658bda1d24
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
106 lines
5.0 KiB
Markdown
106 lines
5.0 KiB
Markdown
# Networking for normal humans
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You run panel at home, your friends want to join your server, and you
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have a consumer router. This page is for you.
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## The 60-second version
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1. panel gives every instance its **host ports** at create time (see
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[what the panel auto-allocates](#what-the-panel-auto-allocates)).
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The dashboard's instance card / Ports panel shows the exact numbers.
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2. Log in to your router and **forward those ports** (right protocol —
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most games are UDP) to the LAN IP of the **agent box** running that
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instance.
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3. Give your friends `your-public-ip:game-port`.
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You do **not** need to forward the panel's own ports (8080/8443) for
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people to *play* — only to administer the panel from outside.
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## What the panel auto-allocates
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At instance create time the controller assigns each declared port a
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**host port** from the agent's configured port window — default
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**7000–9999** (`controller/cmd/controller/portalloc.go`). You can set a
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per-agent window in the agent edit modal (e.g. box A gets 7000–7999,
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box B gets 8000–8999). The allocator:
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- reserves ports of **stopped** instances too (they come back),
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- probes live sockets so it won't hand out a port some other process holds,
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- honors manual overrides from the Ports UI when they fit the window,
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- errors when the window is exhausted (widen it or delete instances).
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So the *actual* host port is usually **not** the game's default port —
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always read it off the dashboard. Ports marked `internal` in the module
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manifest (RCON, admin APIs) are **never** exposed on the host and never
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need forwarding.
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## Per-game port table
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Defaults from each `modules/<id>/module.yaml` (`ports:`). "Forward"
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means players/queries need it; internal ports are panel-only.
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| Game | Port (default) | Proto | Forward? | Notes |
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|---|---|---|---|---|
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| 7 Days to Die | 26900, 26901, 26902 | udp | yes (all 3, contiguous) | 8080/tcp web dashboard optional; telnet 8081 internal |
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| ARK: Survival Ascended | 7777, 7778 game + 27015 query | udp | yes | RCON 27020/tcp internal |
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| Barotrauma | 27015 game + 27016 query | udp | yes | |
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| Conan Exiles | 7777 game + 7778 pinger + 27015 query | udp | yes | RCON 25575/tcp internal |
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| Core Keeper | 27015 | udp | yes | |
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| DayZ | 2302 game/query | udp | yes | 2303/2304 optional; BE RCON 2305 internal |
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| Dragonwilds | 7777 | udp | yes | |
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| Empyrion | 30000–30003 (game, query, client, EAC) | udp | yes (all 4) | CSW 30004 internal; EAH API 30007/tcp only if you use EAH |
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| Enshrouded | 15637 | udp | yes | |
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| Factorio | 34197 | udp | yes | RCON 27015/tcp internal |
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| Minecraft Bedrock | 19132 (+19133 IPv6) | udp | yes | |
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| Minecraft Java | 25565 | tcp | yes | RCON 25575 internal |
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| Palworld | 8211 game + 27015 query | udp | yes | RCON 25575/tcp internal |
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| Project Zomboid | 16261, 16262 | udp | yes (both) | RCON 27015/tcp internal |
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| Rust | 28015 | udp | yes | RCON 28016 internal; Rust+ 28082/tcp optional |
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| Satisfactory | 7777/udp game + 8888/tcp reliable | both | yes (both) | |
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| Sons of the Forest | 8766 game + 27016 query | udp | yes | |
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| Soulmask | 8777 game + 27015 query | udp | yes | admin 8888/tcp internal |
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| Terraria | 7777 | tcp | yes | |
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| V Rising | 9876 game + 9877 query | udp | yes | |
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| Valheim | 2456, 2457, 2458 | udp | yes (all 3, contiguous) | |
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| Vein | 7777 game + 27015 query | udp | yes | RCON 7878/udp internal |
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| Windrose | 7777 | udp | yes | |
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Remember: these are the *container defaults* — forward the **host ports
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the panel actually assigned** (dashboard → instance → Ports).
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## Forwarding ports on a generic router
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Every router is different; the shape is always:
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1. Browse to your router's admin page — usually `http://192.168.1.1` or
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`http://192.168.0.1` (it's the "Default Gateway" in
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`ipconfig` / `ip route`).
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2. Find **Port Forwarding** — sometimes under "NAT", "Virtual Server",
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"Gaming", or "Advanced".
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3. Add a rule per port (or range): external port = internal port =
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the host port panel assigned; protocol per the table above; internal
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IP = the LAN address of the **agent** box.
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4. Give the agent box a **static LAN IP** (DHCP reservation) so the rule
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doesn't break after a reboot.
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5. Test from *outside* your network (phone on cellular). Sites like
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canyouseeme.org only test TCP — most game ports are UDP, so the real
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test is a friend joining.
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If you're behind **CGNAT** (ISP gives you a shared public IP — common on
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cellular/fiber ISPs), port forwarding can't work; use a VPN/tunnel
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(WireGuard on a cheap VPS, playit.gg, Tailscale Funnel, etc.) or ask
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your ISP for a public IP.
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## What about `opnfwd`?
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You may notice an "OPNsense auto-forward" card in the admin settings and
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`opnfwd_*` code in the tree. That is **maintainer-specific automation**
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for a home lab running an OPNsense firewall: when enabled, the panel
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calls the OPNsense API to create port forwards automatically on instance
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create/delete.
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It is **off by default** (`panel_settings.opnfwd_enabled` must be
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explicitly set to `true`) and is irrelevant to normal users — if you
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don't run OPNsense, ignore it entirely and forward ports on your router
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as described above.
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