Vista has much better symlink support.  I haven't tried it for game 
servers myself.  Would be nice if TCAdmin will support this in version 2.0.

Ook wrote:
> Good point. I once ran an OP4 server from a network share. The server was an 
> old PIII/800 box with an old 5400rpm 20GB Maxtor. It ran fine. At least 
> there was no noticable lag due to file i/o. I assumed that file i/o would 
> not be steller running it across the network like that. I watched bandwidth, 
> and it never really used that much.
>
> A better reason to symlink some of your directories might to be if you have 
> multiple servers using same map set and you don't want multiple copies of 
> your maps and resources. It would be nice if we could do this with Windows. 
> Hmm...anyone old enough to remember the old DOS append command? And all the 
> trouble it caused? Yeah,yeah - not quite the same as using a symbolic link.
>
> ----- Original Message ----- 
> From: "Ian Watts" <iwatt...@hotmail.com>
> To: "'Half-Life dedicated Win32 server mailing list'" 
> <hlds@list.valvesoftware.com>
> Sent: Sunday, March 08, 2009 8:55 PM
> Subject: Re: [hlds] symlink multiple servers
>
>
>   
>> I won't point out the finer detail of this being a Win32 server mailing
>> list... oops.. :P  Google "windows junctions" to get info on how to use
>> junction points.
>>
>> You have found where you would need to link the shared content.  Because 
>> you
>> would want cfg and addons separated (yes, I suppose you could pass an exec
>> for custom autoexec.. but come on..), it means you would want, then, to 
>> link
>> the other folders at that level (materials, models, maps.. etc).
>>
>> However, compared to many other things to look at, I don't believe you 
>> would
>> gain all too much.
>>
>> -----Original Message-----
>> From: hlds-boun...@list.valvesoftware.com
>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Ook
>> Sent: Thursday, March 05, 2009 2:55 PM
>>
>> Having multiple servers accessing the same files would actually be faster.
>> The files will be in the cache, reducing reads to the hard drive. The disk
>> i/o block scheduler may or may not be faster depending on what else is 
>> being
>>
>> read. If more then one process tries to read the same sector such that 
>> both
>> requests go into the same head scan, then it will come out faster, but 
>> that
>> probably isn't too likely. I would count on the cache to increase
>> performance, but not the i/o scheduler.
>>
>>
>> ----- Original Message ----- 
>> From: "Arg!" <chillic...@gmail.com>
>> Sent: Thursday, March 05, 2009 2:29 PM
>>
>>     
>>> im a bit of a linux noob, but wouldnt there be some potential latency
>>> involved with multiple server accessing the same files?
>>>
>>> i wonder if this would work with windows junction points as well :P
>>>
>>> On Fri, Mar 6, 2009 at 5:09 AM, f0rkz <h...@f0rkznet.net> wrote:
>>>
>>>       
>>>> You could share the source shared content as a single symlink point.
>>>> Getting any deeper into sharing content may get tricky, but its
>>>> possible.
>>>>
>>>> For instance, you set up something like /home/serverfiles/hl2
>>>> You could then symlink that in your server's directory..
>>>> /home/myuser/mygameserver/
>>>> ln -s /home/serverfiles/hl2 /home/myuser/mygameserver/hl2
>>>>
>>>> Further than that may get messy...
>>>>
>>>> On Mar 5, 2009, at 1:04 PM, Chris Oryschak wrote:
>>>>
>>>>         
>>>>> Currently i'm running multiple TF2 servers each from their own
>>>>> installation directory and have heard of people symlink'ing all the
>>>>> additional servers to one installation folder.  This would probably
>>>>> clean up data along with making server updates much easier across
>>>>> all servers in one shot.
>>>>>
>>>>> Anyone here setup the additional servers via symlink?
>>>>>
>>>>> If so how did you go about doing it so that /addons and /cfg folders
>>>>> arn't shared?
>>>>>
>>>>> I'm curious to hear everyones opinion on this.
>>>>>           
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