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 <[email protected]>
wrote:

> Sorry, I don’t understand your question.  Were there symlinks before?
> What breaks if you don’t symlink anything?
>
>
>
>
>
>
>
> *From:* Csgo_servers [mailto:[email protected]] *On
> Behalf Of *dedimark
> *Sent:* Thursday, December 7, 2017 4:19 AM
> *To:* [email protected]
> *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 <[email protected]>
> 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
> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>
>
>
> _______________________________________________
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>
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