How can I force Starshatter to listen at a selective adapter or IP address?
I cannot set up a public server reachable over Internet, because Starshatter is listen at my "internal" IP.
The second thing is, the manual describes to open UDP port for "game port" and "game port plus one".
But the server is only listing at one UDP port before first match starts:
TCP at admin_port and UDP at lobby_port referenced to server.cfg!
So the lobby_port in server.cfg is "game port" in manual and in game? The real "game port"/game_port is "game port" in game plus one? Strange documentation in manual.
The third thing is, if I start a private dedicated game server, the manual describes that clients have to know the IP address of the server. Does Starshatter rejects a client IP address if it is not in same IP netmask (255.255.255.0) like server is? For example: server IP address is 192.168.0.1 and a client tries to connect with an IP address of 192.168.1.1 and proper netmask (or 172.16.0.1 with "special" routing).
EDIT: Who made a public server without let run Starshatter in a DMZ?
This is what I figured out to set up firewall rules. I made a copy of origin Starshatter exe-file only for running as dedicated server.
Starshatter is running in dedicated server mode (starshatterserver.exe -server)
Referenced to (my personally) server.cfg: admin_port is 11104, lobby_port is 11102 and game_port is 11103.
Be aware that lobby_port is called game port in game of Starshatter and game_port automatically one number higher than lobby_port if created server.cfg with "add server" menu in game! If you use a router you have to set port forwarding for three ports!
1. Firewall rules for
server
You are able to merge incoming and outgoing rules.
1.1. admin_port firewall rule
TCP incoming
local port 11104
remote port any
remote address any
1.2 lobby_port firewall rule
1.2.1 incoming
UDP incoming
local port 11102
remote port any
remote address any
1.2.2 outgoing
UDP outgoing
local port 11102
remote port any
remote address any
1.3. game_port firewall rule
1.3.1 incoming
UDP incoming
local port 11103
remote port any
remote address any
1.3.2. outgoing
UDP outgoing
local port 11103
remote port any
remote address any
1.4. gametype public (only)
TCP outgoing
local port any
remote port 80
remote address 38.113.244.181 (gamebroker)
2. Firewall rules for
client in this case
2.1. admin_port firewall rule
TCP outgoing
local port any
remote port 11104 ( depends on game server - so use "any" in common)
remote address any
2.2 lobby_port firewall rule
2.2.1 incoming
UDP incoming
local port any (
sad - correct me if I am wrong)
remote port 11102 ( depends on game server - so use "any" in common)
remote address any
2.2.2 outgoing
UDP outgoing
local port any
remote port 11102 (depends on game server - so use "any" in common)
remote address any
2.3. game_port firewall rule
2.3.1 incoming
UDP incoming
local port any (
sad - correct me if I am wrong)
remote port 11103 (depends on game server - so use "any" in common)
remote address any
2.3.2. outgoing
UDP outgoing
local port any
remote port 11103 (depends on game server - so use "any" in common)
remote address any
Furthermore the manual describes to run a game server in a DMZ, if you see the firewall rules, this is not necessary. But you have to force your client to run in a DMZ, because clients do not listen at specific ports

Please correct me if I am wrong. (But if a server also hosts a game, you have to run both in a DMZ?!)
So the developer should solve this "crap" (I am sorry). My last hope is the line in manual where I should use ports in range of 1024 and less than 49151, but for TCP/IP. But WHAT does TCP/IP exactly mean? No UDP? For all three ports and protocols? In last case I have to make port forwarding at my router for 48127 ports

to avoid DMZ which is very insecure because no firewall is active in DMZ
Clients should listen UDP at specific ports which are not editable and reserved only for client use and not for server use. Like 21103 and 21104 - which are free I think.