During initial (TCP) connection, there is decided which UDP port to use for
the game. So UDP ports should be listened to and forwarded based on the data
in the TCP frames. Because there probably isn't an easy way to recognize
frames which contains these UDP port numbers, you should build quite a lot
of directx logic in such a masq. As fas as I know this hasn't been done yet.
Port forwarding only works for 1 station, if you want more stations behind
the port forwarding machine, there must be code to keep the sessions apart.
Eric.
-----Original Message-----
From: Robert Gash [mailto:[EMAIL PROTECTED]]
Sent: Sunday, April 11, 1999 3:35 AM
To: [EMAIL PROTECTED]
Subject: Microsoft DirectPlay Support for Masq'ed
connections
I was wondering if anyone has had any success getting
Microsoft's
DirectPlay applications (DirectX DirectPlay, stuff like Age
of Empires
or anything you can plan on the MSN Gaming zone) working
with Linux. I
have seen many solutions that involve setting up ipmasqadm
port-forwarding stuff but that only works for one machine,
and I've
currently got about 6 behind my cablemodem. Does anyone know
if someone
is developing a IP Masqing module (that's what I think it'll
probably
need) or if there is a nice set of IPMasq rules that let you
use this?
(I should note that you can use the Chat Rooms just fine,
but when
starting a game it times out because no game traffic makes
it through).
The following ports have to be opened through the masqing
box to make
this work: 8995-11000 and 28800-28900 . On a normal
firewall this is no
task, but how can I get this to work for ALL clients of a
multi-client
Masqing network?
--
Robert Gash | _____ __
Systems Administrator | / ___/_ __/ / ___ ______ _
___ ___ __
Phone: (904) 281-2200 x3312 | / /__/ // / _ \/ -_) __/ '
\/ _ `/\ \ /
Fax: (904) 296-4203 | \___/\_, /_.__/\__/_/
/_/_/_/\_,_//_\_\
[EMAIL PROTECTED] | /___/ , Inc.
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