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EverQuest Protocol Definitions

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EverQuest Protocol Definitions - 8.Nov.2002 11:33:00 PM   
TimTrace

 

Posts: 119
Joined: 31.Oct.2001
From: St. Louis MO
Status: offline
Greetings:

In the hopes of helping others, I'm publishing this dump of my ISA Custom Protocol Definitions for use with EverQuest.

In addition to these protocol definitions, I've created a wide-opn ICMP Unreachable packet filter, as explained in
this Sony Tech Support document.

Please feel free to add your comments!

-----------------

code:
All of these Custom Protocol Defnitions are attached to a single Enterprise Protocol Rule.
-
-
Protocol Definition Name : EverQuest Game #1 - Patch Server
Description : EverQuest Game #1 - Patch Server
Initial Connection Port Number : 7000
Initial Protocol Type : TCP
Initial Direction : Outbound
-
Protocol Definition Name : EverQuest Game #2 - Login/Chat Server #1
Description : EverQuest Game #2 - Login/Chat Server #1
Initial Connection Port Number : 5999
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 5998 - 5998
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #3 - Login/Chat Server #2
Description : EverQuest Game #3 - Login/Chat Server #2
Initial Connection Port Number : 15900
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 5998 - 5998
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #4 - Login/Chat Server #3
Description : EverQuest Game #4 - Login/Chat Server #3
Initial Connection Port Number : 15901
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 5998 - 5998
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #5 - Login/Chat Server #4
Description : EverQuest Game #5 - Login/Chat Server #4
Initial Connection Port Number : 15902
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 5998 - 5998
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #6 - Login/Chat Server #5
Description : EverQuest Game #6 - Login/Chat Server #5
Initial Connection Port Number : 15903
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 5998 - 5998
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #7 - World Servers
Description : EverQuest Game #7 - World Servers
Initial Connection Port Number : 9000
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 1025 - 65535
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Instant Messenger #1 - Login Server
Description : EverQuest Instant Messenger #1 - Login Server
Initial Connection Port Number : 4003
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Instant Messenger #2 - Chat Server
Description : EverQuest Instant Messenger #2 - Chat Server
Initial Connection Port Number : 9876
Initial Protocol Type : UDP
Initial Direction : Send and then Receive



[ November 08, 2002, 11:39 PM: Message edited by: TimTrace ]
Post #: 1
RE: EverQuest Protocol Definitions - 8.Nov.2002 11:36:00 PM   
TimTrace

 

Posts: 119
Joined: 31.Oct.2001
From: St. Louis MO
Status: offline
Greetings:

I've been playing EverQuest from behind my M$ ISA Server Firewall without incident for over a year without incident.

(Yes, the settings described at the top of the thread are mine.)

However, two days ago, loosely corresponding with the public release of the EverQuest Instant Messenger client, I became unable to play the game.

The symptom is that, after choosing a character on the Character Selection screen, I am booted back to the Server Selection screen just when I should 'pop' into the zone.

The problem occurs repeatedly with multiple accounts across multiple servers, zones and player characters.

The problem does not occur when I move the computer system to the external network (i.e., plugged directly into a switch, connected to my DSL modem).

Aside from adding the two EQIM protocol definitions, there has been no change to this configuration for over a year.

(And the problem remains whether or not the EQIM definitions are configured.)

Something's for sure changed on Sony's end.

Does anyone here have any ideas?

Thanks,

Tim ==

(in reply to TimTrace)
Post #: 2
RE: EverQuest Protocol Definitions - 9.Nov.2002 6:00:00 AM   
TimTrace

 

Posts: 119
Joined: 31.Oct.2001
From: St. Louis MO
Status: offline
Let's say that I put my system directly on the public Internet, and connect to the game. Is there a consumer tool I can use to find out what ports EQ is using?

I also have a several-year old copy of Sniffer Pro. I'm not very familiar with it at all, but would that be useable, and how would I go about using it?

(in reply to TimTrace)
Post #: 3
RE: EverQuest Protocol Definitions - 9.Nov.2002 11:56:00 AM   
spouseele

 

Posts: 12830
Joined: 1.Jun.2001
From: Belgium
Status: offline
Hi TimTrace,

yes there is and it is free! [Cool]

Check out http://forums.isaserver.org/ultimatebb.cgi?ubb=get_topic;f=14;t=000062 for more info. Of course you should learn how to read network monitor traces! [Big Grin]

HTH,
Stefaan

(in reply to TimTrace)
Post #: 4
RE: EverQuest Protocol Definitions - 9.Nov.2002 9:59:00 PM   
bard

 

Posts: 13
Joined: 8.Nov.2002
Status: offline
tell me more about your icmp packet filter. please
bard

(in reply to TimTrace)
Post #: 5
RE: EverQuest Protocol Definitions - 9.Nov.2002 11:30:00 PM   
TimTrace

 

Posts: 119
Joined: 31.Oct.2001
From: St. Louis MO
Status: offline
It's the default ICMP Unreachable packet filter, with no IP restrictions.

And, if you're playing a Bard, why bother? Necro, my man. Necro. [Wink]

(in reply to TimTrace)
Post #: 6
RE: EverQuest Protocol Definitions - 10.Nov.2002 10:18:00 AM   
bard

 

Posts: 13
Joined: 8.Nov.2002
Status: offline
I have that set up as well. I still can not get pass the login in screen. I have like every port open i can open. 15 million rules allowing everything. still no luck. I also can not get gamespy to function either. I dont believe its a protocol definition problem at this point, and starting to think its not a packet filter problem either. Nothing shows up in the logs that says anythings being blocked. I have no problem getting irc, realmedia, and web threw. what could i be missing.

bard

btw no bard, 60 wizard owns joo. [Razz]

(in reply to TimTrace)
Post #: 7
RE: EverQuest Protocol Definitions - 10.Nov.2002 5:49:00 PM   
TimTrace

 

Posts: 119
Joined: 31.Oct.2001
From: St. Louis MO
Status: offline
I'm working on it like a bastard. I *will* crack this nut soon.

I'm using Ethereal to sniff the packets, and my learning curve is climbing. Will it climb high enough? Stay tuned... [Confused]

(in reply to TimTrace)
Post #: 8
RE: EverQuest Protocol Definitions - 10.Nov.2002 8:12:00 PM   
TimTrace

 

Posts: 119
Joined: 31.Oct.2001
From: St. Louis MO
Status: offline
Greetings:

Okay, this configuration definitely works in my paradigm. I've just left the gameworld after a 20-minute rampage through Firiona Vie forest. Those poor Drachnids never knew what hit them. [Eek!]

The information below is formatted for use with Microsoft ISA Server. However, the raw information should translate to many other types of software and hardware firewalls. I leave it to you, gentle reader, to perform the translation. [Big Grin]

All of the Custom Protocol Definitions quoted below are managed by a single Enterprise Protocol Rule.

I've also got the default ICMP Unreachable filter engaged. Although I've made no changes from the default settings, I've included configuration notes below.

Here's my guess at why my stable EverQuest connection broke after more than a year.

Sony appears to have suddenly made it a requirement that a player be able to access the EverQuest in-game /chat. This further appears to have been driven by the release of EverQuest Instant Messenger.

(For the EQ players in our midst: the in-game chat channels are conducted using different technology than /SHOUT, /OOC, /GU etc.)

No /chat, no game. In my experience, this was previously not the case. For two or three months, I was unable to participate in /chat until I reconfigured my Custom Protocl Definitions to the settings shown in the first post in this thread. I had found those suggested setting somewhere on the web, but I cannot locate them now to offer them as a reference.

Note, however, that although I could not /chat, I could still play the game.

Notice that the only changes in my configuration, comparing the first post to this post, are that I've opened up the Login/Chat servers to UDP Send-then-Receive above 1025.

I made the change on a whim, based on Sony's repeated insistence that EQ have UDP send-then-receive access to all ports above 1025. The EQ client will exchange packets across multiple ports during gameplay, often switching ports as characters move from one game zone to another.

Is there a risk to having so many ports open? IMO a lot of the risk is mitigated since all the communication is taking place via UDP packets, and all of the Protocol Definitions are send-then-receive. Perhaps I could mitigate the rest of the risk by allowing interaction only with the public EQ Server subnets...but I cannot determine a way to do so using Custom Protocol Definitions. [Frown]

Also, note that at the current time the all-ports->1025 rule may be a little excessive. With Ethereal running in the background, I ran around the gameworld for a few minutes while directly connected to the Internet, then /quit and reviewed the packet log. I saw no UDP communication take place above port 15903.

I'll leave it to someone with more patience than I to discover the true working port range of EQ. [Wink]

Good luck to you!

Tim ==
a.k.a.


Seeq Endestroi - Human Paladin, male - The Rathe
Order of Irrevent Souls' Epic Master

also:
Emohte - Wood Elf Druid, female - The Rathe
Piceous - Erudite Necromancer, male - The Rathe
Krasnyi - Human Cleric, female - bazaar only - The Rathe
Rotxam - Dwarf Paladin, male - Rallos Zek
Berno - Human Monk, male - Firiona Vie

code:
Packet Filter Name : ICMP Unreachable (inbound)
Description : ICMP Unreachable (inbound)
Enabled : True
Filter Mode : Allow
Predefined Filter : ICMP unreachable
Local Computer Filter Applies to Computer : Default External IP
Remote Computer Filter Applies to : All Remote Computers
-
Protocol Definition Name : EverQuest Game #1 - Patch Server
Description : EverQuest Game #1 - Patch Server
Initial Connection Port Number : 7000
Initial Protocol Type : TCP
Initial Direction : Outbound
-
Protocol Definition Name : EverQuest Game #2 - Login/Chat Server #1
Description : EverQuest Game #2 - Login/Chat Server #1
Initial Connection Port Number : 5999
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 1025 - 65535
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #3 - Login/Chat Server #2
Description : EverQuest Game #3 - Login/Chat Server #2
Initial Connection Port Number : 15900
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 1025 - 65535
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #4 - Login/Chat Server #3

Description : EverQuest Game #4 - Login/Chat Server #3
Initial Connection Port Number : 15901
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 1025 - 65535
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #5 - Login/Chat Server #4
Description : EverQuest Game #5 - Login/Chat Server #4
Initial Connection Port Number : 15902
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 1025 - 65535
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #6 - Login/Chat Server #5
Description : EverQuest Game #6 - Login/Chat Server #5
Initial Connection Port Number : 15903
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 1025 - 65535
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Game #7 - World Servers
Description : EverQuest Game #7 - World Servers
Initial Connection Port Number : 9000
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:
Port Range : 1025 - 65535
Protocol Type : UDP
Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Instant Messenger #1 - Login Server
Description : EverQuest Instant Messenger #1 - Login Server
Initial Connection Port Number : 4003
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
-
Protocol Definition Name : EverQuest Instant Messenger #2 - Chat Server
Description : EverQuest Instant Messenger #2 - Chat Server
Initial Connection Port Number : 9876
Initial Protocol Type : UDP
Initial Direction : Send and then Receive


(in reply to TimTrace)
Post #: 9
RE: EverQuest Protocol Definitions - 20.Nov.2002 7:02:00 PM   
escrima

 

Posts: 11
Joined: 7.May2002
Status: offline
why not just use the firewall client?

(in reply to TimTrace)
Post #: 10
RE: EverQuest Protocol Definitions - 31.Aug.2003 10:53:00 PM   
highlanderhcs

 

Posts: 8
Joined: 16.Aug.2003
From: IL
Status: offline
I have noticed, After adding the above settings to ISA, I was able to patch, and Log into EQ, after that. The chat server was unavailable, and World servers were also unavailable after picking a character and entering world. I noticed I had the setting "Automatically detect ISA server" was checked on the client icon. Unselecting that setting and also adding the second chat server at port 5998 fixed this issue.

Just my 2 cents [Smile]

(in reply to TimTrace)
Post #: 11
RE: EverQuest Protocol Definitions - 1.Sep.2003 5:40:00 AM   
rjcolebeck

 

Posts: 7
Joined: 1.Sep.2003
From: Kitchener
Status: offline
Has anyone tried a Play Station 2 with these defintions?

I have but no success. It borks at registering a new account at login time for me.

(in reply to TimTrace)
Post #: 12
RE: EverQuest Protocol Definitions - 8.Sep.2003 10:52:00 PM   
boogan

 

Posts: 1
Joined: 8.Sep.2003
Status: offline
You are awesome Tim. Thanks for posting this. I was having problems getting the server the authenticate. I had everything working until it go to that part.

Much appreciated.

(in reply to TimTrace)
Post #: 13
RE: EverQuest Protocol Definitions - 6.Jan.2004 6:54:00 PM   
Guest
Boo yeah! After three months of trying to figure everything out, your information was the best I've ever received.

Thanks for all your support.

(in reply to TimTrace)
  Post #: 14
RE: EverQuest Protocol Definitions - 6.Jan.2004 8:05:00 PM   
Guest
Still having problems with the chat servers I beleive. Get booted out on character login & can't even connect to the EQ chat area. Followed Tim's instructions thus far. Any help?

(in reply to TimTrace)
  Post #: 15
RE: EverQuest Protocol Definitions - 7.Jan.2004 8:12:00 PM   
Guest
need someone to do this for starwars galaxies [Frown]

having so much trouble getting to the login servers

if someone can help my email is severina@disinfo.net

(in reply to TimTrace)
  Post #: 16
RE: EverQuest Protocol Definitions - 18.Nov.2005 12:55:16 AM   
highlanderhcs

 

Posts: 8
Joined: 16.Aug.2003
From: IL
Status: offline
Well I doubt anyone still needs this, but noticed there were a few ports that were not listed here that may cause people to bang their head on there desk tryin to get EQ1 thru ISA 2000. Below is a workin config from my box

The stuff in bold is the text either not included in previous posts or ones I did not find by the search but found in the ISA logs when tryin to get into game







Packet Filter Name : ICMP Unreachable (inbound)       
Description : ICMP Unreachable (inbound)
Enabled : True
Filter Mode :Allow
Predefined Filter : ICMP unreachable
Local Computer Filter Applies to Computer : Default External IP
Remote Computer Filter Applies to : All Remote Computers


Protocol Definition Name : EverQuest Game #2 - Login/Chat Server #1
Description : EverQuest Game #2 - Login/Chat Server #1
Initial Connection Port Number : 5999
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:  Port Range : 1025 - 65535 
Protocol Type : UDP 
Direction : Send and then Receive



Protocol Rule Name : Everquest
Description : EQ Access
Enabled : True
Action : Allow
Protocol Rule Applies : select ALL EQ protocols added to ISA
Schedule : Donít care
Applies to : Any Request
 


Protocol Definition Name : EverQuest Game #3 - Login/Chat Server #2
Description : EverQuest Game #3 - Login/Chat Server #2
Initial Connection Port Number : 15900
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:  Port Range : 1025 - 65535 
Protocol Type : UDP 
Direction : Send and then Receive



Protocol Definition Name : EverQuest Game #1 - Patch Server
Description : EverQuest Game #1 - Patch Server
Initial Connection Port Number : 7000
Initial Protocol Type : TCP
Initial Direction : Outbound
Secondary Connections:  Port Range : 7010 - 7010
Protocol Type : TCP 
Direction : OUTBOUND


Protocol Definition Name : EverQuest Game #4 - Login/Chat Server #3
Description : EverQuest Game #4 - Login/Chat Server #3
Initial Connection Port Number : 15901
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:  Port Range : 1025 - 65535 
Protocol Type : UDP 
Direction : Send and then Receive



Protocol Definition Name : EverQuest Game #7 - World Servers
Description : EverQuest Game #7 - World Servers
Initial Connection Port Number : 9000
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:  Port Range : 1025 - 65535 
Protocol Type : UDP 
Direction : Send and then Receive


Protocol Definition Name : EverQuest Game #5 - Login/Chat Server #4
Description : EverQuest Game #5 - Login/Chat Server #4
Initial Connection Port Number : 15902
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:  Port Range : 1025 - 65535 
Protocol Type : UDP  Direction : Send and then Receive



Protocol Definition Name : EverQuest Instant Messenger #1 - Login Server
Description : EverQuest Instant Messenger #1 - Login Server
Initial Connection Port Number : 4003
Initial Protocol Type : UDP
Initial Direction : Send and then Receive


Protocol Definition Name : EverQuest Game #6 - Login/Chat Server #5
Description : EverQuest Game #6 - Login/Chat Server #5
Initial Connection Port Number : 15903
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:  Port Range : 1025 - 65535 
Protocol Type : UDP 
Direction : Send and then Receive



Protocol Definition Name : EverQuest Instant Messenger #2 - Chat Server
Description : EverQuest Instant Messenger #2 - Chat Server
Initial Connection Port Number : 9876
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
 


Protocol Definition Name : EverQuest Game #7 - Login/Chat Server #6
Description : EverQuest Game #7 - Login/Chat Server #6
Initial Connection Port Number : 15908
Initial Protocol Type : UDP
Initial Direction : Send and then Receive
Secondary Connections:  Port Range : 1025 - 65535 
Protocol Type : UDP 
Direction : Send and then Receive

(in reply to Guest)
Post #: 17

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