Sorry for the necropost. Just want to report in with my experience of getting a cracked server running.
I've tested this with cod2_lnxded_1_3_nodelay and cod2_lnxded_1_3_nodelay_va_loc from bgauduch/call-of-duty-2-docker-server. I'm too lazy to run md5sum, but I'm guessing they're the files from the "Latest cod2 linux binaries" thread.
With these files, my server shows up on the masterlist instantly. When using cod2_lnxded_1_3_cracked, my server would not show up on the masterlist at all. I had it running for several hours, so it wasn't a matter of waiting.
However, using the iptables configs specified in the OP did not work for me. When my client tried to connect, my server would send a `getIpAuthorize` query to the master server and deny my client's connection with the following error, which I assume the `INVALID_CDKEY` ipconfig is meant to prevent:
I did find a solution that worked for me on this thread in the FPSadmin forums.Key Code in use. Please try reconnecting later.
I added this new ipconfig directive:
...and ran these commands to remove the ones suggested in this thread:iptables -I INPUT -p UDP --sport 20700 -s cod2master.activision.com -j REJECT
Now, when I try to connect to my server, it logs the following messages, and lets me in:iptables -D INPUT -p udp -m string --string "BANNED_CDKEY" --algo bm --to 65535 -m udp --sport 20700 --dport 28961 -j DROP
iptables -D INPUT -p udp -m string --string "INVALID_CDKEY" --algo bm --to 65535 -m udp --sport 20700 --dport 28961 -j DROP
I had to increase the max ping in my server config file. One time, it spiked to 2100 during this timeout, and I got a "Server is for low ping players only" error:sending getIpAuthorize for MY.CLIENT.IP.HERE:28960 [four times]
authorize server timed out
SV_DirectConnect()
Client 1 connecting with 100 challenge ping from MY.CLIENT.IP.HERE:28960
Connecting player #0 has a zero GUID
Going from CS_FREE to CS_CONNECTED for (num 0 guid 0)
tl;dr When using cod2_lnxded_1_3_nodelay_va_loc and a more strict ipconfig rule, my server shows up instantly in the masterlist, and players with duplicate CD keys can connect within 5-10 seconds.set sv_maxPing "10000"
I'd like to figure out why the solution suggested here didn't work in my case. Any insights?