Re: [hlds] Potential fix for problems on multi-honed servers

2012-12-21 Thread Mike Vail
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.

 

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Re: [hlds] Potential fix for problems on multi-honed servers

2012-12-21 Thread Jason
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


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Re: [hlds] Potential fix for problems on multi-honed servers

2012-12-21 Thread Bjorn Wielens
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.
 
___
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visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-29 Thread BOOM! Gaming Support
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.

 

___
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visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-29 Thread Fletcher Dunn
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.

___
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visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread Fletcher Dunn
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.

___
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visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread BOOM! Gaming Support
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.

 

___
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visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread Todd Pettit
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. 


___
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visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread senura gayal

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. 
 
 
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-23 Thread BOOM! Gaming Support
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.

 

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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-22 Thread John

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.




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visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-22 Thread Didrole
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.

 ** **


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 visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



 ___
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-22 Thread Jason
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.

 ** **


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 please visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds



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[hlds] Potential fix for problems on multi-honed servers

2012-11-21 Thread Fletcher Dunn
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.

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