So your system works ok if you just use the -ip flag on command line.
Problem mostly solved then.
Those patches are really not up to me anyway. I don't have long enough
beard for that job but i'm sure Valve got the hint as Milton is reading
the list.
-ics
27.9.2011 20:42, Brian Menges kirjoitti:
OK, removing local reference is absolutely not an option; this
fundamentally breaks Debian OSes in many other areas. Hosts must have
a localhost reference for 127.0.0.1 and should have a hostname
reference for 127.0.1.1; as it should be for Debian.
Your theory is indeed correct - however removing that line isn't the
fix... this is a bug but a fix is present:
Intel server
:~$ netstat -na | grep 27015
tcp 0 0 127.0.1.1:27015 0.0.0.0:* LISTEN
udp 0 0 0.0.0.0:27015 0.0.0.0:*
AMD server
:~$ netstat -na | grep 27015
tcp 0 0 216.93.189.28:27015 0.0.0.0:* LISTEN
udp 0 0 216.93.189.28:27015 0.0.0.0:*
The difference between the systems was ultimately hinged on the start
line. The AMD server required the -ip flag because it has multiple IPs
allocated to it, however my Intel system didn't have multiple IPs,
thus removed the flag. This resulted in a local hostname bind instead
of a public interface bind (bug). After adding the -ip flag, the
binding appears to be correct now:
:~$ netstat -na | grep 27015
tcp 0 0 74.3.239.226:27015 0.0.0.0:* LISTEN
udp 0 0 74.3.239.226:27015 0.0.0.0:*
Thanks for that catch... it didn't occur to me that the server would
bind the tcp port to an IP where it shouldn't have. I would have
thought that if the UDP port bound to global (0.0.0.0), that the TCP
port would have done the same; this should be patched.
Can this minor flaw be submitted for patch ICS?
~Brian
On Tue, Sep 27, 2011 at 09:37, Milton Ngan<[email protected]> wrote:
I have seen an issue on Ubuntu where the /etc/hosts files contains a line like
this:
127.0.1.1 myhostname.valve.net myhostname
On machines that have this, the rcon is limited to listening on the loopback
(127.0.0.1) only. Removing this line from the hosts file correct the problem. I
am sure there is a better way of doing it by specifying an explicit IP on the
command line or something, but I haven't investigated it. I guess if you don't
specify the IP to listen on, then it does a name look up of your hostname for
the IP. In this case it chooses the loopback address so you can't talk to it
outside of the local machine.
M.
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Brian Menges
Sent: Tuesday, September 27, 2011 8:50 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] L4D2 - unable to rcon
So here are the relevant IPTables segments:
ACCEPT tcp -- anywhere anywhere tcp dpts:27960:27970
ACCEPT udp -- anywhere anywhere udp dpts:27960:27970
ACCEPT tcp -- anywhere anywhere tcp dpts:25030:25040
ACCEPT udp -- anywhere anywhere udp dpts:25030:25040
ACCEPT udp -- anywhere anywhere udp dpts:26900:27050
ACCEPT tcp -- anywhere anywhere tcp dpts:26900:27050
So, I certainly have TCP/UDP 27015 open ... and these are the exact
rules from my last installation at my AMD server.
I'm still not sure what is going on with this. I was also looking
around online to try and figure out if I could tighten this down
(these rules were from when I forked 20 instances).
~Brian
On Tue, Sep 27, 2011 at 07:31, ics<[email protected]> wrote:
I can confirm that rcon has been in L4D/L4D2 from the start.
-ics
27.9.2011 17:23, Nicholas Hastings kirjoitti:
"this rcon thing" wasn't added later. It's been in every version of the
engine, including L4D/2 from the start.
The only difference with those games is that there was a crash bug with
rcon for a while that was since fixed (I believe that it was attributed to
multiple rcon connections being active), and that those other sv_rcon_* vars
are hidden (they still exist and can be unhidden or otherwise manipulated
with mods (ie. sm_cvar).
On 9/27/2011 10:17 AM, Ronny Schedel wrote:
Oh well, I can see there is a rcon_password cvar at least, but the other
important rcon related cvars are missing (like sv_rcon_minfailures,
sv_rcon_minfailuretime, sv_rcon_maxfailures, sv_rcon_banpenalty). Without
these it would'nt make any sense.
However, if I remember well the netcon was introduced first. Maybe this
rcon thing was added later. But if you say it's working for, than it
should, my mistake.
Rcon works fine in both L4D and L4D2.
On 9/27/2011 9:59 AM, Ronny Schedel wrote:
I have never seen it in L4D& l4D2.
Can you let me know the change release that removed rcon? I have been
using
it for a long time.
I'll check Ports open/closed, but i'm very sure the right Ports and
ranges
are open.
On Sep 27, 2011 4:11 AM, "Ronny Schedel"<[email protected]>
wrote:
That's because there is no rcon in L4D2. You can try this netcon
thing.
So I've moved a server as a result of the SSE3 (pni flag) issue, but
ever
since the move I've had rcon issues:
] rcon status
Unable to connect to remote server (74.3.239.226:27015)
I'm wondering what I'm missing, because people are playing, and I'm
certainly connected. My local host seems to stall for about 2-3
seconds
when
trying an rcon command... then it gives that message. Am I missing
something?
~Brian
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of
Alfred
Reynolds
Sent: Monday, September 26, 2011 4:27 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
released
See my comments from earlier in the day, its available as beta now
but
has
some more pending work.
On Sep 26, 2011, at 4:16 PM, Jay Singh wrote:
When will that be?
From: [email protected]
To: [email protected]
Date: Mon, 26 Sep 2011 21:50:03 +0000
Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
released
Those changes are mostly part of the client side changes that are
up
next.
-----Original Message-----
From: [email protected]
[mailto:hlds_linux-
[email protected]] On Behalf Of AnAkIn .
Sent: Monday, September 26, 2011 2:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
released
The update seem to be server side only, yet it says:
"prevented several client redirection exploits when connecting to
a
server"
I guess that change was not released then?
2011/9/26 Alfred Reynolds<[email protected]>
Yes, the counter-strike changes we not made public, if you still
want
them
(I suspect you will) keep the hlbeta command line option for
now.
Getting
the Counter-Strike changes public is next on the list.
-----Original Message-----
From: [email protected]
[mailto:hlds_linux-
[email protected]] On Behalf Of John
Sent: Monday, September 26, 2011 1:57 PM
To: [email protected]
Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
released
Running this, I see a version decrease from the beta for CS 1.6
content.
Is that intentional?
Checking bootstrapper version ...
Updating Installation
Updating 'Counter-Strike Base Content' from version 36 to
version
35
43.05% downloading hldsbase\cstrike\dlls\cs_i386.so
65.15% downloading hldsbase\cstrike\dlls\mp.dll
65.15% downloading hldsbase\steam_appid.txt
Updating 'Win32 Server Engine' from version 54 to version 55
71.98% downloading hldsbase\hlds.exe
100.00% downloading hldsbase\swds.dll
Checking/Installing 'Half-Life Base Content' version 12
HLDS installation up to date
-John
On 9/26/2011 1:38 PM, Alfred Reynolds wrote:
Just a tiny fix for running the game from the Steam client.
-----Original Message-----
From: [email protected]
[mailto:hlds_linux-
[email protected]] On Behalf Of C Szabo
Sent: Monday, September 26, 2011 1:33 PM
To: [email protected]
Subject: Re: [hlds_linux] Half-Life 1 Dedicated server update
released
Nice, Is there anything new since last beta?
From: [email protected]
To: [email protected];
[email protected];
[email protected]
Date: Mon, 26 Sep 2011 20:28:34 +0000
Subject: [hlds_linux] Half-Life 1 Dedicated server update
released
An update to the Half-Life 1 dedicated server has been
released.
This
update applies to Counter-Strike 1.6, Condition Zero, Team
Fortress
Classing, Half-Life Deathmatch, Day of Defeat, Opposing
Force,
Ricochet
and Death match classic.
The update is optional but contains exploit fixes so it is
highly
recommended.
This release is setting public the beta we have been running
recently, the changes that have accrued since the last public
release
are:
- Added sv_logsecret support
- Added sv_filetransfermaxsize to limit the size of a file
the
game
server will try to send to a client
- Added halflife.wad and xeon.wad to the not allowed to
download to
a
client list
- Increased max heapsize of 128mbyte for the dedicated
server,
default to 40mb still
- Added sv_allow_dlfile, if set to 1 and sv_downloadurl is
set
still
allow local downloads
- changed motd_write to only work if the process is running
an
active
server and the command is from the console
- prevented several client redirection exploits when
connecting
to
a
server
- Changed "Non-sprite set to glow!\n" debug console output
to
be
dev
only
- Implemented new crash reporting system, now with Linux
support.
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--
Best regards,
AnAkIn
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