Hi; I have the following issue:
I have a Solaris server running an old applications which connects to an http server in other server at certain port. The thing is that the http server has changed its ip and port and the addres in the app is hard coded and touching the app by now is out of the question.
I'm looking for a way to tell the Solaris which runs the app, ok; everything that goes out to the old ip/port please forward to the new ip/port.
I've been doing some research and the closest case I found had this solution:
"Here is the final solution:
Add the following rule to /etc/ipf/ipfnat.conf
and execute
"
This solution comes from the post: https://www.unix.com/unix-advanced-ex...orwarding.html
I added the following rule to the ipnat.conf file:
Where the first ip/port are the old ones and the second are the new ones, but get no answer. If I telnet to the new ip/port I can connect to the httpserver, but if I telnet to the old ones I get no answer like if it was not making the forwarding.
Here's my solaris:
What am I doing wrong????
Thanks in advance.
Regards.
Pablo.
Last edited by pludi; 12-24-2009 at 02:02 AM..
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LEARN ABOUT DEBIAN
bubbros-server
bubbros-server(6) Games Manual bubbros-server(6)NAME
bubbros-server - the bub-n-bros server.
SYNOPSIS
bubbros-server [ level-file.bin ] [options]
DESCRIPTION
bubbros-server starts an http server that acts as a control panel for the server. The server listens on port 8000 by default. The url for
the control panel is http://server:port/0xN where 0xN is a random hex number (acts as minimal protection). This url is printed when the
server starts. You can start and view games and kill the server from this panel. The control panel also allows you to type in the address
of a server to connect to, the script will then open a client to that server. The http server also servers java applet clients for those
players who wish to use one.
When a game is started the script opens a port for the game server. This port can then be connected to by a client. Clients autodetect
servers running on the local network with UDP ping on port 8056.
Connection forming
The client forms a tcp connection to the server. Or, when using the metaserver, the server forms a connection to the client. If this fails,
the client and server try a simultaneous SYN connect. This sometimes works if the server and client are behind firewalls. The server then
tries to transmit the data over udp. If it gets no response from the client it will fall back to the existing tcp connection.
OPTIONS -b N, --begin N, --start N
Start at board (level) number N. The default is 1. See also the -s option.
-h, --help
Display help.
-i, --infinite
Restart the server at the end of the game. Normally the server quits after a certain period of inactivity. This is useful when used
with the -m option to make a public server that is available for a long time.
-l N, --lives N
Limit number of lives to N. If this option is not specified the number of lives will be infinite.
-m, --metaserver
Register server with the Metaserver (currently) at codespeak.net:8050. This makes your server visible to everybody, and also facil-
itates joining through a fascistic firewall.
--port TYPE=N Sets default listening ports. If type is LISTEN , sets the game server port to N. The game server port is chosen randomly by
default. If the type is HTTP , sets the http server port to N. The http server port defaults to 8000. Another port will be chosen
if none was specified and 8000 is already in use. The server also listens to UDP ping on port 8056.
-s N, --step N
Increase board number with N when a board is completed. Defaults to 1. see also the -b option.
OUTPUT
The server outputs helpful debug information concerning the http and game servers.
SEE ALSO bubbros(6)bubbros-client(6)
December 7, 2007 bubbros-server(6)