Re: [hlds_linux] Server query tool

2009-11-27 Thread Kaspars
Nice suggestion, however this has nothing to do with my net connection,
because I have tested it on several different machines with different OS and
different network connections. Any other gameserver that responds to rules
query does work correctly no matter how long is the response... However TF2
servers do not split the resulting packet. Even the game-monitor.com reports
less rules than expected... I just took the #1 TF2 server from
gametracker.com and looked it up in the game-monitor.com and then I checked
with my output... the query reports that there are 109 rules however I can
get only the first 61 because the packet gets truncated. Game-monitor does
fetch the same ~60 rules I did, but that's WRONG. Check it out for yourself:
http://tinyurl.lv/LqnQe

2009/11/26 Arg! chillic...@gmail.com

 Have you tried testing this on a different environment/net connection?

 I had a similar problem with one specific code library but the problem
 turned out to be a combination of that and my MTU setting.

 On Thu, Nov 26, 2009 at 11:20 PM, Kaspars kasp...@micro.lv wrote:

  Hi,
 
  I have released some time ago a tool to query source and goldsource
 servers
  from command line. It is a lightweight and similar to qstat. You can
 fetch
  general server information (hostname, map and player count), players and
  server rules. It has support for split packet and bzip2 packet handling.
  You
  can get the source here: https://sourceforge.net/projects/theqtool/ .
  Feedback will be appreciated.
 
  However, I have still an issue with A2S_RULES handling. I have posted
 this
  already some time ago on this list without any replies. The rules
 response
  from TF2 servers gets truncated if it exceeds 1260 bytes. I have tested
  this
  with several tools including HLSW. This can be easily verified, just open
  up
  gametracker, filter out some TF2 servers and try getting rules from them
 in
  HLSW. If the packet is big enough (1260+ bytes) it will be truncated.
 Seems
  like L4D and L4D2 servers are not affected so nobody cares...
 
  Cheers,
  Kaspars
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Re: [hlds_linux] Server query tool

2009-11-27 Thread Imre Facchin
Isnt MTU a layer2 thing? I am pretty shure that, TCP and UDP have their own
package descriptors, and the packages are just fragmented into the MTU.
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Re: [hlds_linux] Server query tool

2009-11-27 Thread Kaspars
From my understanding packets that exceed 1260 bytes are split by the
engine. According to the wiki (
http://developer.valvesoftware.com/wiki/Server_Queries#Protocol), packets
that are split have a type header set to 0xFFFE. However this is not
happening for OB engine and the type header remains 0x which means
that there is no more data. This is not related to MTU in any way and is
probably a bug in engine which I'm trying to confirm by getting some
feedback from this mailing list...

2009/11/27 Imre Facchin imre.facc...@gmail.com

 Isnt MTU a layer2 thing? I am pretty shure that, TCP and UDP have their own
 package descriptors, and the packages are just fragmented into the MTU.
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[hlds_linux] Left 4 Dead 2 update available (Yes, now)

2009-11-27 Thread ics
Just a FYI since i didn't get the official post..

* Updated stats collection and related steam pages
* Fixed issue where players could be stuck if caught in charger pound
* Updated CPU detection


-ics


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Re: [hlds_linux] Left 4 Dead 2 update available (Yes, now)

2009-11-27 Thread gulfy32
Neither did I, thanks.

On Fri, Nov 27, 2009 at 12:56 PM, ics i...@ics-base.net wrote:

 Just a FYI since i didn't get the official post..

* Updated stats collection and related steam pages
* Fixed issue where players could be stuck if caught in charger pound
* Updated CPU detection


 -ics


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Re: [hlds_linux] Left 4 Dead 2 update available (Yes, now)

2009-11-27 Thread Maximilian L.
...because, there was no HLDS announce at all about it.
 Neither did I, thanks.

 On Fri, Nov 27, 2009 at 12:56 PM, ics i...@ics-base.net wrote:

   
 Just a FYI since i didn't get the official post..

* Updated stats collection and related steam pages
* Fixed issue where players could be stuck if caught in charger pound
* Updated CPU detection


 -ics


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Re: [hlds_linux] Left 4 Dead 2 update available (Yes, now)

2009-11-27 Thread gameadmin
Also, it _IS_ a required server update
We assumed it was just client, since there was no email :(

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: 27 November 2009 19:35
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 update available (Yes, now)
 
 ...because, there was no HLDS announce at all about it.
  Neither did I, thanks.
 
  On Fri, Nov 27, 2009 at 12:56 PM, ics i...@ics-base.net wrote:
 
 
  Just a FYI since i didn't get the official post..
 
 * Updated stats collection and related steam pages
 * Fixed issue where players could be stuck if caught in charger
 pound
 * Updated CPU detection
 
 
  -ics
 
 
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 archives,
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  http://www.eset.com
 
 
 
 
 
 
 
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[hlds_linux] l4d autoupdate

2009-11-27 Thread Nikolay Shopik
Hi,

Since L4D update released does anybody get autoupdated? Previous updated 
doesn't request my server to restart so it's not updated. So it's just 
me or this broken?
And yes I have link to steam binary.


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Re: [hlds_linux] l4d autoupdate

2009-11-27 Thread Daniel Geist
I restarted the server and the autoupdate started to install the 
left4dead2_demo server files for some reason.
Did the update manually and started the server afterwards.

Nikolay Shopik schrieb:
 Hi,

 Since L4D update released does anybody get autoupdated? Previous updated 
 doesn't request my server to restart so it's not updated. So it's just 
 me or this broken?
 And yes I have link to steam binary.


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Re: [hlds_linux] l4d autoupdate

2009-11-27 Thread Adam Bogacz
yes, -autoupdate switch didnt worked for me too, i used hldsupdatetool 
to update to 2.0.0.2

./hldsupdatetool -command update -game left4dead2 -verify_all

Nikolay Shopik pisze:
 Hi,

 Since L4D update released does anybody get autoupdated? Previous updated 
 doesn't request my server to restart so it's not updated. So it's just 
 me or this broken?
 And yes I have link to steam binary.


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Re: [hlds_linux] Left 4 Dead 2 update available (Yes, now)

2009-11-27 Thread Ulrich Block
It is also required for the server:
#01:MasterRequestRestart
#02:MasterRequestRestart
#02:Your server needs to be restarted in order to receive the latest update.
#05:MasterRequestRestart
#05:MasterRequestRestart
#05:MasterRequestRestart
#03:MasterRequestRestart
#04:MasterRequestRestart


gamead...@127001.org schrieb:
 Also, it _IS_ a required server update
 We assumed it was just client, since there was no email :(

   
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Maximilian L.
 Sent: 27 November 2009 19:35
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Left 4 Dead 2 update available (Yes, now)

 ...because, there was no HLDS announce at all about it.
 
 Neither did I, thanks.

 On Fri, Nov 27, 2009 at 12:56 PM, ics i...@ics-base.net wrote:


   
 Just a FYI since i didn't get the official post..

* Updated stats collection and related steam pages
* Fixed issue where players could be stuck if caught in charger
 
 pound
 
* Updated CPU detection


 -ics


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 archives,
 
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Re: [hlds_linux] Server query tool

2009-11-27 Thread Simon Pilot
Have you tried a packet sniffer like wireshark on the server to check if the
server sends a second packet after it fills the first?  You might also want
to test on Ethernet with larger MTUs to see if you notice a problem. The MTU
size could even be a coincidence

Simon


 On 27/11/2009, at 8:22 PM, Kaspars kasp...@micro.lv wrote:

  Nice suggestion, however this has nothing to do with my net connection,
 because I have tested it on several different machines with different OS
 and
 different network connections. Any other gameserver that responds to rules
 query does work correctly no matter how long is the response... However
 TF2
 servers do not split the resulting packet. Even the game-monitor.comreports
 less rules than expected... I just took the #1 TF2 server from
 gametracker.com and looked it up in the game-monitor.com and then I
 checked
 with my output... the query reports that there are 109 rules however I can
 get only the first 61 because the packet gets truncated. Game-monitor does
 fetch the same ~60 rules I did, but that's WRONG. Check it out for
 yourself:
 http://tinyurl.lv/LqnQe

 2009/11/26 Arg! chillic...@gmail.com

  Have you tried testing this on a different environment/net connection?

 I had a similar problem with one specific code library but the problem
 turned out to be a combination of that and my MTU setting.

 On Thu, Nov 26, 2009 at 11:20 PM, Kaspars kasp...@micro.lv wrote:

  Hi,

 I have released some time ago a tool to query source and goldsource

 servers

 from command line. It is a lightweight and similar to qstat. You can

 fetch

 general server information (hostname, map and player count), players and
 server rules. It has support for split packet and bzip2 packet handling.
 You
 can get the source here: https://sourceforge.net/projects/theqtool/ .
 Feedback will be appreciated.

 However, I have still an issue with A2S_RULES handling. I have posted

 this

 already some time ago on this list without any replies. The rules

 response

 from TF2 servers gets truncated if it exceeds 1260 bytes. I have tested
 this
 with several tools including HLSW. This can be easily verified, just
 open
 up
 gametracker, filter out some TF2 servers and try getting rules from them

 in

 HLSW. If the packet is big enough (1260+ bytes) it will be truncated.

 Seems

 like L4D and L4D2 servers are not affected so nobody cares...

 Cheers,
 Kaspars
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Re: [hlds_linux] l4d autoupdate

2009-11-27 Thread Adam Smith
They broke that on the update from Nov 21

http://www.mail-archive.com/hlds_linux@list.valvesoftware.com/msg55873.html

It is an easy fix just change this in srcds_run

DEPOT_NAME=left4dead2_demo;
to
DEPOT_NAME=left4dead2;


On Fri, Nov 27, 2009 at 3:46 PM, Adam Bogacz adam...@poczta.fm wrote:

 yes, -autoupdate switch didnt worked for me too, i used hldsupdatetool
 to update to 2.0.0.2

 ./hldsupdatetool -command update -game left4dead2 -verify_all

 Nikolay Shopik pisze:
  Hi,
 
  Since L4D update released does anybody get autoupdated? Previous updated
  doesn't request my server to restart so it's not updated. So it's just
  me or this broken?
  And yes I have link to steam binary.
 
 
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Re: [hlds_linux] L4D/L4D2 + NAT

2009-11-27 Thread David Parker
Hello,

I haven't tried a LAN game with a dedicated server, but we are able to host 
LAN-only games on a client just fine.  As long as the Steam accounts are 
friends of each other, if one client starts a game the others will see it.  It 
seems to work fine for both L4D and L4D2 in our computer labs, which are on a 
LAN with 10.x.x.x IP addresses.

    - Dave

- Original Message -
From: Shane Arnold clontar...@iinet.net.au
Date: Friday, November 27, 2009 1:48 am
Subject: Re: [hlds_linux] L4D/L4D2 + NAT
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com

 Hi All (VALVe Developers (Matchmaking)),
 
 Wondering if this is being looked at at all? After sorting out 
 network 
 issues it still definitely seems that there is something in the 
 matchmaking/lobby code that plays havoc on LAN. I've been able 
 to get 
 other srcds-based servers like Team Fortress 2 to work 
 flawlessly, so I 
 am wondering what the problem is with L4D/L4D2? Are VALVe 
 prepared to 
 say that it is now impossible to run and connect to a LAN 
 server? Is 
 anybody else able to succesfully connect to a LAN server behind 
 a NAT?
 
 Beginning to think it's deliberately crippled...
 
 Shane Arnold wrote:
  Also, with further testing, if I force the server to lan 
 (sv_lan 1 on 
  startup) this issue is gone altogether, which leads me to 
 believe that 
  L4D2 is still not playing nicely with NAT lans.
 
  Shane Arnold wrote:
    
  Steam/VAC does it's thing and rejects validation. I've given 
 up on it 
  for the mean time. The reason it confuses me is people can 
 host local 
  servers (via the windows client) using a modified AppID and 
 it seems to 
  work fine.
 
  Y Smith wrote:
    
  
  What happens if you leave the server's AppID and just change 
 the clients'?
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf 
 Of Shane Arnold
  Sent: Wednesday, 18 November 2009 1:06 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] L4D2 + NAT
 
  I should probably mention this does not occur on a vanilla 
 server. 
  This is happening on a server I have modified the AppID on 
 to 510. 
  Please don't tell me the AppID is breaking my server :(
 
  Shane Arnold wrote:
    
  
    
  Hi All,
 
  Having issues with connections to a local NAT server. When 
 connecting to 
  it locally on a local IP it should work right?
 
  - Reservation cookie 18401f4925df000:  reason 
 ReplyReservationRequest  Host_NewGame 
  Host_NewGame on map c1m1_hotel
  ConVarRef room_type doesn't point to an existing ConVar
  Executing dedicated server config file
  heaps of spam
  Commentary: Loading commentary data from 
 maps/c1m1_hotel_commentary.txt. Initializing Director's script
  [S_API FAIL] SteamAPI_Init() failed; unable to update local 
 steamclient. 
  Continuing with current version anyway.
  Adding master server 72.165.61.136:27011
  Adding master server 72.165.61.136:27014
  Connection to Steam servers successful.
     VAC secure mode is activated.
 
  Connection on client then fails with error Session is no 
 longer 
  available. In the client console, I get;
 
  ] connect 172.16.1.10:27015
  Connecting to public(172.16.1.10:27015)
  Sending UDP connect to public IP 172.16.1.10:27015
  Server using 'public' lobbies, requiring pw no, lobby id 0
  RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015
  Server approved grace request...
  Retrying connection to 172.16.1.10:27015, server requires 
 lobby 
  reservation but is unreserved.
  Received game details information from 172.16.1.10:27015...
 
  Then nothing... after a while (I am assuming a timeout 
 period) I get the 
  following happening in server console;
 
  Server waking up from hibernation
  spam
  - Reservation cookie 0:  reason reserved(yes), 
 clients(no), 
  reservationexpires(0.00)
  Server is hibernating
 
  Can someone please tell me what I am doing wrong. How can a 
 client not 
  connect to a simple server on the same LAN? My server 
 startup line is;
 
  ./srcds_linux -game left4dead2 +map c1m1_hotel
 
  It's doing my head in. I suspect this is also meaning 
 clients are unable 
  to connect to my external IP for the same reason...
 
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Re: [hlds_linux] l4d autoupdate

2009-11-27 Thread David Parker
It looks like this was silently fixed in the latest update.

    - Dave

- Original Message -
From: Adam Smith absmi...@gmail.com
Date: Friday, November 27, 2009 4:21 pm
Subject: Re: [hlds_linux] l4d autoupdate
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com

 They broke that on the update from Nov 21
 
 http://www.mail-
 archive.com/hlds_linux@list.valvesoftware.com/msg55873.html
 It is an easy fix just change this in srcds_run
 
 DEPOT_NAME=left4dead2_demo;
 to
 DEPOT_NAME=left4dead2;
 
 
 On Fri, Nov 27, 2009 at 3:46 PM, Adam Bogacz 
 adam...@poczta.fm wrote:
 
  yes, -autoupdate switch didnt worked for me too, i used 
 hldsupdatetool to update to 2.0.0.2
 
  ./hldsupdatetool -command update -game left4dead2 -verify_all
 
  Nikolay Shopik pisze:
   Hi,
  
   Since L4D update released does anybody get autoupdated? 
 Previous updated
   doesn't request my server to restart so it's not updated. So 
 it's just
   me or this broken?
   And yes I have link to steam binary.
  
  
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 archives,please visit:
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[hlds_linux] playercount, global serverrank and motd.txt

2009-11-27 Thread Coffeecup
Hello,

i noticed when setting a custom motd that the server stops displaying the
current players served and the global rank number.
also on the last patch my motd.txt got overwritten.

is there a way to fix the display errors of the playercount and
serverranking when using a custom motd?
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Re: [hlds_linux] L4D/L4D2 + NAT

2009-11-27 Thread Shane Arnold
The problem isn't lan games. The problem is hosting a dedicated server 
behind a NAT firewall. Unfortunately you have missed the point entirely.

David Parker wrote:
 Hello,

 I haven't tried a LAN game with a dedicated server, but we are able to host 
 LAN-only games on a client just fine.  As long as the Steam accounts are 
 friends of each other, if one client starts a game the others will see it.  
 It seems to work fine for both L4D and L4D2 in our computer labs, which are 
 on a LAN with 10.x.x.x IP addresses.

 - Dave

 - Original Message -
 From: Shane Arnold clontar...@iinet.net.au
 Date: Friday, November 27, 2009 1:48 am
 Subject: Re: [hlds_linux] L4D/L4D2 + NAT
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com

   
 Hi All (VALVe Developers (Matchmaking)),

 Wondering if this is being looked at at all? After sorting out 
 network 
 issues it still definitely seems that there is something in the 
 matchmaking/lobby code that plays havoc on LAN. I've been able 
 to get 
 other srcds-based servers like Team Fortress 2 to work 
 flawlessly, so I 
 am wondering what the problem is with L4D/L4D2? Are VALVe 
 prepared to 
 say that it is now impossible to run and connect to a LAN 
 server? Is 
 anybody else able to succesfully connect to a LAN server behind 
 a NAT?

 Beginning to think it's deliberately crippled...

 Shane Arnold wrote:
 
 Also, with further testing, if I force the server to lan 
   
 (sv_lan 1 on 
 
 startup) this issue is gone altogether, which leads me to 
   
 believe that 
 
 L4D2 is still not playing nicely with NAT lans.

 Shane Arnold wrote:

   
 Steam/VAC does it's thing and rejects validation. I've given 
 
 up on it 
 
 for the mean time. The reason it confuses me is people can 
 
 host local 
 
 servers (via the windows client) using a modified AppID and 
 
 it seems to 
 
 work fine.

 Y Smith wrote:

  
 
 What happens if you leave the server's AppID and just change 
   
 the clients'?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf 
   
 Of Shane Arnold
 
 Sent: Wednesday, 18 November 2009 1:06 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] L4D2 + NAT

 I should probably mention this does not occur on a vanilla 
   
 server. 
 
 This is happening on a server I have modified the AppID on 
   
 to 510. 
 
 Please don't tell me the AppID is breaking my server :(

 Shane Arnold wrote:

  

   
 Hi All,

 Having issues with connections to a local NAT server. When 
 
 connecting to 
 
 it locally on a local IP it should work right?

 - Reservation cookie 18401f4925df000:  reason 
 
 ReplyReservationRequest  Host_NewGame 
 
 Host_NewGame on map c1m1_hotel
 ConVarRef room_type doesn't point to an existing ConVar
 Executing dedicated server config file
 heaps of spam
 Commentary: Loading commentary data from 
 
 maps/c1m1_hotel_commentary.txt. Initializing Director's script
 
 [S_API FAIL] SteamAPI_Init() failed; unable to update local 
 
 steamclient. 
 
 Continuing with current version anyway.
 Adding master server 72.165.61.136:27011
 Adding master server 72.165.61.136:27014
 Connection to Steam servers successful.
 VAC secure mode is activated.

 Connection on client then fails with error Session is no 
 
 longer 
 
 available. In the client console, I get;

 ] connect 172.16.1.10:27015
 Connecting to public(172.16.1.10:27015)
 Sending UDP connect to public IP 172.16.1.10:27015
 Server using 'public' lobbies, requiring pw no, lobby id 0
 RememberIPAddressForLobby: lobby 0 from address 172.16.1.10:27015
 Server approved grace request...
 Retrying connection to 172.16.1.10:27015, server requires 
 
 lobby 
 
 reservation but is unreserved.
 Received game details information from 172.16.1.10:27015...

 Then nothing... after a while (I am assuming a timeout 
 
 period) I get the 
 
 following happening in server console;

 Server waking up from hibernation
 spam
 - Reservation cookie 0:  reason reserved(yes), 
 
 clients(no), 
 
 reservationexpires(0.00)
 Server is hibernating

 Can someone please tell me what I am doing wrong. How can a 
 
 client not 
 
 connect to a simple server on the same LAN? My server 
 
 startup line is;
 
 ./srcds_linux -game left4dead2 +map c1m1_hotel

 It's doing my head in. I suspect this is also meaning 
 
 clients are unable 
 
 to connect to my external IP for the same reason...

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