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. > > _______________________________________________ > 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_linux