Configuring Your Development Network Access

You may need to configure your development network access. In particular, you may need to work with your network administrators to verify that the ports listed below are whitelisted on the network administrator’s network and computers. You may also need to create exceptions for local computer firewalls for the ports listed under the development computer section.

Before you can begin development with the dev kit, you will need to establish your connection between the development computer and the dev kit through your local area network. The following information provides the basic requirements for a network environment and Xbox One development.

Required domains for Xbox Services

https://*.xboxlive.com  
https://*.xbox.com  
https://*.bing.com  
https://*.microsoft.com  
https://*.akamai.net  

Required port to enable communications with the Xbox Services

Required ports to enable communication with the development computer

Required ports to enable communications with multiplayer / Teredo

If you want to test between consoles that are not on the same network, then turn off all filtering of inbound packets.

Required port needed for using Submission Validator tool:

Required ports for Wake On LAN support for Xbox Development Kits

Some functionality requires the ability to send Wake On LAN magic packets to your devkit. This includes the xbreboot command line tool, and some functionality of Xbox One Manager. Wake On LAN is sent on the following UDP ports:

Required server-to-server Xbox Live network configuration

If your title makes server-to-server Xbox Live calls, you should update the routing configurations and/or access control lists (ACLs) to ensure that you can connect to the Xbox Live data center from your own services.

The following CIDR blocks need to be routable for all Xbox One sandboxes (RETAIL, CERT, *.1, *.99, and so forth):

Failure to account for the new CIDR blocks could result in services’ being unable to interact with Xbox Live services.

Note This does not affect Xbox 360 title developers.

For further assistance, contact your Developer Account Manager or post a question on the Xbox Developer Forums.