Will server_srv.so be renamed to server.so? I don't think it is part of the Steam Runtime.
Do you expect most plugins currently linked to libtier0_srv.so to break even with a symlink? On Tue, Mar 15, 2016 at 2:16 PM, John Schoenick <jo...@valvesoftware.com> wrote: > Yes, the server will be using the same libtier0/engine/etc as the client > builds, like the current windows builds, rather than being separate. We can > evaluate shipping a stub/symlink depending on how many tools work with that > v. those that may need a recompile either way. > > > On 03/15/2016 02:07 PM, Bottiger wrote: > > Does this mean every extension and vsp needs to be recompiled back > to libtier0.so? > > Can we just create a symlink named libtier0_srv.so? > > Is server_srv.so also going to be renamed server.so? > > On Tue, Mar 15, 2016 at 1:30 PM, John Schoenick <jo...@valvesoftware.com> > wrote: > >> Hi everyone, >> >> The current Linux TF2/SDK2013 dedicated server is a bit odd, shipping a >> dedicated-only build of the source engine that targets a very old toolchain >> for maximal compatibility. This setup predates the Steam Runtime and the >> widespread availability of container setups like Docker that make it >> trivial to run apps in alternate environments. >> >> We're planning on obsoleting this setup, and shipping a unified build[1] >> between clients and servers that targets the current Steam Runtime[2] >> >> What this means for you: >> >> >> *1) If your distro is not binary compatible[3] with the Steam Runtime >> (based on Ubuntu 12 LTS) you may need to update your setup to continue >> running TF2 servers. *There are several options for this. >> - Switch to a Ubuntu 12 LTS based distro >> - Create a Steam Runtime chroot or container (e.g. Docker) to run your >> servers. >> - Package a copy of the Steam Runtime for your servers and invoke the >> server with a modified environment ( env >> LD_LIBRARY_PATH="$RUNTIME"/usr/lib/ "$RUNTIME"/usr/lib/ld-linux.so.2 >> ./srcds_linux ... ) >> - Etc >> >> See the Steam Runtime page[2] for more information on setup and usage. >> >> *2) If you have mods or scripts that are hard-coded to expect "_srv" >> binaries, they will need to be fixed* >> >> We plan on working with the SourceMod team to ensure their tools continue >> to function, but server operators will likely need to update when this >> occurs. Other tools or scripts that are hard coded to "_srv" may need >> fixing. >> >> *When**?* >> The plan is to begin shipping builds based requiring the Steam Runtime in >> the next few months, so we encourage server operators to begin looking into >> their setups ASAP. >> >> Non-TF2 SDK2013 games will likely be switched to this setup some time >> after TF2, as it becomes necessary to maintain compatibility with the Steam >> SDK. >> >> Let me know if you have any questions or concerns >> - John >> >> [1] Meaning, one client.so and server.so and associated engine, rather >> than a separate "_srv.so" build of the entire system for dedicated servers. >> [2] https://github.com/ValveSoftware/steam-runtime >> [3] Binary compatibility largely meaning new-enough >> gcc-libs/libc/libstdc++, but also some supporting libraries like ncurses. >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds >> >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit:https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >
_______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds