Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-07-28 Thread Kyle Sanderson
Do you have any sort of time frame on this John? Are we looking at
another month? Two months? 6 months? one year?

Thanks,
Kyle.

On Tue, Jun 21, 2016 at 4:56 PM, John Schoenick  wrote:
> It is, but not in the next month or so.  We'll let you know when it is
> imminent.
>
> From: Anakkk
> Sent: Friday, June 17, 2016 6:14AM
> To: Half-life Dedicated Win32 Server Mailing List
> Subject: Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2
> and SDK2013 Dedicated Server
>
>
> Is this still planned?
>
> 2016-03-15 21:30 GMT+01:00 John Schoenick :
>>
>> 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
>>
>
>
>
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Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-06-21 Thread John Schoenick
It is, but not in the next month or so.  We'll let you know when it is
imminent.

*From:* Anakkk
*Sent:* Friday, June 17, 2016 6:14AM
*To:* Half-life Dedicated Win32 Server Mailing List
*Subject:* Re: [hlds] Heads Up: Minimum Requirements Changing for Linux
TF2 and SDK2013 Dedicated Server


Is this still planned?

2016-03-15 21:30 GMT+01:00 John Schoenick mailto:jo...@valvesoftware.com>>:

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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Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-06-17 Thread AnAkkk
Is this still planned?

2016-03-15 21:30 GMT+01:00 John Schoenick :

> 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
>
>
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Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-15 Thread Bottiger
Will server_srv.so be renamed to server.so? I don't think it is part of the
Steam Runtime.

Do you expect most plugins currently linked to libtier0_srv.so to break
even with a symlink?

On Tue, Mar 15, 2016 at 2:16 PM, John Schoenick 
wrote:

> 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 
> 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
>>
>>
>
>
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>
>
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Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-15 Thread John Schoenick
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
> 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
>
>
>
>
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> visit:
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Re: [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-15 Thread Bottiger
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 
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
>
>
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[hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-15 Thread John Schoenick
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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