Yeah, it looks like I forgot to delete those from the distribution.  Will fix 
in a future update.  They should no longer be needed, though, thanks.

From: Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] On 
Behalf Of Marco Padovan
Sent: Tuesday, January 30, 2018 1:32 AM
To: csgo_servers <csgo_servers@list.valvesoftware.com>
Subject: Re: [Csgo_servers] Compatibility test for incoming change (again)

Hi,

after past night (EU time) update we stil see
libstdc++.so.6
libsteam.so

apparently on
libtier0_s.so
libvstdlib_s.so

were deleted during the update, is this ok and expected?

On Mon, Jan 29, 2018 at 10:47 PM, Absurd Minds 
<goabs...@absurdminds.net<mailto:goabs...@absurdminds.net>> wrote:
I am a small time community owner running about 5 servers on a dedicate machine 
in a data center. I have no idea what any of this stuff means. Does that make 
it likely that I will have to do nothing when the update rolls through? Is this 
going to be a seamless update or will this change the way I have to configure 
or manage an extremely vanilla setup?

On Dec 6, 2017 8:16 PM, "Fletcher Dunn" 
<fletch...@valvesoftware.com<mailto:fletch...@valvesoftware.com>> wrote:
Hello!  I’m back for another test.

We're planning on updating the method that CSGO servers uses to talk to Steam 
in the week or two.  We'd appreciate your help testing this change in advance 
to identify any potential problems.  When we ran this test before, we didn’t 
have a mechanism to bind the new websocket connection to a particular IP.  We 
realized that this was a necessary feature, and so the binaries in this test 
should include that functionality.  The method to select the IP to bind to is 
the same, so basically your current configuration should just work.

To see if this change will cause any problems with your setup, download this 
zip and follow the instructions in the readme.txt.  (Also pasted below.)

http://media.steampowered.com/apps/730/steam_bins_test_20171206.zip

Thanks for your help.  Post a reply here if you have any issues.  We're 
especially interested in hearing your results if you are running an older 
distribution of linux or have a complicated network environment.  (Multi-homed, 
NAT, etc.)

This change will also be coming to the older Source games, as well.  The 
binaries in this zip *should* be compatible with those games, although I 
haven't tested it specifically so there might be an issue.  We'll send a 
similar announcement to operators of those servers on the appropriate mailing 
list when we get closer to updating those games.

- Fletch



README.TXT:

Thanks for helping test compatibility with these new Steam binaries for the
dedicated server.

Place the files for your platform into your "bin" folder.  They should replace
files with the same name.  (steamerrorreporter.exe on Win32 is new.)

**PLEASE DELETE** the files listed below, if they are present:

                Linux:
                                libstdc++.so.6
                                libtier0_s.so
                                libvstdlib_s.so
                                libsteam.so

                Windows:
                                steam.dll

We believe that they are no longer be needed and we will no longer be shipping 
them.
Please let us know if this is not the case.

These binaries will communicate with Steam using the new WebSockets protocol. 
Previously
a bespoke UDP protocol was used.  You should see a TCP connection to a Valve 
server on
port 443, bound to a local ephemeral port.  There is currently no mechanism to 
control
what local port this connection is bound to.  However, it should obey your IP 
binding,
as before, and that is one of the main things we want to confirm with this test.
(The master server may refuse to list your server if the public IP used to talk
to Steam does not match the IP you are advertising for game traffic.)  It also 
should
obey HTTP_PROXY.  You also should be able to add "-udpforce" on the command line
to disable websockets and force the use of the old UDP protocol.  But please 
don't do this
unless you absolutely have to.  In the future WebSockets will be the preferred 
(and
better-supported) protocol.  The UDP protocol will likely be around for some 
time, but
eventually we'll phase it out.

Note that there is no change to the UDP protocols used to talk to clients, 
either game
traffic or for server browser pings.  This only changes how the gameserver 
talks to Steam.
For that purpose the local port has never been relevant.  As mentioned above, 
we do
require that the public IP match.


Things to test:
                * Does the server boot with those files deleted.  (Especially 
on old distros.)
                * Does the server have any trouble talking to Steam using 
websockets.

The connection_log[_xxx].txt file is also a potentially interesting source of
information about how your server is talking to Steam.

We will make a special announcement when we release the update that makes this 
change.
Until you see that announcement, you can assume that no change has been made to 
the
Steam binaries or method used to talk to Steam.

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