Just about all games have symlinks for large files, etc,.  I've been
doing this for awhile. I do appreciate the advice. It is always good
to read and discuss methodologies. I have experimented with a lot of
different methods. In my opinion, it's better to provide redundant and
localized sources for content distribution than a single hub; ex
provide a pool of storage for said content per machine, for local
users, while distributing the updates across the machines.  This is a
user managed service that strongly supports legal modification and
open source development.

For Valve games, since there are a lot files that get unique updates,
it doesn't make sense to overly complicate it with symlinks. They do
take up a lot of space, but it doesn't matter these days because
storage capacity is very large, fast, and inexpensive; I use RAID 10
with BBU on the systems and make regular backups.

For Steam, I prefer to let the client perform the updates via the
supportive scripting and customized control panel. Some clients may
not want to update at a given time, and it's preferable not to force
anything on them. SteamCMD works fine as integrated into the scripting
and control panel. It has worked perfectly for years with regular
Steam.

Back on topic:

All I want to know are the FQDN or IP addresses to exclusively allow
SteamCMD access. I prefer to block as much as possible and only open
what is needed; knowledge is power.

Thank you. =)

On Tue, Jun 11, 2013 at 9:26 AM, Andre Müller <[email protected]> wrote:
> If you don't have a CDN solution for your gameservers (worst thing), you
> can use a caching proxy in a local net in your datacenter. So you can close
> in- and outbound traffic on port 80 for external sources and allow traffic
> on port 80 for your local net in your datacenter. Additionally you will
> save incomming traffic, because your proxy is caching the content on one
> server with big disk space.
>
> The other way is, to distribute your serverfiles with a server over all
> your gamehosts e.g. with rsync or a cluster fs/bockdevice (glusterfs, drbd
> or other). Your scripts can push the files to your customer gameservers or
> you use symlinks.
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