Steam's tier0 and vstdlib are linked statically on Linux now. -- Nicholas Hastings AlliedMods.net <http://www.alliedmods.net>
> Marco Padovan <mailto:[email protected]> > 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 > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > Absurd Minds <mailto:[email protected]> > 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 > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers > Fletcher Dunn <mailto:[email protected]> > 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 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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