of port 12222.  Though it may be difficult to tell how many twos are there.
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Ivan
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alright, let's see what we can see

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« Reply #6 on: January 17, 2011, 03:52:42 PM »

There is a way to host a server without port forwarding that uses a mediator master server. I'm a little bit hazy on how this works, but a lot of commercial games do that (e.g. you never have to open up ports for Source games or console games for that matter)
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Riley Adams
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« Reply #7 on: January 17, 2011, 04:02:01 PM »

Yeah, NAT Punchthough or something like that I think...

here's raknet's explanation:
http://www.jenkinssoftware.com/raknet/manual/natpunchthrough.html
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Ivan
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« Reply #8 on: January 17, 2011, 04:04:27 PM »

Yep! That's what it was. I remember looking into it when I was building a network game awhile ago, but could find almost no information at all. I think that RakNet page is actually what i read at the time.
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« Reply #9 on: January 17, 2011, 04:20:11 PM »

Yeah, the only problem with NAT hole-punching is that you need a server with a publicly accessible IP that both clients can connect to which will manage the connection between the two clients. And that makes homebrew solutions difficult.
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mcc
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« Reply #10 on: January 17, 2011, 04:21:33 PM »

Yeah, the only problem with NAT hole-punching is that you need a server with a publicly accessible IP that both clients can connect to which will manage the connection between the two clients. And that makes homebrew solutions difficult.
Well, it's definitely easier to host a central holepunch "introducer" server than it is to host a central game server.
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Zachary Lewis
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« Reply #11 on: January 17, 2011, 07:32:32 PM »

Port 6969.  Lips Sealed
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Carrie Nation
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« Reply #12 on: January 17, 2011, 08:40:49 PM »

I'm thinking the ports should be configurable and default to some standard Versus Compo port.
I'm cool with Kyle's recommendation of port 12222.  Though it may be difficult to tell how many twos are there.
There are 4 of them.

I had to do some counting but I'm sure that's not a skill that only I have.
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Benjaminsen
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« Reply #13 on: January 18, 2011, 09:28:50 AM »

Port 443, this is the port that gives people the highest chance of being able to connect to your game.
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mjau
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« Reply #14 on: January 18, 2011, 01:18:36 PM »

Port 443, this is the port that gives people the highest chance of being able to connect to your game.

Ports below 1024 generally aren't available for regular programs (need root/admin privileges)
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