Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread senura gayal

When I Run the Server IT Choke y is that 

> Date: Wed, 28 Nov 2012 19:56:08 -0500
> From: pettit.t...@gmail.com
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] Potential fix for problems on multi-honed servers
> 
> Fletcher,
> 
> Can you please comment on Quickplay? Ever since the update after Halloween I 
> have seen my daily player counts steadily drop from over 6000 a day to less 
> than 1000. I have not made any changes except to add the recent binaries. I 
> am to the point where my community is starting to complain and I am sure I 
> have lost members that have been loyal for years. It obviously is not 
> affecting all communities but something has definitely changed. If it is not 
> fixed soon I will be closing up shop for good.
> 
> Please Help,
> Todd
> 
> - Original Message -
> From: "BOOM! Gaming Support" 
> To: "Half-Life dedicated Win32 server mailing list" 
> 
> Sent: Wednesday, November 28, 2012 7:35:27 PM
> Subject: Re: [hlds] Potential fix for problems on multi-honed servers
> 
> 
> 
> 
> 
> Hello Fletcher, 
> 
> 
> 
> All my servers have remained connected and listed since running these 
> binaries. They did not disconnect or delist yesterday or the week prior as 
> they have during all previous prop releases days. I sent you an email 
> regarding this and a few other things. Hopefully you received it last week. 
> Thank you very much for this fix. It's great appreciated. 
> 
> 
> 
> Best Regards, 
> 
> Mike Vail 
> 
> 
> 
> 
> 
> From: hlds-boun...@list.valvesoftware.com 
> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
> Sent: Wednesday, November 28, 2012 2:33 PM 
> To: Half-Life dedicated Win32 server mailing list 
> (hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list 
> (hlds_li...@list.valvesoftware.com) 
> Subject: Re: [hlds] Potential fix for problems on multi-honed servers 
> 
> 
> 
> Hello! 
> 
> 
> 
> If you were using these new binaries during yesterday’s Steam prop, let me 
> know how it went. Is the problem resolved? Same problems happened? New 
> problems happened? 
> 
> 
> 
> Thanks, 
> 
> - Fletch 
> 
> 
> 
> 
> 
> From: hlds-boun...@list.valvesoftware.com [ 
> mailto:hlds-boun...@list.valvesoftware.com ] On Behalf Of Fletcher Dunn 
> Sent: Wednesday, November 21, 2012 11:13 AM 
> To: Half-Life dedicated Linux server mailing list ( 
> hlds_li...@list.valvesoftware.com ); Half-Life dedicated Win32 server mailing 
> list ( hlds@list.valvesoftware.com ) 
> Subject: [hlds] Potential fix for problems on multi-honed servers 
> 
> 
> 
> If you are running a multi-honed server, and your server occasionally drops 
> out of the master server listing, or appears on the wrong public IP, then you 
> may be interested in testing our some beta binaries that might fix the 
> problem. The problem begins with a disruption while talking on UDP (often 
> during the weekly prop of Steam). The Steam client layer then enters a 
> fallback pattern of TCP, then UDP, etc. Eventually the disruption is 
> resolved, and it can be random whether your server managed to connect to 
> Steam on TCP or UDP, depending on where it was in the retry pattern. The 
> problem with TCP for multi-honed servers is that it will always bind to the 
> default interface, disregarding any request to bind to a particular 
> interface. This can cause Steam to see your server as coming from the wrong 
> public IP. Depending on your routing rules, NAT, etc, your server can drop 
> off of the server browser because clients cannot get to you when they send 
> packets to that IP. 
> 
> 
> 
> Some server operators have worked around this bug with firewall rules 
> preventing the server from connecting to Steam via TCP. 
> 
> 
> 
> These binaries disable TCP fallback for dedicated servers. 
> 
> 
> 
> http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip 
> 
> http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip 
> 
> 
> 
> Be warned that they have not been widely tested. You should only try out 
> these binaries if you think you are having problems related to multi-honed 
> machines. 
> 
> 
> 
> Also, note that if you do use these binaries, and then update your server, 
> they will probably be reverted. 
> 
> 
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> 
> ___
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> visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread Todd Pettit
Fletcher,

Can you please comment on Quickplay? Ever since the update after Halloween I 
have seen my daily player counts steadily drop from over 6000 a day to less 
than 1000. I have not made any changes except to add the recent binaries. I am 
to the point where my community is starting to complain and I am sure I have 
lost members that have been loyal for years. It obviously is not affecting all 
communities but something has definitely changed. If it is not fixed soon I 
will be closing up shop for good.

Please Help,
Todd

- Original Message -
From: "BOOM! Gaming Support" 
To: "Half-Life dedicated Win32 server mailing list" 

Sent: Wednesday, November 28, 2012 7:35:27 PM
Subject: Re: [hlds] Potential fix for problems on multi-honed servers





Hello Fletcher, 



All my servers have remained connected and listed since running these binaries. 
They did not disconnect or delist yesterday or the week prior as they have 
during all previous prop releases days. I sent you an email regarding this and 
a few other things. Hopefully you received it last week. Thank you very much 
for this fix. It's great appreciated. 



Best Regards, 

Mike Vail 





From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn 
Sent: Wednesday, November 28, 2012 2:33 PM 
To: Half-Life dedicated Win32 server mailing list 
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com) 
Subject: Re: [hlds] Potential fix for problems on multi-honed servers 



Hello! 



If you were using these new binaries during yesterday’s Steam prop, let me know 
how it went. Is the problem resolved? Same problems happened? New problems 
happened? 



Thanks, 

- Fletch 





From: hlds-boun...@list.valvesoftware.com [ 
mailto:hlds-boun...@list.valvesoftware.com ] On Behalf Of Fletcher Dunn 
Sent: Wednesday, November 21, 2012 11:13 AM 
To: Half-Life dedicated Linux server mailing list ( 
hlds_li...@list.valvesoftware.com ); Half-Life dedicated Win32 server mailing 
list ( hlds@list.valvesoftware.com ) 
Subject: [hlds] Potential fix for problems on multi-honed servers 



If you are running a multi-honed server, and your server occasionally drops out 
of the master server listing, or appears on the wrong public IP, then you may 
be interested in testing our some beta binaries that might fix the problem. The 
problem begins with a disruption while talking on UDP (often during the weekly 
prop of Steam). The Steam client layer then enters a fallback pattern of TCP, 
then UDP, etc. Eventually the disruption is resolved, and it can be random 
whether your server managed to connect to Steam on TCP or UDP, depending on 
where it was in the retry pattern. The problem with TCP for multi-honed servers 
is that it will always bind to the default interface, disregarding any request 
to bind to a particular interface. This can cause Steam to see your server as 
coming from the wrong public IP. Depending on your routing rules, NAT, etc, 
your server can drop off of the server browser because clients cannot get to 
you when they send packets to that IP. 



Some server operators have worked around this bug with firewall rules 
preventing the server from connecting to Steam via TCP. 



These binaries disable TCP fallback for dedicated servers. 



http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip 

http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip 



Be warned that they have not been widely tested. You should only try out these 
binaries if you think you are having problems related to multi-honed machines. 



Also, note that if you do use these binaries, and then update your server, they 
will probably be reverted. 


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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread BOOM! Gaming Support
Hello Fletcher,

 

All my servers have remained connected and listed since running these
binaries. They did not disconnect or delist yesterday or the week prior as
they have during all previous prop releases days. I sent you an email
regarding this and a few other things. Hopefully you received it last week.
Thank you very much for this fix. It's great appreciated.

 

Best Regards,

Mike Vail 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, November 28, 2012 2:33 PM
To: Half-Life dedicated Win32 server mailing list
(hlds@list.valvesoftware.com); Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com)
Subject: Re: [hlds] Potential fix for problems on multi-honed servers

 

Hello!

 

If you were using these new binaries during yesterday's Steam prop, let me
know how it went.  Is the problem resolved?  Same problems happened?  New
problems happened?

 

Thanks,

- Fletch

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, November 21, 2012 11:13 AM
To: Half-Life dedicated Linux server mailing list
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server
mailing list (hlds@list.valvesoftware.com)
Subject: [hlds] Potential fix for problems on multi-honed servers

 

If you are running a multi-honed server, and your server occasionally drops
out of the master server listing, or appears on the wrong public IP, then
you may be interested in testing our some beta binaries that might fix the
problem.  The problem begins with a disruption while talking on UDP (often
during the weekly prop of Steam).  The Steam client layer then enters a
fallback pattern of TCP, then UDP, etc.  Eventually the disruption is
resolved, and it can be random whether your server managed to connect to
Steam on TCP or UDP, depending on where it was in the retry pattern.  The
problem with TCP for multi-honed servers is that it will always bind to the
default interface, disregarding any request to bind to a particular
interface.  This can cause Steam to see your server as coming from the wrong
public IP.  Depending on your routing rules, NAT, etc, your server can drop
off of the server browser because clients cannot get to you when they send
packets to that IP.

 

Some server operators have worked around this bug with firewall rules
preventing the server from connecting to Steam via TCP.

 

These binaries disable TCP fallback for dedicated servers.

 

http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip

http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

 

Be warned that they have not been widely tested.  You should only try out
these binaries if you think you are having problems related to multi-honed
machines.

 

Also, note that if you do use these binaries, and then update your server,
they will probably be reverted.

 

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visit:
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Re: [hlds] Potential fix for problems on multi-honed servers

2012-11-28 Thread Fletcher Dunn
Hello!

If you were using these new binaries during yesterday's Steam prop, let me know 
how it went.  Is the problem resolved?  Same problems happened?  New problems 
happened?

Thanks,
- Fletch

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, November 21, 2012 11:13 AM
To: Half-Life dedicated Linux server mailing list 
(hlds_li...@list.valvesoftware.com); Half-Life dedicated Win32 server mailing 
list (hlds@list.valvesoftware.com)
Subject: [hlds] Potential fix for problems on multi-honed servers

If you are running a multi-honed server, and your server occasionally drops out 
of the master server listing, or appears on the wrong public IP, then you may 
be interested in testing our some beta binaries that might fix the problem.  
The problem begins with a disruption while talking on UDP (often during the 
weekly prop of Steam).  The Steam client layer then enters a fallback pattern 
of TCP, then UDP, etc.  Eventually the disruption is resolved, and it can be 
random whether your server managed to connect to Steam on TCP or UDP, depending 
on where it was in the retry pattern.  The problem with TCP for multi-honed 
servers is that it will always bind to the default interface, disregarding any 
request to bind to a particular interface.  This can cause Steam to see your 
server as coming from the wrong public IP.  Depending on your routing rules, 
NAT, etc, your server can drop off of the server browser because clients cannot 
get to you when they send packets to that IP.

Some server operators have worked around this bug with firewall rules 
preventing the server from connecting to Steam via TCP.

These binaries disable TCP fallback for dedicated servers.

http://media.steampowered.com/apps/440/steam_bins_windows_1586041.zip
http://media.steampowered.com/apps/440/steam_bins_linux_1586041.zip

Be warned that they have not been widely tested.  You should only try out these 
binaries if you think you are having problems related to multi-honed machines.

Also, note that if you do use these binaries, and then update your server, they 
will probably be reverted.

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds