Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-02-02 Thread Fletcher Dunn
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

Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-01-30 Thread Nicholas Hastings
Steam's tier0 and vstdlib are linked statically on Linux now.

-- 
Nicholas Hastings
AlliedMods.net 



> Marco Padovan 
> Tuesday, January 30, 2018 4:32 AM
> 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?
>
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Absurd Minds 
> Monday, January 29, 2018 4:47 PM
> 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?
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
> Fletcher Dunn 
> Wednesday, December 6, 2017 8:16 PM
>
> 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 

Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-01-30 Thread Marco Padovan
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 
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" 
> 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.
>>
>> 

Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-01-29 Thread Absurd Minds
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"  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.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com

Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-01-29 Thread Marco Padovan
Hi,

Can you also confirm that -udpforce will work as was said initially?

For now we do have servers running with that option set and will slowly
take it out once the update has gone live

PS: tested latest zip file (steam_bins_test_20180111) after deleting the
mentioned files on updated centos 7.4 with multiple public IPs and server
started fine and status shown the correct binded IP address (same machines
with older test instead it was taking just the main machine IP)

thanks

On Mon, Jan 29, 2018 at 8:32 PM, Fletcher Dunn <fletch...@valvesoftware.com>
wrote:

> This is happening today.
>
>
>
> You shouldn’t have to take any action.  The update should automatically
> replace all the files that are changing.
>
>
>
> *From:* Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] *On
> Behalf Of *David Parker
> *Sent:* Wednesday, December 20, 2017 11:52 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [Csgo_servers] Compatibility test for incoming change
> (again)
>
>
>
> Hi Fletch,
>
> If we have these test binaries in place, is it safe to continue to update
> via steamcmd or will an update overwrite these files and break something?
>
> Thanks,
>
> Dave
>
>
>
> On Thu, Dec 7, 2017 at 10:30 AM, David Parker <dpar...@utica.edu> wrote:
>
> Hi Fletcher,
>
>
>
> Seems to work fine on 64-bit Debian 8 (Jessie).  Haven't had any players
> join yet so I'm not sure if connections or gameplay will be affected, but
> the server itself started up just fine.  I'm running 6 instances of SRCDS
> on different IPs on the same box, and CS:GO still is bound to the correct
> IP.
>
>
>
> On Wed, Dec 6, 2017 at 8:16 PM, Fletcher Dunn <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 y

Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-01-29 Thread dedimark
Thanks.

Everythink is tested and working

On Mon, Jan 29, 2018 at 9:32 PM, Fletcher Dunn <fletch...@valvesoftware.com>
wrote:

> This is happening today.
>
>
>
> You shouldn’t have to take any action.  The update should automatically
> replace all the files that are changing.
>
>
>
> *From:* Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] *On
> Behalf Of *David Parker
> *Sent:* Wednesday, December 20, 2017 11:52 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [Csgo_servers] Compatibility test for incoming change
> (again)
>
>
>
> Hi Fletch,
>
> If we have these test binaries in place, is it safe to continue to update
> via steamcmd or will an update overwrite these files and break something?
>
> Thanks,
>
> Dave
>
>
>
> On Thu, Dec 7, 2017 at 10:30 AM, David Parker <dpar...@utica.edu> wrote:
>
> Hi Fletcher,
>
>
>
> Seems to work fine on 64-bit Debian 8 (Jessie).  Haven't had any players
> join yet so I'm not sure if connections or gameplay will be affected, but
> the server itself started up just fine.  I'm running 6 instances of SRCDS
> on different IPs on the same box, and CS:GO still is bound to the correct
> IP.
>
>
>
> On Wed, Dec 6, 2017 at 8:16 PM, Fletcher Dunn <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
> p

Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-01-29 Thread Fletcher Dunn
This is happening today.

You shouldn’t have to take any action.  The update should automatically replace 
all the files that are changing.

From: Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] On 
Behalf Of David Parker
Sent: Wednesday, December 20, 2017 11:52 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Compatibility test for incoming change (again)

Hi Fletch,
If we have these test binaries in place, is it safe to continue to update via 
steamcmd or will an update overwrite these files and break something?
Thanks,
Dave

On Thu, Dec 7, 2017 at 10:30 AM, David Parker 
<dpar...@utica.edu<mailto:dpar...@utica.edu>> wrote:
Hi Fletcher,

Seems to work fine on 64-bit Debian 8 (Jessie).  Haven't had any players join 
yet so I'm not sure if connections or gameplay will be affected, but the server 
itself started up just fine.  I'm running 6 instances of SRCDS on different IPs 
on the same box, and CS:GO still is bound to the correct IP.

On Wed, Dec 6, 2017 at 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.
Unt

Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-20 Thread David Parker
Hi Fletch,

If we have these test binaries in place, is it safe to continue to update
via steamcmd or will an update overwrite these files and break something?

Thanks,
Dave

On Thu, Dec 7, 2017 at 10:30 AM, David Parker  wrote:

> Hi Fletcher,
>
> Seems to work fine on 64-bit Debian 8 (Jessie).  Haven't had any players
> join yet so I'm not sure if connections or gameplay will be affected, but
> the server itself started up just fine.  I'm running 6 instances of SRCDS
> on different IPs on the same box, and CS:GO still is bound to the correct
> IP.
>
> On Wed, Dec 6, 2017 at 8:16 PM, Fletcher Dunn  > 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 

Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-10 Thread Neuro Toxin
Can we please refrain from posting unrelated questions!

Lets not cry like babies about unrelated bugs to the testing/questions at
hand.



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Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-10 Thread Ejziponken
I think it works for us on multihomed setup with Gentoo running. 

I can start the server and I can find it in the browser and I can also
connect to it as a player. I didn't check any of that technical stuff with
ports etc since I dont know anything about that.



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Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-08 Thread spyrek10
What about these bugs? 
https://developer.valvesoftware.com/wiki/CSGO_Bugs



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Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-07 Thread dedimark
nothing breaks,i am ask ,what file to link :)

and how about sv_region 0 bug?

On Fri, Dec 8, 2017 at 12:40 AM, Fletcher Dunn <fletch...@valvesoftware.com>
wrote:

> Sorry, I don’t understand your question.  Were there symlinks before?
> What breaks if you don’t symlink anything?
>
>
>
>
>
>
>
> *From:* Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] *On
> Behalf Of *dedimark
> *Sent:* Thursday, December 7, 2017 4:19 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [Csgo_servers] Compatibility test for incoming change
> (again)
>
>
>
> Hi my server boot normaly.
>
>
>
> but now
>
>
>
> need to link
>
>
>
> ln -s /home/user/Steam/linux32/steamclient.so
> ~/.steam/sdk32/steamclient.so
>
>
>
> or to new steamclient.so?
>
>
>
> ln -s /home/user/csgo/bin/steamclient.so ~/.steam/sdk32/steamclient.so
>
>
>
> also sv_region 0 already fixed?
>
>
>
>  thank you
>
>
>
>
>
>
>
> On Thu, Dec 7, 2017 at 3:16 AM, Fletcher Dunn <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

Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-07 Thread Fletcher Dunn
Sorry, I don’t understand your question.  Were there symlinks before?  What 
breaks if you don’t symlink anything?



From: Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] On 
Behalf Of dedimark
Sent: Thursday, December 7, 2017 4:19 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Compatibility test for incoming change (again)

Hi my server boot normaly.

but now

need to link

ln -s /home/user/Steam/linux32/steamclient.so ~/.steam/sdk32/steamclient.so

or to new steamclient.so?

ln -s /home/user/csgo/bin/steamclient.so ~/.steam/sdk32/steamclient.so

also sv_region 0 already fixed?

 thank you



On Thu, Dec 7, 2017 at 3:16 AM, 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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Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-07 Thread David Parker
Hi Fletcher,

Seems to work fine on 64-bit Debian 8 (Jessie).  Haven't had any players
join yet so I'm not sure if connections or gameplay will be affected, but
the server itself started up just fine.  I'm running 6 instances of SRCDS
on different IPs on the same box, and CS:GO still is bound to the correct
IP.

On Wed, Dec 6, 2017 at 8:16 PM, Fletcher Dunn 
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.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>



-- 
Dave Parker '11
Database & Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User 

Re: [Csgo_servers] Compatibility test for incoming change (again)

2017-12-07 Thread dedimark
Hi my server boot normaly.

but now

need to link

ln -s /home/user/Steam/linux32/steamclient.so ~/.steam/sdk32/steamclient.so

or to new steamclient.so?

ln -s /home/user/csgo/bin/steamclient.so ~/.steam/sdk32/steamclient.so

also sv_region 0 already fixed?

 thank you



On Thu, Dec 7, 2017 at 3:16 AM, Fletcher Dunn 
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.
>
> ___
> Csgo_servers mailing list
> Csgo_servers@list.valvesoftware.com
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

[Csgo_servers] Compatibility test for incoming change (again)

2017-12-06 Thread Fletcher Dunn
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.
___
Csgo_servers mailing list
Csgo_servers@list.valvesoftware.com
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers