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 (LAST TIME)

2018-01-11 Thread Fletcher Dunn
I’m reminded that there is a major coming up.  We won’t be shipping this change 
before the end of the major.

From: Fletcher Dunn
Sent: Thursday, January 11, 2018 10:07 AM
To: csgo_servers@list.valvesoftware.com
Subject: Compatibility test for incoming change (LAST TIME)

Last time!  The zip at the link below has the binaries we’re going to ship 
soon, probably next week.  I am not aware of any problems anybody has had with 
the most recent test.  If I missed anybody’s feedback, let me know.

http://media.steampowered.com/apps/730/steam_bins_test_20180111.zip

When the update is released you *shouldn’t* have to take any special action, 
whether you participate in this test or not.  The updater should put down the 
latest copies of all the files, and delete a few old files that are no longer 
needed.

- Fletch

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<mailto: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.

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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___
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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
>



-- 
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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
>
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Re: [Csgo_servers] Compatibility test for incoming change

2017-08-17 Thread Ejziponken
I double checked and tried it again on a different multihomed machine  with
-udpforce. I cannot connect to the server. Using 4.8.6-gentoo.

./srcds_run -game csgo +ip .35


Connection to Steam servers successful.
Public IP is .28.

*With -udpforce*
version: 1.35.9.7/13597 558/6816 secure  [G:1:*] 
udp/ip : .35:27015  (public ip: .28)

*Without -udpforce (current live build)*
version : 1.35.9.7/13597 558/6816 secure  [G:1:*] 
udp/ip  : .35:27015  (public ip: .35)

No response from Fletcher in a week now. Makes me nervous. :P

/ Chris




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Re: [Csgo_servers] Compatibility test for incoming change

2017-08-17 Thread Marco Padovan
Hi,

centos 7, uploaded the binaries, removed the files mentioned in the readme,
added -udpforce to the cmd line (as all our servers are multihomed) but it
seems to still be showing the wrong public IP:

version : 1.35.9.7/13597 558/6816 secure  [G:1: xxx]
udp/ip  : xx.xxx.x.227:27015  (public ip: xx.xxx.x.226)

on other servers with current steam binaries it reads as:
udp/ip  : xx.xxx.x.227:27015  (public ip: xx.xxx.x.227)

so the public ip is wrong here... with the new binary it uses the main
machine ip instead of the one it should be assigned to.

connection_log.txt

[2017-08-17 09:56:12] Log session started
[2017-08-17 09:56:12] [0,0] SetSteamID( [G:1:0] )
[2017-08-17 09:56:12] [0,0] Server says 0% of connections should be
websockets, we rolled 3 - using UDP as default.
[2017-08-17 09:56:12] CCMInterface::YieldingConnect -- no CMs cached
locally, calling ISteamDirectory/GetCMList web api. . .
[2017-08-17 09:56:12] CCMInterface::YieldingConnect -- got 180 CMs and 100
WebSocket CMS from ISteamDirectory/GetCMList.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm01-ord.cm.steampowered.com:27021) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm04-ord.cm.steampowered.com:27021) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm04-ord.cm.steampowered.com:443) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm02-ord.cm.steampowered.com:27021) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm02-ord.cm.steampowered.com:443) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm01-ord.cm.steampowered.com:443) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm03-ord.cm.steampowered.com:443) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm03-ord.cm.steampowered.com:27021) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm04-ord.cm.steampowered.com:443) results: 18.4207ms + load 28.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() stopping early for good host (
cm04-ord.cm.steampowered.com:443)
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm02-ord.cm.steampowered.com:27021) results: 18.4138ms + load 24.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm01-ord.cm.steampowered.com:443) results: 18.4076ms + load 26.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm03-ord.cm.steampowered.com:443) results: 18.1608ms + load 25.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm02-ord.cm.steampowered.com:443) results: 18.4035ms + load 25.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm01-ord.cm.steampowered.com:27021) results: 20.6122ms + load 25.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm04-ord.cm.steampowered.com:27021) results: 38.0018ms + load 23.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm03-ord.cm.steampowered.com:27021) results: 20.0670ms + load 25.
[2017-08-17 09:56:12] [1,3] Connect() starting connection
(eNetQOSLevelMedium, cm02-ord.cm.steampowered.com:27021, WebSocket)
[2017-08-17 09:56:12] [1,3] ConnectionCompleted() (162.254.193.7:27021,
WebSocket)
[2017-08-17 09:56:12] [1,3] RecvMsgClientLogOnResponse() : [G:1:xxx]
'OK'

On Sat, Aug 12, 2017 at 9:15 AM, Ejziponken  wrote:

> Hi.
>
> My machines have multiple IPs and this is not working for me. I cant
> connect. Also the "-udpforce" in the command line does not fix anything,
> still cant connect.
>
> Im on Gentoo. Not sure what information you need from me.
>
>
>
> --
> View this message in context: http://csgo-servers.1073505.
> n5.nabble.com/Compatibility-test-for-incoming-change-tp12479p12486.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
> ___
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Re: [Csgo_servers] Compatibility test for incoming change

2017-08-12 Thread Ejziponken
Hi.

My machines have multiple IPs and this is not working for me. I cant
connect. Also the "-udpforce" in the command line does not fix anything,
still cant connect.

Im on Gentoo. Not sure what information you need from me.



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Re: [Csgo_servers] Compatibility test for incoming change

2017-08-11 Thread Fletcher Dunn
I don't know if/when we'll have a better solution than HTTP proxy for 
controlling the public IP for websockets.  However, in the meantime, -udpforce 
on the command line should work.  Can you please confirm that it does?

I'm sure we'll make sure there is a reasonable solution for multihomed servers.

From: Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] On 
Behalf Of John
Sent: Friday, August 11, 2017 11:36 AM
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Compatibility test for incoming change

On 8/11/2017 11:02 AM, Fletcher Dunn wrote:
There is currently no mechanism to control
what local IP or port this connection is bound to. ... (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.)

This would make the new mechanism incompatible with our systems, because all 
machines here have multiple IP addresses. Some other games have this same 
design flaw, including some Valve games on Linux (at least, historically). As 
Kyle does, we have a firewall rule in place on Linux that drops TCP connections 
to 27017:27019 on the outbound as a workaround for this (forcing a fallback to 
UDP mode).

Before the official release, or at least before you phase out -udpforce, you 
should modify the software to do a bind() call before connect(), using the IP 
address specified on the command line.

-John
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Re: [Csgo_servers] Compatibility test for incoming change

2017-08-11 Thread John

On 8/11/2017 11:02 AM, Fletcher Dunn wrote:


There is currently no mechanism to control

what local IP or port this connection is bound to. ... (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.)



This would make the new mechanism incompatible with our systems, because 
all machines here have multiple IP addresses. Some other games have this 
same design flaw, including some Valve games on Linux (at least, 
historically). As Kyle does, we have a firewall rule in place on Linux 
that drops TCP connections to 27017:27019 on the outbound as a 
workaround for this (forcing a fallback to UDP mode).


Before the official release, or at least before you phase out -udpforce, 
you should modify the software to do a bind() call before connect(), 
using the IP address specified on the command line.


-John
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Re: [Csgo_servers] Compatibility test for incoming change

2017-08-11 Thread dedimark
same with -IP

On Fri, Aug 11, 2017 at 9:25 PM, dedimark  wrote:

> Debian 8
>
> /etc/network/interfaces
>
> # The primary network interface
> auto eth0
> iface eth0 inet static
> address 104.128.53.34
> netmask 255.255.255.224
> network 104.128.53.32
> broadcast 104.128.53.63
> gateway 104.128.53.33
> # dns-* options are implemented by the resolvconf package, if
> installed
> dns-nameservers 208.117.10.68
> dns-search hostvenom.com
>
> auto eth0:1
> iface eth0:1 inet static
> address 104.128.53.35
> netmask 255.255.255.248
> gateway 104.128.53.33
>
> server start with +ip 104.128.53.35 +net_public_adr 104.128.53.35
>
> server automaticaly set 104.128.53.34 as public IP
>
> version : 1.35.9.7/13597 558/6816 secure  [G:1:987936]
> udp/ip  : 104.128.53.35:27015  (public ip: 104.128.53.34)
>
> ant i cant connect to server
>
> Thanks
>
>
>
>
>
>
>
>
> On Fri, Aug 11, 2017 at 9:14 PM, Kyle Sanderson 
> wrote:
>
>> Fletch is back.
>>
>> Any idea if you guys ever fixed the master IP binding issue on
>> multi-homed systems? I still have my iptables rules forcing UDP as this was
>> still an issue the last time you were kicking around.
>>
>> Kyle.
>>
>> On 11 Aug 2017 11:02 am, "Fletcher Dunn" 
>> wrote:
>>
>>> Hello!  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.
>>>
>>>
>>>
>>> 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_20170811.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 IP or port this connection is bound to.  However, it does
>>> obey HTTP proxy,
>>>
>>> so if you need to control the public IP you can do that.  (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.)  Alternatively, you can add "-udpforce"
>>> on the command line
>>>
>>> to disable websockets and force the use of the old UDP protocol.  Please
>>> don't do this
>>>
>>> unless you need 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.
>>>
>>>
>>>
>>> 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 

Re: [Csgo_servers] Compatibility test for incoming change

2017-08-11 Thread dedimark
Debian 8

/etc/network/interfaces

# The primary network interface
auto eth0
iface eth0 inet static
address 104.128.53.34
netmask 255.255.255.224
network 104.128.53.32
broadcast 104.128.53.63
gateway 104.128.53.33
# dns-* options are implemented by the resolvconf package, if
installed
dns-nameservers 208.117.10.68
dns-search hostvenom.com

auto eth0:1
iface eth0:1 inet static
address 104.128.53.35
netmask 255.255.255.248
gateway 104.128.53.33

server start with +ip 104.128.53.35 +net_public_adr 104.128.53.35

server automaticaly set 104.128.53.34 as public IP

version : 1.35.9.7/13597 558/6816 secure  [G:1:987936]
udp/ip  : 104.128.53.35:27015  (public ip: 104.128.53.34)

ant i cant connect to server

Thanks








On Fri, Aug 11, 2017 at 9:14 PM, Kyle Sanderson  wrote:

> Fletch is back.
>
> Any idea if you guys ever fixed the master IP binding issue on multi-homed
> systems? I still have my iptables rules forcing UDP as this was still an
> issue the last time you were kicking around.
>
> Kyle.
>
> On 11 Aug 2017 11:02 am, "Fletcher Dunn" 
> wrote:
>
>> Hello!  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.
>>
>>
>>
>> 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_20170811.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 IP or port this connection is bound to.  However, it does obey
>> HTTP proxy,
>>
>> so if you need to control the public IP you can do that.  (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.)  Alternatively, you can add "-udpforce" on
>> the command line
>>
>> to disable websockets and force the use of the old UDP protocol.  Please
>> don't do this
>>
>> unless you need 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.
>>
>>
>>
>> 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
>> 

Re: [Csgo_servers] Compatibility test for incoming change

2017-08-11 Thread Kyle Sanderson
Fletch is back.

Any idea if you guys ever fixed the master IP binding issue on multi-homed
systems? I still have my iptables rules forcing UDP as this was still an
issue the last time you were kicking around.

Kyle.

On 11 Aug 2017 11:02 am, "Fletcher Dunn" 
wrote:

> Hello!  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.
>
>
>
> 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_20170811.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 IP or port this connection is bound to.  However, it does obey
> HTTP proxy,
>
> so if you need to control the public IP you can do that.  (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.)  Alternatively, you can add "-udpforce" on
> the command line
>
> to disable websockets and force the use of the old UDP protocol.  Please
> don't do this
>
> unless you need 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.
>
>
>
> 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