Thx guys and sry for my rage-mail. :-/
I can say that it started with the Steam-XMAS-Special and since ca. mid
of january it came backe after a short 'pause' and now it happened daily
- sometimes 3times a day. As far as i know is that there is no cronjob
working on the machine and on the same root there is a second public
which runs while the other one get cleared by 'no steam logon'. So i'm
not sure if it can be a network problem but i will check it @ network
provider.
I will post my CFGs later. No i want to chill in the last hours of the
sunny sunday in germany! :)
Am 23.02.2014 16:06, schrieb ics:
I don't have this problem either on my server but i have had it
occasionally on my own game client. On client, Steam restart fixes it
but obviously this isn't a good option for servers. For some reason,
it appears your server loses connection to Steam. That seems to be
generally the issue and while the rest of us aren't having the issue
at the same time as you do, it seems there is something on your
network causing it. Perhaps some traffic or packet filtering or data
priority related filtering is going on somewhere that you have no
access or information from. Contact your network provider.
-ics
[email protected] kirjoitti:
sorry guys, but im so angry. i cant discribe...
Again and again the server is empty after ALL players get 'Failure
Code 6 - No Steam logon'. But other server-operator have no probs
with this. But they dont want to help or whatever... love this
opportunism.
What could be the problem? Someone here who wants to help?
Am 23.02.2014 11:11, schrieb Andre Müller:
Can you explain iterative queries more?
Is this like sending a packet, getting a challenge number and then
request with this number until end of loop has been reached?
2014-02-22 0:32 GMT+01:00 Kyle Sanderson <[email protected]
<mailto:[email protected]>>:
> Do server operators need S2A_RULES response from game servers?
Yes.
> Nothing in Steam uses this packet type anymore so I don’t think
any services are affected.
Steam uses this packet type. It may be possible the matchmaking in
CS:GO doesn't check nearly as much as Team Fortress 2, but it's
definitely still used internally and externally in your matchmaking
enabled products.
Until Steam adds iterative queries (a feature present with the old
master), we're pretty much pinned on these legacy interfaces. Even
then, expecting everyone to move over silently over night isn't
really
a thing either (Protobuf on Christmas Eve).
Please revert this, and hopefully the LTCG nightmare someone
decided
to turn on with all Windows Builds.
Kyle.
On Fri, Feb 21, 2014 at 9:48 AM, Vitaliy Genkin
<[email protected] <mailto:[email protected]>>
wrote:
> Do server operators need S2A_RULES response from game servers?
Previously
> S2A_RULES response included names and values of all server
convars flagged
> as “FCVAR_NOTIFY”, but nothing in Steam uses this packet type
anymore so I
> don’t think any services are affected.
>
>
>
> If you have control of your tool(s)/webpage(s) you can stop
requesting rules
> from the game server(s) (e.g. don’t generate PHP GetRules()
request). If you
> really need something in response we can come up with ideas, or
we can just
> stop spamming the console and still not respond to that packet.
>
>
>
> The spew comes up because the server can no longer send more
than one packet
> in response to a single packet external request, and if the
response is
> exceeding MTU size the server will not send anything at all
instead of
> sending a partial truncated packet. This is the message that is
spewed to
> server console to inform about response that was not sent out
and its
> estimated bytelength -
>
> [NET] Cannot send connectionless packet to
xxx.xxx.xxx.xxx:58353 '0x45'
> exceeding MTU (2447)
>
> Also replying to a question asked earlier -- threaded socket
processing is
> on by default. Official servers are operated by Valve, unless
server
> operators install special server plug-ins game servers should
no longer
> record or transmit client IP addresses.
>
>
>
> Hope this helps,
>
> -Vitaliy
>
>
> _______________________________________________
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> [email protected]
<mailto:[email protected]>
>
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