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 <[email protected]> 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" <[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 >> > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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