For what it's worth, I'm still running them and I don't think there are any 
issues.
Also given that the patch diff for yesterday's update doesn't indicate any 
changes to the 4 affected libraries, logic dictates you should still be able to 
run them without issue.

(Patch diff: 
http://wiki.teamfortress.com/wiki/Template:PatchDiff/December_20,_2012_Patch)






________________________________
 From: Jason <pctool...@gmail.com>
To: Half-Life dedicated Win32 server mailing list <hlds@list.valvesoftware.com> 
Sent: Friday, December 21, 2012 6:47:55 PM
Subject: Re: [hlds] Potential fix for problems on multi-honed servers
 

Yes, would love to know if these are still needed or if whatever "fixes" were 
in them, have been included in the latest update -- or even if we should *NOT* 
use them.

Thanks in advance!


On Fri, Dec 21, 2012 at 1:01 PM, Mike Vail <supp...@boomgaming.net> wrote:

Hi Fletcher,
> 
>Just checking to see if I should stil be using these…
> 
>Thanks!
>Mike
> 
>From:hlds-boun...@list.valvesoftware.com 
>[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
>Sent: Wednesday, November 21, 2012 11:13 AM
>To: Half-Life dedicated Linux server mailing list 
>(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
>list (hlds@list.valvesoftware.com)
>Subject: [hlds] Potential fix for problems on multi-honed servers
> 
>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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>

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