Comments (2)
Hi there,
As a rule of thumb, it's not recommend using self-signed SSL certs since they usually require client modification and therefore wouldn't work for standard LAN setups, which this project is aimed at.
However, if you're running a gaming cafe that does not offer 'bring your own device', it could work fairly well.
But do be aware that EpicGames may introduce SSL validation or certificate pinning without notice and would break your implementation.
The list of domains you've shared seems to contain a lot of account and matchmaking entries.
The domains that stand out to me are:
datarouter.ol.epicgames.com
catalog-public-service-prod06.ol.epicgames.com
fortnite-public-service-prod11.ol.epicgames.com
fortnitecontent-website-prod07.ol.epicgames.com
Of which the bottom three probably have multiple instances accessible by changing the numbers after prod
(prod01, prod02
etc)
Of course, without inspecting the content coming from each of the domains, it's impossible to be certain these are the domains used for content.
from cache-domains.
Indeed, but if someone must it may be useful to still enumerate most of the download sites.
I found that caching the above domains actually breaks the game, especially if you are not too careful with none HTTP/HTTPS ports and not forwarding them (Which is sometimes impossible, since you don't always know where the request was going to originally especially if you are routing all of them to the same server).
I am now caching downloads from:
cdn1.epicgames.com
cdn2.epicgames.com
cdn1.unrealengine.com
cdn2.unrealengine.com
cdn3.unrealengine.com
static-assets-prod.epicgames.com
epicgames-download1.akamaized.net
download.epicgames.com
download2.epicgames.com
download3.epicgames.com
download4.epicgames.com
Most of the data is going through epicgames-download1.akamaized.net
from cache-domains.
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from cache-domains.