Here is one ideal network and monitoring configuration for gaming servers. If you're as serious of a gamer as some of us are, read on...

The internet connects, via a router, to an internal network hub. The router connects to one or more hubs. In this particular scenario there are two types of hubs used, switched and un-switched. The Flight Sim Server ( game server ), running the IpWallMaster firewall, is connected to an un-switched hub, as also is the PC running the IpMasterPro network monitor. The PC running the Flight Sim client ( as one would normally do ), is connected to an switched hub. This configuration could easily be all switched, or all un-switched. By having the game servers running through an un-switched hub, with the PC running IpMasterPro, all traffic going into and out of the game servers is captured. The router is connected directly to the switched hub, with the un-switched hub chained to the switched hub. ( a nice little technique to get another small grasp on data routing and routing management )

Internet

The illustration above shows the basic architecture; an architecture that minimizes the resource requirements on the game server, and minimize data traffic to it. The switched hub, in turn chains to an un-switched hub. The un-switched hub has the PC Flight Sim Server, and the PC running IpMasterPro connected. In this fashion, all game traffic goes through the un-switched hub....hence IpMasterPro can capture the traffic data for any PC connected to the un-switched hub.

This is not the only network configuration that can be used, and its important to note : The PC running IpMasterPro is a very in-expensive and otherwise useless machine....but great for monitoring. It's old, costs 100 bucks or someone is throwing it away.

PC - Flight Sim Server ( game server )

This machine runs the game server, my flight sim. I close all programs, including firewalls, messengers, and any other services that are running that are not needed....shut'em all down ! Let's make it clean !

I bring up IpWallMaster and select to block all protocols accept UDP ( the one my particular game uses ). I now allow traffic for only one protocol resulting in far less traffic making it past the network card and into the machine.  In the firewall properties, select to have the firewall monitor only in-coming traffic, rather than both in-coming and out-going...cuts the workload in half. I also select to have No Port Monitoring....that allows IpWallMaster to capture 20 bytes less data when monitoring for ip(s)...but you won't see port numbers in the logs...big deal :) Lastly, I select to have IpWallMaster refresh blocks every 5 minutes...keeping the network card very clean; by intermittently clearing all blocks. Be assured, they will immediately be re-applied when needed.

Lastly, I start IpWallMaster and shut down the interface program leaving only the firewall engine running in the system tray. I then bring up the game server.

PC - IpMasterPro

This machine runs the IpMasterPro network monitoring system. Using the Connections Link Monitor, keep an on-going log file for your game server. I open the same file each time I bring up the servers. I set the Connections Link Monitor packet size settings to 252, hence will capture only data packets of the size 252. I use 252 because I found, by watching data, all chat with player names comes across in packets of size 252. I need only monitor that one packet size to find out all player names and ip addresses that visit my game server; a running record of player Ip(s) and names.

Whatever game server you use will also have data patterns, and they will show up as packet sizes. Note the differing kinds of information you see on differing packets sizes while watching your game play in the monitor. Watching your game server's data traffic, you begin to get a feel of how to set filters such that you see only the traffic going into, and out of, your game server.

I set the main Ip Monitor up with a filter set to 1450 - 1500 min/max sizes, and Port Must Be to 4533, the port my flight sim server uses. These larger packet sizes come in as a player enters my server. They contain a lot of useful information about the setup of the player coming in. Whatever game you use will also have traffic that is consistent each time a player joins...there will be a pattern to it. I also set Monitor Exclusive to ON...causing the monitor to show only unique Ip address/port combinations. This way I can see only those connected to my server, rather than monitoring all traffic, AND, the Monitor Exclusive will ensure I see it only once. Hence, with Connections Link monitor capturing and displaying all chat, and the main monitor capturing only unique Ip(s), I know everything about the player before the player entry shows up on my game server player list.

Using the Main Ip Monitor, with the Connections Link Monitor, you can capture all information available about the players entering your game servers. You need only recognize the patterns in your game server, as the rest of us did :)

It might be worth noting, this also has a TeamSpeak server running.

It's worth noting : Along with this type of complete data capture comes responsibility. For instance, monitoring chat also gives me all the hidden squad/clan chat. It's a side-affect of monitoring at these levels of detail. Most know that on our servers these days, hence use a voice-over-net program of some kind to communicate amongst themselves. They would rather do that, than allow cheaters in. I'm open and honest about this side-affect to all that play in our servers.

PC - Flight Sim

This machine simply is a flight sim client. As with all other players on the internet, this machine attaches to the flight sim server in the same fashion....an interface on a web page on the net.

Polish it up :

Ok, now let's polish up some performance. Every machine I have has at least two drives on-board. The flight sim server is run on a drive that is not the system drive. I run no gaming servers on drive C:, but rather drive D:. IpMasterPro and IpWallMaster are installed on drive C:. This configuration affords no contention for drive time during game play. With the system, and monitoring tools, on drive C:, your game server is free to utilize its own drive ( drive D: ) without realizing interference from the operating system, or the monitoring tools....sweet babay !!

Summary :

I hope I've tweaked your interest. With minimal amounts of dollars and a bit of guidance, you to can have the ultimate game monitoring system. Using the techniques described here, and the many found in the Help system, and keeping in mind your particular needs and setups, you can become as some of us have...we don't hardly block anymore...all that know our servers know they will be caught immediately and booted in the blink-of-an-eye :)

Using IpMasterPro and IpWallMaster together, you will have logged not only the players in your game servers, but also the ones that are in your block list and are attempting to get in. Examining your block log, paying attention to those that are trying to get in but can't, you may find you're blocking some that you don't wish to in one of your block ranges...easy adjustment.


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Last modified: October 20, 2006
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