Game Development Community

Free Port?

by Weston Elliott · in Torque Game Engine · 01/27/2008 (6:25 pm) · 3 replies

The default ports TGE 1.5.2 Starter.fps uses to connect to a master server is 28000 and 28002. However, these ports are often blocked by routers and I find this quite annoying. You have to go in and set up port forwarding for your router, but what if somebody playing your game doesn't know how to do that? Is there a port that isn't blocked by routers?

#1
01/27/2008 (6:58 pm)
NAT is what 99% of the home routers out there use to block ports, and they only block because they have no clue which computer is supposed to receive the data incomming to 28000 and 28002. It's not their end, it's the server's end that's blocking those ports

You HAVE to setup port forwarding on a NAT based router to allow other users to access a server. There is no way around it, there are no standard ports that are automatically forwarded to computers running torque, or any other program.
#2
01/28/2008 (9:35 am)
In other words, you as the server host are the only one that has to worry about port forwarding.

Clients out there that connect to your server shouldn't have any problems establishing a connection
through their normal NAT routers.

Now IF they decide to set up a server themselves, and your game allows that, then they will have
to also set up port forwarding, but you have to admit, those that are usually computer literate enough
to want to set up a server are usually knowledgable enough to know what they have to do to their router.
#3
01/28/2008 (11:13 am)
If you're a coder, you can, of course, bypass this if you're able to run a process that allows your server and their client to rendevous.

This "switching server" can be used to tell your server where it should send a preliminary outgoing UDP packet (which gets dropped by the client at their firewall) which will cause the firewall on your server end to allow the client inbound UDP traffic in. Then your switching server tells the client it's okay to go, and outbound traffic from that client to your server will be seen by the server firewall as an "answer" to the outgoing packet that got dropped.

http://www.heise-security.co.uk/articles/82481

This is only useful (probably) for deploying a game where players are allowed to host other players, and you don't want to ask them to have to reconfigure their firewalls (like, Quake players hosting other Quake players, etc.)