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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