Re: [hlds] Potential fix for problems on multi-honed servers
Hi Fletcher, Just checking to see if I should stil be using these. Thanks! Mike From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Yes, would love to know if these are still needed or if whatever fixes were in them, have been included in the latest update -- or even if we should *NOT* use them. Thanks in advance! On Fri, Dec 21, 2012 at 1:01 PM, Mike Vail supp...@boomgaming.net wrote: Hi Fletcher, ** ** Just checking to see if I should stil be using these… ** ** Thanks! Mike ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Fletcher Dunn *Sent:* Wednesday, November 21, 2012 11:13 AM *To:* Half-Life dedicated Linux server mailing list ( hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) *Subject:* [hlds] Potential fix for problems on multi-honed servers ** ** If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. ** ** Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. ** ** These binaries disable TCP fallback for dedicated servers. ** ** http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip ** ** Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. ** ** Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
For what it's worth, I'm still running them and I don't think there are any issues. Also given that the patch diff for yesterday's update doesn't indicate any changes to the 4 affected libraries, logic dictates you should still be able to run them without issue. (Patch diff: http://wiki.teamfortress.com/wiki/Template:PatchDiff/December_20,_2012_Patch) From: Jason pctool...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Friday, December 21, 2012 6:47:55 PM Subject: Re: [hlds] Potential fix for problems on multi-honed servers Yes, would love to know if these are still needed or if whatever fixes were in them, have been included in the latest update -- or even if we should *NOT* use them. Thanks in advance! On Fri, Dec 21, 2012 at 1:01 PM, Mike Vail supp...@boomgaming.net wrote: Hi Fletcher, Just checking to see if I should stil be using these… Thanks! Mike From:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Can we continue using the beta binaries after todays updates sir? Mike V. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 28, 2012 2:33 PM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello! If you were using these new binaries during yesterday's Steam prop, let me know how it went. Is the problem resolved? Same problems happened? New problems happened? Thanks, - Fletch From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Yes. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of BOOM! Gaming Support Sent: Thursday, November 29, 2012 6:17 PM To: 'Half-Life dedicated Win32 server mailing list' Subject: Re: [hlds] Potential fix for problems on multi-honed servers Can we continue using the beta binaries after todays updates sir? Mike V. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com]mailto:[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 28, 2012 2:33 PM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello! If you were using these new binaries during yesterday's Steam prop, let me know how it went. Is the problem resolved? Same problems happened? New problems happened? Thanks, - Fletch From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.commailto:hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Hello! If you were using these new binaries during yesterday's Steam prop, let me know how it went. Is the problem resolved? Same problems happened? New problems happened? Thanks, - Fletch From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Hello Fletcher, All my servers have remained connected and listed since running these binaries. They did not disconnect or delist yesterday or the week prior as they have during all previous prop releases days. I sent you an email regarding this and a few other things. Hopefully you received it last week. Thank you very much for this fix. It's great appreciated. Best Regards, Mike Vail From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 28, 2012 2:33 PM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello! If you were using these new binaries during yesterday's Steam prop, let me know how it went. Is the problem resolved? Same problems happened? New problems happened? Thanks, - Fletch From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Fletcher, Can you please comment on Quickplay? Ever since the update after Halloween I have seen my daily player counts steadily drop from over 6000 a day to less than 1000. I have not made any changes except to add the recent binaries. I am to the point where my community is starting to complain and I am sure I have lost members that have been loyal for years. It obviously is not affecting all communities but something has definitely changed. If it is not fixed soon I will be closing up shop for good. Please Help, Todd - Original Message - From: BOOM! Gaming Support supp...@boomgaming.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, November 28, 2012 7:35:27 PM Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello Fletcher, All my servers have remained connected and listed since running these binaries. They did not disconnect or delist yesterday or the week prior as they have during all previous prop releases days. I sent you an email regarding this and a few other things. Hopefully you received it last week. Thank you very much for this fix. It's great appreciated. Best Regards, Mike Vail From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 28, 2012 2:33 PM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello! If you were using these new binaries during yesterday’s Steam prop, let me know how it went. Is the problem resolved? Same problems happened? New problems happened? Thanks, - Fletch From: hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.com ] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list ( hlds_li...@list.valvesoftware.com ); Half-Life dedicated Win32 server mailing list ( hlds@list.valvesoftware.com ) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
When I Run the Server IT Choke y is that Date: Wed, 28 Nov 2012 19:56:08 -0500 From: pettit.t...@gmail.com To: hlds@list.valvesoftware.com Subject: Re: [hlds] Potential fix for problems on multi-honed servers Fletcher, Can you please comment on Quickplay? Ever since the update after Halloween I have seen my daily player counts steadily drop from over 6000 a day to less than 1000. I have not made any changes except to add the recent binaries. I am to the point where my community is starting to complain and I am sure I have lost members that have been loyal for years. It obviously is not affecting all communities but something has definitely changed. If it is not fixed soon I will be closing up shop for good. Please Help, Todd - Original Message - From: BOOM! Gaming Support supp...@boomgaming.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, November 28, 2012 7:35:27 PM Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello Fletcher, All my servers have remained connected and listed since running these binaries. They did not disconnect or delist yesterday or the week prior as they have during all previous prop releases days. I sent you an email regarding this and a few other things. Hopefully you received it last week. Thank you very much for this fix. It's great appreciated. Best Regards, Mike Vail From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 28, 2012 2:33 PM To: Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com) Subject: Re: [hlds] Potential fix for problems on multi-honed servers Hello! If you were using these new binaries during yesterday’s Steam prop, let me know how it went. Is the problem resolved? Same problems happened? New problems happened? Thanks, - Fletch From: hlds-boun...@list.valvesoftware.com [ mailto:hlds-boun...@list.valvesoftware.com ] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list ( hlds_li...@list.valvesoftware.com ); Half-Life dedicated Win32 server mailing list ( hlds@list.valvesoftware.com ) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
I just wanted to add that I've been using these new binaries since last Monday and for the first time in many months I've actually gone more than 48 hours without having to randomly restart my empty servers to get them to reconnect to Steam after they lost their connections and dropped from the Steam list. One minute they were full, and 15 minutes later they would be empty because of the issue this resovles. This fix is a God-send! Thank you so much for doing this. It's a relief knowing I don't have to restart my servers constantly to keep them full of players and my regulars won't search for other servers because mine randomly appear offline because of this issue. Have Holidays to everyone and thanks again Valve! Mike Vail From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn Sent: Wednesday, November 21, 2012 11:13 AM To: Half-Life dedicated Linux server mailing list (hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing list (hlds@list.valvesoftware.com) Subject: [hlds] Potential fix for problems on multi-honed servers If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Fletcher, I appreciate the official summary and workaround, but is any work being done on fixing the root cause of it not binding to the correct IP for its outbound TCP connection? I'm scratching my head a bit on why the Steam library would ignore the request to bind to a specific local address, since it is trivial to do this from a system programming perspective. (Also: Multi-ho/m/ed) -John On 11/21/2012 11:12 AM, Fletcher Dunn wrote: If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
Fletcher, Can't you simply remove the flag k_uNetFlagUnboundSocket passed to CNet::AsyncConnect in CCMInterface::Connect ? 2012/11/22 John lists.va...@nuclearfallout.net Fletcher, I appreciate the official summary and workaround, but is any work being done on fixing the root cause of it not binding to the correct IP for its outbound TCP connection? I'm scratching my head a bit on why the Steam library would ignore the request to bind to a specific local address, since it is trivial to do this from a system programming perspective. (Also: Multi-ho*m*ed) -John On 11/21/2012 11:12 AM, Fletcher Dunn wrote: If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. ** ** Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. ** ** These binaries disable TCP fallback for dedicated servers. ** ** http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip ** ** Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. ** ** Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Potential fix for problems on multi-honed servers
After updating last night, I used these beta binaries and so far, so good.would love for them to be updated into the regular binaries (if the beta is successful for other folks too) so we won't have to re-copy these up after every update. Thank you for your attention to this matter! On Thu, Nov 22, 2012 at 5:27 AM, Didrole didr...@gmail.com wrote: Fletcher, Can't you simply remove the flag k_uNetFlagUnboundSocket passed to CNet::AsyncConnect in CCMInterface::Connect ? 2012/11/22 John lists.va...@nuclearfallout.net Fletcher, I appreciate the official summary and workaround, but is any work being done on fixing the root cause of it not binding to the correct IP for its outbound TCP connection? I'm scratching my head a bit on why the Steam library would ignore the request to bind to a specific local address, since it is trivial to do this from a system programming perspective. (Also: Multi-ho*m*ed) -John On 11/21/2012 11:12 AM, Fletcher Dunn wrote: If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. ** ** Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. ** ** These binaries disable TCP fallback for dedicated servers. ** ** http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip ** ** Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. ** ** Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
[hlds] Potential fix for problems on multi-honed servers
If you are running a multi-honed server, and your server occasionally drops out of the master server listing, or appears on the wrong public IP, then you may be interested in testing our some beta binaries that might fix the problem. The problem begins with a disruption while talking on UDP (often during the weekly prop of Steam). The Steam client layer then enters a fallback pattern of TCP, then UDP, etc. Eventually the disruption is resolved, and it can be random whether your server managed to connect to Steam on TCP or UDP, depending on where it was in the retry pattern. The problem with TCP for multi-honed servers is that it will always bind to the default interface, disregarding any request to bind to a particular interface. This can cause Steam to see your server as coming from the wrong public IP. Depending on your routing rules, NAT, etc, your server can drop off of the server browser because clients cannot get to you when they send packets to that IP. Some server operators have worked around this bug with firewall rules preventing the server from connecting to Steam via TCP. These binaries disable TCP fallback for dedicated servers. http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip Be warned that they have not been widely tested. You should only try out these binaries if you think you are having problems related to multi-honed machines. Also, note that if you do use these binaries, and then update your server, they will probably be reverted. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds