Fletcher,
I appreciate the official summary and workaround, but is any work being
done on fixing the root cause of it not binding to the correct IP for
its outbound TCP connection? I'm scratching my head a bit on why the
Steam library would ignore the request to bind to a specific local
address, since it is trivial to do this from a system programming
perspective.
(Also: "Multi-ho/m/ed")
-John
On 11/21/2012 11:12 AM, Fletcher Dunn wrote:
If you are running a multi-honed server, and your server occasionally
drops out of the master server listing, or appears on the wrong public
IP, then you may be interested in testing our some beta binaries that
might fix the problem. The problem begins with a disruption while
talking on UDP (often during the weekly prop of Steam). The Steam
client layer then enters a fallback pattern of TCP, then UDP, etc.
Eventually the disruption is resolved, and it can be random whether
your server managed to connect to Steam on TCP or UDP, depending on
where it was in the retry pattern. The problem with TCP for
multi-honed servers is that it will always bind to the default
interface, disregarding any request to bind to a particular
interface. This can cause Steam to see your server as coming from the
wrong public IP. Depending on your routing rules, NAT, etc, your
server can drop off of the server browser because clients cannot get
to you when they send packets to that IP.
Some server operators have worked around this bug with firewall rules
preventing the server from connecting to Steam via TCP.
These binaries disable TCP fallback for dedicated servers.
http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip
http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip
Be warned that they have not been widely tested. You should only try
out these binaries if you think you are having problems related to
multi-honed machines.
Also, note that if you do use these binaries, and then update your
server, they will probably be reverted.
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