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 <mailto: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.
>
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>
>
>
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