I do not use -autoupdate. With a cronjob and some scripting the local version is matched against the version you can require from the Steam API:
https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=730&version=0.0.0.0&format=json

If the local version is less than the API´s the updater will be executed for the masterserver. The single server instances are setup to be restarted every day anyhow.

If you need more API details, please check the wiki.


Am 18.04.2013 18:41, schrieb Russell Smith:
To piggy back on this thread, how are you guys handling srcds updates? The only disadvantage I can see with symlinking is you then cannot launch with -autoupdate on each of your instances, but you can't update the master copy either while the children are running.

Are you guys then just manually shutting down all servers to update the master copy every update?

On 4/18/2013 4:34 AM, Bjorn Wielens wrote:
Thanks all for the insight. I've also been looking at the forked server thread on alliedmods where it's mentioned that MM can be symlinked, but sourcemod should not be.

I've got a pretty good idea now what I want to do after hearing how other folks manage it. We use CPGS to manage the servers so it won't be necessary to actually start/stop/restart them from the script - what I'm looking to write is just some scripts for rapid updating of metamod, sourcemod, and tf2, along with a rapid way to deploy a new install with our standard plugin and config loadout.

Cheers!



________________________________
  From: Erik-jan Riemers <riem...@binkey.nl>
To: Half-Life dedicated Linux server mailing list <hlds_linux@list.valvesoftware.com>
Sent: Thursday, April 18, 2013 4:54:58 AM
Subject: Re: [hlds_linux] Symlinked Server Setup

Well i am no isp, so I don’t have to keep that in mind. Also we use
updater.smx which removes any symbolic links if a new update is out on the
plugins. Looks nice the gui Ulrich, might come in handy for less
scriptfull people.

Only thing that was left, was there now an option to tell server owners
which custom content it is allowed to load? I think not right?

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich
Block
Sent: donderdag 18 april 2013 9:45
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Symlinked Server Setup

I am also using a symlink setup. My system has a masteruser which owns the
masterfiles/server. This user is within the same group as the users that
own the actual gameservers. Linking serverplugins decreases the needed
adminsitration. Update mms/sm once and all your servers can make use of
updated binaries.


When I install a server or serverplugin like mms/sm I work in two passes.

1. pass is to copy files from master a user needs to edit (incomplete
extension list und wrote down from my memory):
cd masterfolder/
find -type f -name "*.cfg" -o -name "*.ini" -o -name "*.smx" | while read
file; do
      if [ ! -d targetserver/`basename $file` ]; then mkdir -p
targetserver/`basename $file`; fi
      cp $file targetserver/$file
done

2. pass symlinks the rest recusive. Previously copied files won´t get
overwritten:
cp -sr /absolutepath/to/masterserver/* /absolutepath/to/targetserver/


If you only have a few servers and do not mind using an interface, you
might be interested in easy-wi.com. It makes use of symlinks and has a
free version.


Am 18.04.2013 08:54, schrieb Erik-jan Riemers:
This is my script what i have so far, i want to improve more on it when
i
have the time like making an easy way to upgrade metamod/sourcemod and
update plugins too.

http://pastebin.com/TzULi9M4 it keeps the configs of all servers in a
.servers file which should make it easy to create and remove new servers
to get default servers up and running quickly. Tested with tf2 and css.

This is my own worklog to keep our other admins in the loop,
http://wiki.lethal-zone.eu/pages/viewpage.action?pageId=7798805 feel
free
to copy it over if it has any value for you. But some of them asked what has changed, so made a diagram of it. If you see something wrong or have
a
better way, I am all ears.

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn
Wielens
Sent: donderdag 18 april 2013 2:39
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Symlinked Server Setup

In light of the upcoming tf2 server switch to steampipe, I'm working on
a
new server setup which is symlinked, and I have a question I hope
someone
here can answer. Skip down two paragraphs to go straight to it, or read
on
for background on what I'm trying to do.

Background: What I ultimately want to do is have several tf2 server
directories (e.g. server1, server2, server3) which all have symlinks to
the files in a single "master" directory to which updates are
downloaded.
These servers (1, 2 and 3) can then be customized as to their
mapcycles/configs/etc, but don't use much additional disk space for each
new install.

My question pertains to addons, specifically SM/MM). I recall reading
about some of this, but can't seem to hit the right combination of
keywords to find it again via google.

Here goes - Symlinking Sourcemod and Metamod: Can components of these
(esp. plugins, configs) be symlinked or is it necessary to have a unique
copy for each server?


Also, is 232250 the final appid for tf2 steamcmd or will that become 440
at the actual switchover? Sorry if that's been answered before.

Thanks!

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