Thanks. Everythink is tested and working
On Mon, Jan 29, 2018 at 9:32 PM, Fletcher Dunn <[email protected]> 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:[email protected]] *On > Behalf Of *David Parker > *Sent:* Wednesday, December 20, 2017 11:52 AM > *To:* [email protected] > *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 <[email protected]> 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 <[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 > > > > > -- > > Dave Parker '11 > > Database & Systems Administrator > Utica College > Integrated Information Technology Services > (315) 792-3229 > Registered Linux User #408177 > > > > > -- > > Dave Parker '11 > > Database & Systems Administrator > Utica College > Integrated Information Technology Services > (315) 792-3229 > Registered Linux User #408177 > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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