Why don't you just use hldsupdatetool on all your severs, instead of
rsyncing them?

On Fri, Dec 16, 2011 at 4:37 PM, Fletcher Dunn
<[email protected]>wrote:

> Hm, "masters" don't have the bits, so I probably used the word "master"
> too many times in that email.
>
> The first paragraph was about how we manage our game servers.  We do this
> using the exact same tools you could use to manage yours, our game servers
> do not have any special channel to the content or to the GMS.  They are
> able to grab it at the same time your servers are.  "Master" in that
> context meant the server in the datacenter that is responsible for calling
> hlds_update and hlding the "master" copy of all the bits we rsync to the
> real game servers.
>
> The "Game master server" is a Steam server (actually a few of them) that
> maintains the list of servers and services listing requests.  Your game
> servers' heartbeats (previously sent directly via UDP, now for TF2 and in
> the future for all games through the regular Steam channel, but the same
> principle applies) talks to them.  Sometimes the GMS is also called the
> "master server" --- I think that's QuakeWorld heritage.  It really doesn't
> have any special status within Steam.
>
> The content servers are the ones that have the bots and from whence the
> super-lengthy download happens.  We flip the "mast switch" to make new
> depots active after the latest versions of the depots have propagated to
> all of our content servers.
>
>
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Kyle Sanderson
> Sent: Friday, December 16, 2011 1:29 PM
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other
> "incomplete update" problems
>
> Sorry, the 'master switch' is flipped when all masters have the 'bits'? or
> after all the slaves have cloned?
>
> Thanks,
> Kyle.
>
> On Fri, Dec 16, 2011 at 1:17 PM, Fletcher Dunn
> <[email protected]>wrote:
>
> > For what it's worth, we use -verify_all to sync the master server at
> > each data center, then we rsync the contents to all of the slaves.
> >
> > I don't have any theories what might be different about steam.inf,
> > other than failure to update that particular file is so highly
> > visible, whereas failure for other files might go undetected.
> >
> > The game master server (GMS), which does the server listing and also
> > is responsible for delivers the message, "Your server is out of date"
> > is completely distinct from our content servers, which actually
> > deliver the game bits.  When we release an update we first send out
> > the bits to the content servers.  Then, when all of the content
> > servers have all of the bits, then we flip the master switch to make
> > those depots available for download.  After a short delay, this also
> > lets the GMS know that there is a new version of the product.
> >
> > -----Original Message-----
> > From: [email protected] [mailto:
> > [email protected]] On Behalf Of PharaohsPaw
> > Sent: Friday, December 16, 2011 1:05 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other
> > "incomplete update" problems
> >
> > Hi Fletch,
> >
> > No, it's OK.  Thanks for responding.
> >
> > I do have to wonder if there is something I could, or SHOULD do
> > differently.  With folks like Steve who posted a few replies back
> > mentioning that he updates 145 servers and has never seen this problem
> > before - and that he doesn't use -verify_all either, it does make me
> > wonder what could possibly be wrong, or at least "fatally different"
> > about what our setup does.
> >
> > The steam.inf file must update properly for some people, since Steve
> > has never seen a problem (and he has a lot more servers being updated
> also).
> >
> > Steve how do your servers update?  Do you have -autoupdate on the
> > command line?  Do they just update when the map changes, or are you
> > doing something different such as one of the plugins that uses
> > steamtools to handle the master request restart?
> >
> > I'd hate to imagine having to manually restart/update 145 servers. :)
> >
> > I'm also wondering if maybe what I should do is edit the nemrun script
> > to put some kind of a delay in, so that when an update is detected
> > (because srcupdatecheck returned a 7 code), it waits a little while
> > before it actually begins the update process (calling steam to update
> > the tree) -- so that even though we detect an update being released
> > really quickly after it hits, and knows it needs to start an update,
> > it waits X number of seconds first - to try to give extra time for the
> > files to be pushed to the masters before we start that update.  If the
> > problem has anything to do with waiting long enough for the update
> > files to be propagated to any master the steam binary is likely to hit
> to begin the update, this would probably help.
> >
> > Fletch is there any chance at all that the steam.inf file might just
> > be one of the last files to get placed onto the masters when update
> > files are loaded/replicated?  If so, then this could be another
> > indicator that nemrun just needs to wait a little longer before it
> starts an autoupdate.
> >
> > Thanks,
> > PharaohsPaw
> >
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