Most visitors online was 8830 , on 6 Feb 2024
Join our community of MMO enthusiasts and game developers! By registering, you'll gain access to discussions on the latest developments in MMO server files and collaborate with like-minded individuals. Join us today and unlock the potential of MMO server development!
Join Today!ip-win32 dynamic
client
dev tun
proto tcp
remote ***.ddns.net 443
tls-remote "C=***, L=***, O=***, CN=***, emailAddress=***"
route remote_host 255.255.255.255 net_gateway
resolv-retry infinite
nobind
persist-key
persist-tun
ca ***.ca.crt
cert ***.user.crt
key ***.user.key
auth-user-pass
cipher AES-256-CBC
auth SHA512
comp-lzo
route-delay 4
verb 3
reneg-sec 0
There isn't such thing like "Private IP".I dont get how this should work if you just have 1 public IP. Like ProtoAqua already mentioned, the Gatewayserver is Acknowledging and reseting the connection(to the gatewayserver) after logging in and says the next destination is the Agent with his ip and the given port.
Nice if the ip is private.
Sure, you can setup your Gameserver with your public IP, even is it just a virtual host (just nat the incoming traffic, with the specified Ports, to the private network and Masquerade the outgoing traffic of your private network with the public ip of your vm host).
Setup also a loopback Adapter with the public ip, so the cert still runs on the host, and make sure the agent, machine and gameserver service have also the public IP spoofed. But with this Config you just cant setup another gameserver.
The 2nd machine, agent and Gamserver service would also have the public ip configured, they would send a request to the first machine (public ip -> nat -> private ip) the first machine would try to answer the public ip ... and ends in the loopback.
GG.
It would be just Ducking easy if the configuration would give the Option for a WAN - IP and a LAN - IP to accept. Its really annoying.