[hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread Nathan D.
Currently, when auto-update is turned on and updates to a game are 
released, we have to manually restart our server(s) so that auto-update 
will update the server during start up. Because we have to manually 
restart, there is X amount of time before our server(s) are updated and 
are usually empty since most of the clients have already updated.

A suggestion of mine would be to make auto-update 1.) aware when updates 
are released and 2.) know when the server has players in it or not. 
Therefore, when auto-update knows there is an update available and 
realizes the server is empty, it could automatically issue the exit 
command to restart the server so that auto-update will run.

In the meantime while Valve considers my suggestion, does anyone know 
some sort of practical way to have the server restart itself when an 
update is available? For someone who runs many servers, it is a slight 
hassle to restart each server manually so that auto-update can run.

My apologies if something relative to this has already been discussed; I 
just re-joined the mailing list after many years of being unsubscribed.

-Nate

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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread John Q
Something like this could be done with some scripting, but finding a trigger
would be the tough. Without looking into this at all, What i would do is
make a script and use qstat to check if the server is empty and if it is
have it restart the server, just set a cronjob to whatever script you made.
Thats one solution for automated updates, triggering it right when an update
comes out would be harder since well, you need a trigger. Thats my quick
take on it atleast. If you need and help lemme know.

On Sun, Dec 13, 2009 at 1:44 AM, Nathan D. nathan...@cox.net wrote:

 Currently, when auto-update is turned on and updates to a game are
 released, we have to manually restart our server(s) so that auto-update
 will update the server during start up. Because we have to manually
 restart, there is X amount of time before our server(s) are updated and
 are usually empty since most of the clients have already updated.

 A suggestion of mine would be to make auto-update 1.) aware when updates
 are released and 2.) know when the server has players in it or not.
 Therefore, when auto-update knows there is an update available and
 realizes the server is empty, it could automatically issue the exit
 command to restart the server so that auto-update will run.

 In the meantime while Valve considers my suggestion, does anyone know
 some sort of practical way to have the server restart itself when an
 update is available? For someone who runs many servers, it is a slight
 hassle to restart each server manually so that auto-update can run.

 My apologies if something relative to this has already been discussed; I
 just re-joined the mailing list after many years of being unsubscribed.

 -Nate

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[hlds_linux] Where does hlds gets it $HOME from?

2009-12-13 Thread Thomas Hjorth
Hi all

I tried setting $HOME in a number of ways... latest was adding an
export HOME=$(pwd) in the beginning of hlds_run, but it still goes
with the users regular $HOME, which means that all the server started
with the same user is fighting about the same $HOME/.steam folder.

Any ideas to set $HOME correctly or force hlds_run to use a specific
homedir?

Regards 
Thomas Hjorth
DSRack.com



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Re: [hlds_linux] Where does hlds gets it $HOME from?

2009-12-13 Thread Shane Arnold
STEAMHOME = `pwd` = current working directory
STEAMHOME = /path/to/home

echo '$STEAMHOME is the current path'

On 13/12/2009 9:20 PM, Thomas Hjorth wrote:
 Hi all

 I tried setting $HOME in a number of ways... latest was adding an
 export HOME=$(pwd) in the beginning of hlds_run, but it still goes
 with the users regular $HOME, which means that all the server started
 with the same user is fighting about the same $HOME/.steam folder.

 Any ideas to set $HOME correctly or force hlds_run to use a specific
 homedir?

 Regards
 Thomas Hjorth
 DSRack.com



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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread Nikolay Shopik
On 13.12.2009 12:44, Nathan D. wrote:
 Currently, when auto-update is turned on and updates to a game are
 released, we have to manually restart our server(s) so that auto-update
 will update the server during start up. Because we have to manually
 restart, there is X amount of time before our server(s) are updated and
 are usually empty since most of the clients have already updated.

When update released master servers send requestrestart for server and 
it will automatically restart when change level occur, and start update 
itself.


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Re: [hlds_linux] Where does hlds gets it $HOME from?

2009-12-13 Thread Shane Arnold
Sorry no spaces in those two lines (was for ease of reference).

On 13/12/2009 10:02 PM, Shane Arnold wrote:
 STEAMHOME = `pwd`= current working directory
 STEAMHOME = /path/to/home

 echo '$STEAMHOME is the current path'

 On 13/12/2009 9:20 PM, Thomas Hjorth wrote:

 Hi all

 I tried setting $HOME in a number of ways... latest was adding an
 export HOME=$(pwd) in the beginning of hlds_run, but it still goes
 with the users regular $HOME, which means that all the server started
 with the same user is fighting about the same $HOME/.steam folder.

 Any ideas to set $HOME correctly or force hlds_run to use a specific
 homedir?

 Regards
 Thomas Hjorth
 DSRack.com



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Re: [hlds_linux] Where does hlds gets it $HOME from?

2009-12-13 Thread Thomas Hjorth
Thanks, but it doesnt work either...

in hlds_run i have added -
export HOME=$(pwd)
export STEAMHOME=$(pwd)
echo $HOME
echo $STEAMHOME

Using hlds_rnu + args gives me this -

/home/gamesrv1
/home/gamesrv1
Auto detecting CPU
Using Pentium II Optimised binary.
Auto-restarting the server on crash
Updating server using Steam.
Checking bootstrapper version ...
Failed to create directory /home/hldsuser/.steam
Sun Dec 13 17:06:03 CET 2009: Steam Update failed, ignoring.

So hlds_run doesnt care for $HOME nor $STEAMHOME
Its still looking into /home/hldsuser which I removed for the purpose of
debugging...

So, and other ideas about setting a users homedir, which hlds_run will
honor?

./Thomas


On Sun, 2009-12-13 at 22:02 +0800, Shane Arnold wrote:
 STEAMHOME = `pwd` = current working directory
 STEAMHOME = /path/to/home
 
 echo '$STEAMHOME is the current path'
 
 On 13/12/2009 9:20 PM, Thomas Hjorth wrote:
  Hi all
 
  I tried setting $HOME in a number of ways... latest was adding an
  export HOME=$(pwd) in the beginning of hlds_run, but it still goes
  with the users regular $HOME, which means that all the server started
  with the same user is fighting about the same $HOME/.steam folder.
 
  Any ideas to set $HOME correctly or force hlds_run to use a specific
  homedir?
 
  Regards
  Thomas Hjorth
  DSRack.com
 
 
 
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[hlds_linux] HLDS content server?

2009-12-13 Thread zeevs86
Hello. Im trying to download dystopia mod server for more than
one week. the speed is horribly slow, and the download
proccess always stuck.

I have also tried to update yestarday my Killing Floor server
for 4 hours.

My question is, can I change the content server while using 
HLDS (linux), like the pc steam version?

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Re: [hlds_linux] HLDS content server?

2009-12-13 Thread David Parker
Stop the update and delete the ClientRegistry.blob file:

rm -f $HOME/.steam/ClientRegistry.blob

The run the update again.

    - Dave

- Original Message -
From: zeev...@bezeqint.net
Date: Sunday, December 13, 2009 11:39 am
Subject: [hlds_linux] HLDS content server?
To: hlds_linux@list.valvesoftware.com

 Hello. Im trying to download dystopia mod server for more than
 one week. the speed is horribly slow, and the download
 proccess always stuck.
 
 I have also tried to update yestarday my Killing Floor server
 for 4 hours.
 
 My question is, can I change the content server while using 
 HLDS (linux), like the pc steam version?
 
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Re: [hlds_linux] HLDS content server?

2009-12-13 Thread ics
Sort of. Create file named Steam.cfg next to your steam binary (same 
folder) and in that file, put this line:
PreferredContentServerIDs = 150 97 98 113 114 80 94

Those are the numbers of content servers listed here 
http://store.steampowered.com/stats/content/ (click the link down there 
to see servers closest to you).

-ics

zeev...@bezeqint.net kirjoitti:
 Hello. Im trying to download dystopia mod server for more than
 one week. the speed is horribly slow, and the download
 proccess always stuck.

 I have also tried to update yestarday my Killing Floor server
 for 4 hours.

 My question is, can I change the content server while using 
 HLDS (linux), like the pc steam version?

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[hlds_linux] Masterservers forces restart of hlds server, why?

2009-12-13 Thread Thomas Hjorth
Hi all

I have included the complete log in the bottom.

Im starting a hlds using:

./hlds_run -game cstrike -port 32055 +clientport 32057 +map 'de_nuke'
+maxplayers 12 +IP 10.10.0.102 +sys_ticrate 5000 -console -autoupdate

In hlds_run I have added a few lines to set, export and print $HOME and
$STEAMHOME which are correct according to what is printed right before
the server starts up.

At first the server starts up just fine and no problems. Game version is
48/1.1.2.6/Stdio/4617, steam prints HLDS installation up to date 
and the server ends with this - (and is ready to go)
Connection to Steam servers successful.
   VAC secure mode is activated.

Then i do a quit to let hlds restart itself after 10 sec. everything
is that same... same version, same up to date message, but NOW i get
this: 

MasterRequestRestart
Your server will be restarted on map change.
L 12/13/2009 - 18:49:54: Your server will be restarted on map change.
Connection to Steam servers successful.
   VAC secure mode is activated.
MasterRequestRestart
Your server will be restarted on map change.
L 12/13/2009 - 18:49:55: Your server will be restarted on map change.
L 12/13/2009 - 18:50:01: World triggered Round_Start

Which means that the server will be forced to reboot when changing map,
but why? Why is the masterserver forcing the gameserver to do this, when
to server is up2date? and why doesnt it force it everytime if the
problem is something else?

Regards
Thomas Hjorth
DSRack.com


 LOG ***
# ./hlds_run -game cstrike -port 32055 +clientport 32057 +map 'de_nuke'
+maxplayers 12 +IP 10.10.0.102 +sys_ticrate 5000 -console -autoupdate
HOME=/home/gamesys/gameservers/hlds01
STEAMHOME=/home/gamesys/gameservers/hlds01
Auto detecting CPU
Using Pentium II Optimised binary.
Auto-restarting the server on crash
Updating server using Steam.
Checking bootstrapper version ...
Updating Installation
Checking/Installing 'Counter-Strike Base Content' version 35


Checking/Installing 'Linux Server Engine' version 53


Checking/Installing 'Half-Life Base Content' version 12


HLDS installation up to date

Console initialized.
Protocol version 48
Exe version 1.1.2.6/Stdio (cstrike)
Exe build: 15:58:06 Jun 15 2009 (4617)
STEAM Auth Server
couldn't exec language.cfg
Server logging data to file logs/L1213040.log
L 12/13/2009 - 18:49:16: Log file started (file logs/L1213040.log)
(game cstrike) (version 48/1.1.2.6/Stdio/4617)
L 12/13/2009 - 18:49:16: Server cvar sv_password = ***PROTECTED***
L 12/13/2009 - 18:49:16: Log file closed
Server logging data to file logs/L1213041.log
L 12/13/2009 - 18:49:16: Log file started (file logs/L1213041.log)
(game cstrike) (version 48/1.1.2.6/Stdio/4617)
L 12/13/2009 - 18:49:16: Server cvar sv_aim = 0
L 12/13/2009 - 18:49:16: Server cvar sv_contact = ***
L 12/13/2009 - 18:49:16: Server cvar sv_minrate = 2
L 12/13/2009 - 18:49:16: Server cvar sv_maxrate = 25000
L 12/13/2009 - 18:49:16: Server cvar sv_proxies = 2
L 12/13/2009 - 18:49:16: Server cvar sv_stopspeed = 75
Server IP address 10.10.0.102:32055
L 12/13/2009 - 18:49:16: Log file closed
Server logging data to file logs/L1213042.log
L 12/13/2009 - 18:49:16: Log file started (file logs/L1213042.log)
(game cstrike) (version 48/1.1.2.6/Stdio/4617)
L 12/13/2009 - 18:49:16: Loading map de_nuke
L 12/13/2009 - 18:49:16: Server cvars start
L 12/13/2009 - 18:49:16: Server cvar
_tutor_bomb_viewable_check_interval = 0.5
L 12/13/2009 - 18:49:16: Server cvar _tutor_debug_level = 0
L 12/13/2009 - 18:49:16: Server cvar _tutor_examine_time = 0.5
L 12/13/2009 - 18:49:16: Server cvar _tutor_hint_interval_time =
10.0
L 12/13/2009 - 18:49:16: Server cvar _tutor_look_angle = 10
L 12/13/2009 - 18:49:16: Server cvar _tutor_look_distance = 200
L 12/13/2009 - 18:49:16: Server cvar
_tutor_message_character_display_time_coefficient = 0.07
L 12/13/2009 - 18:49:16: Server cvar
_tutor_message_minimum_display_time = 1
L 12/13/2009 - 18:49:16: Server cvar _tutor_message_repeats = 5
L 12/13/2009 - 18:49:16: Server cvar _tutor_view_distance = 1000
L 12/13/2009 - 18:49:16: Server cvar allow_spectators = 1.0
L 12/13/2009 - 18:49:16: Server cvar coop = 0
L 12/13/2009 - 18:49:16: Server cvar deathmatch = 1
L 12/13/2009 - 18:49:16: Server cvar decalfrequency = 30
L 12/13/2009 - 18:49:16: Server cvar edgefriction = 2
L 12/13/2009 - 18:49:16: Server cvar hostage_debug = 0
L 12/13/2009 - 18:49:16: Server cvar hostage_stop = 0
L 12/13/2009 - 18:49:16: Server cvar humans_join_team = any
L 12/13/2009 - 18:49:16: Server cvar max_queries_sec = 3.0
L 12/13/2009 - 18:49:16: Server cvar max_queries_sec_global = 30
L 12/13/2009 - 18:49:16: Server cvar max_queries_window = 60
L 12/13/2009 - 18:49:16: Server cvar mp_allowmonsters = 0
L 12/13/2009 - 18:49:16: Server cvar mp_autokick = 1
L 12/13/2009 - 18:49:16: Server cvar mp_autoteambalance = 1
L 12/13/2009 - 18:49:16: Server cvar mp_buytime = 1.5
L 12/13/2009 - 18:49:16: Server cvar mp_c4timer = 45
L 

Re: [hlds_linux] Masterservers forces restart of hlds server, why?

2009-12-13 Thread Ronny Schedel

Seems to be the same old problem that we had some days ago, read the 
archives. It's a broken master server.


 Hi all

 I have included the complete log in the bottom.

 Im starting a hlds using:

 ./hlds_run -game cstrike -port 32055 +clientport 32057 +map 'de_nuke'
 +maxplayers 12 +IP 10.10.0.102 +sys_ticrate 5000 -console -autoupdate

 In hlds_run I have added a few lines to set, export and print $HOME and
 $STEAMHOME which are correct according to what is printed right before
 the server starts up.

 At first the server starts up just fine and no problems. Game version is
 48/1.1.2.6/Stdio/4617, steam prints HLDS installation up to date
 and the server ends with this - (and is ready to go)
 Connection to Steam servers successful.
   VAC secure mode is activated.

 Then i do a quit to let hlds restart itself after 10 sec. everything
 is that same... same version, same up to date message, but NOW i get
 this:

 MasterRequestRestart
 Your server will be restarted on map change.
 L 12/13/2009 - 18:49:54: Your server will be restarted on map change.
 Connection to Steam servers successful.
   VAC secure mode is activated.
 MasterRequestRestart
 Your server will be restarted on map change.
 L 12/13/2009 - 18:49:55: Your server will be restarted on map change.
 L 12/13/2009 - 18:50:01: World triggered Round_Start

 Which means that the server will be forced to reboot when changing map,
 but why? Why is the masterserver forcing the gameserver to do this, when
 to server is up2date? and why doesnt it force it everytime if the
 problem is something else?

 Regards
 Thomas Hjorth
 DSRack.com


  LOG ***
 # ./hlds_run -game cstrike -port 32055 +clientport 32057 +map 'de_nuke'
 +maxplayers 12 +IP 10.10.0.102 +sys_ticrate 5000 -console -autoupdate
 HOME=/home/gamesys/gameservers/hlds01
 STEAMHOME=/home/gamesys/gameservers/hlds01
 Auto detecting CPU
 Using Pentium II Optimised binary.
 Auto-restarting the server on crash
 Updating server using Steam.
 Checking bootstrapper version ...
 Updating Installation
 Checking/Installing 'Counter-Strike Base Content' version 35


 Checking/Installing 'Linux Server Engine' version 53


 Checking/Installing 'Half-Life Base Content' version 12


 HLDS installation up to date

 Console initialized.
 Protocol version 48
 Exe version 1.1.2.6/Stdio (cstrike)
 Exe build: 15:58:06 Jun 15 2009 (4617)
 STEAM Auth Server
 couldn't exec language.cfg
 Server logging data to file logs/L1213040.log
 L 12/13/2009 - 18:49:16: Log file started (file logs/L1213040.log)
 (game cstrike) (version 48/1.1.2.6/Stdio/4617)
 L 12/13/2009 - 18:49:16: Server cvar sv_password = ***PROTECTED***
 L 12/13/2009 - 18:49:16: Log file closed
 Server logging data to file logs/L1213041.log
 L 12/13/2009 - 18:49:16: Log file started (file logs/L1213041.log)
 (game cstrike) (version 48/1.1.2.6/Stdio/4617)
 L 12/13/2009 - 18:49:16: Server cvar sv_aim = 0
 L 12/13/2009 - 18:49:16: Server cvar sv_contact = ***
 L 12/13/2009 - 18:49:16: Server cvar sv_minrate = 2
 L 12/13/2009 - 18:49:16: Server cvar sv_maxrate = 25000
 L 12/13/2009 - 18:49:16: Server cvar sv_proxies = 2
 L 12/13/2009 - 18:49:16: Server cvar sv_stopspeed = 75
 Server IP address 10.10.0.102:32055
 L 12/13/2009 - 18:49:16: Log file closed
 Server logging data to file logs/L1213042.log
 L 12/13/2009 - 18:49:16: Log file started (file logs/L1213042.log)
 (game cstrike) (version 48/1.1.2.6/Stdio/4617)
 L 12/13/2009 - 18:49:16: Loading map de_nuke
 L 12/13/2009 - 18:49:16: Server cvars start
 L 12/13/2009 - 18:49:16: Server cvar
 _tutor_bomb_viewable_check_interval = 0.5
 L 12/13/2009 - 18:49:16: Server cvar _tutor_debug_level = 0
 L 12/13/2009 - 18:49:16: Server cvar _tutor_examine_time = 0.5
 L 12/13/2009 - 18:49:16: Server cvar _tutor_hint_interval_time =
 10.0
 L 12/13/2009 - 18:49:16: Server cvar _tutor_look_angle = 10
 L 12/13/2009 - 18:49:16: Server cvar _tutor_look_distance = 200
 L 12/13/2009 - 18:49:16: Server cvar
 _tutor_message_character_display_time_coefficient = 0.07
 L 12/13/2009 - 18:49:16: Server cvar
 _tutor_message_minimum_display_time = 1
 L 12/13/2009 - 18:49:16: Server cvar _tutor_message_repeats = 5
 L 12/13/2009 - 18:49:16: Server cvar _tutor_view_distance = 1000
 L 12/13/2009 - 18:49:16: Server cvar allow_spectators = 1.0
 L 12/13/2009 - 18:49:16: Server cvar coop = 0
 L 12/13/2009 - 18:49:16: Server cvar deathmatch = 1
 L 12/13/2009 - 18:49:16: Server cvar decalfrequency = 30
 L 12/13/2009 - 18:49:16: Server cvar edgefriction = 2
 L 12/13/2009 - 18:49:16: Server cvar hostage_debug = 0
 L 12/13/2009 - 18:49:16: Server cvar hostage_stop = 0
 L 12/13/2009 - 18:49:16: Server cvar humans_join_team = any
 L 12/13/2009 - 18:49:16: Server cvar max_queries_sec = 3.0
 L 12/13/2009 - 18:49:16: Server cvar max_queries_sec_global = 30
 L 12/13/2009 - 18:49:16: Server cvar max_queries_window = 60
 L 12/13/2009 - 18:49:16: Server cvar mp_allowmonsters = 0
 L 12/13/2009 - 

Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread Nathan D.
I have noticed this but with Left4Dead 2, sometimes the map doesn't 
change for a long time when the server is empty. I'm looking for a 
quicker resolution.

As far as scripting something to do this, I know nothing about scripts 
so I wouldn't know where to begin.

Nikolay Shopik wrote:
 On 13.12.2009 12:44, Nathan D. wrote:
   
 Currently, when auto-update is turned on and updates to a game are
 released, we have to manually restart our server(s) so that auto-update
 will update the server during start up. Because we have to manually
 restart, there is X amount of time before our server(s) are updated and
 are usually empty since most of the clients have already updated.
 

 When update released master servers send requestrestart for server and 
 it will automatically restart when change level occur, and start update 
 itself.


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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread Nikolay Shopik
Yep, if server is empty it may never be updated, but if update is pushed 
when game is going it works.

On 14.12.2009 0:01, Nathan D. wrote:
 I have noticed this but with Left4Dead 2, sometimes the map doesn't
 change for a long time when the server is empty. I'm looking for a
 quicker resolution.

 As far as scripting something to do this, I know nothing about scripts
 so I wouldn't know where to begin.

 Nikolay Shopik wrote:
 On 13.12.2009 12:44, Nathan D. wrote:

 Currently, when auto-update is turned on and updates to a game are
 released, we have to manually restart our server(s) so that auto-update
 will update the server during start up. Because we have to manually
 restart, there is X amount of time before our server(s) are updated and
 are usually empty since most of the clients have already updated.


 When update released master servers send requestrestart for server and
 it will automatically restart when change level occur, and start update
 itself.


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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread Zover Mirklo
You should use some plugin for example sourcemod plugin which manages
empty servers and changes map even when they are empty (i know that
there are bunch of them ar sourcemod.net)#160; Then your server will
get updated anyway.
 Quoting Nikolay Shopik : Yep, if server is empty it may never be
updated, but if update is pushed 
 when game is going it works.
 On 14.12.2009 0:01, Nathan D. wrote:
  I have noticed this but with Left4Dead 2, sometimes the map
doesn't
  change for a long time when the server is empty. I'm looking for
a
  quicker resolution.
 
  As far as scripting something to do this, I know nothing about
scripts
  so I wouldn't know where to begin.
 
  Nikolay Shopik wrote:
  On 13.12.2009 12:44, Nathan D. wrote:
 
  Currently, when auto-update is turned on and updates to a game
are
  released, we have to manually restart our server(s) so that
auto-update
  will update the server during start up. Because we have to
manually
  restart, there is X amount of time before our server(s) are
updated and
  are usually empty since most of the clients have already
updated.
 
 
  When update released master servers send requestrestart for
server and
  it will automatically restart when change level occur, and start
update
  itself.
 
 
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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread w4rezz
The problem is, how catch that masterserver restartrequest message
with sourcemod...?

2009/12/13 Zover Mirklo izvrash...@inbox.lv:
 You should use some plugin for example sourcemod plugin which manages
 empty servers and changes map even when they are empty (i know that
 there are bunch of them ar sourcemod.net)#160; Then your server will
 get updated anyway.
  Quoting Nikolay Shopik : Yep, if server is empty it may never be
 updated, but if update is pushed
  when game is going it works.
  On 14.12.2009 0:01, Nathan D. wrote:
   I have noticed this but with Left4Dead 2, sometimes the map
 doesn't
   change for a long time when the server is empty. I'm looking for
 a
   quicker resolution.
  
   As far as scripting something to do this, I know nothing about
 scripts
   so I wouldn't know where to begin.
  
   Nikolay Shopik wrote:
   On 13.12.2009 12:44, Nathan D. wrote:
  
   Currently, when auto-update is turned on and updates to a game
 are
   released, we have to manually restart our server(s) so that
 auto-update
   will update the server during start up. Because we have to
 manually
   restart, there is X amount of time before our server(s) are
 updated and
   are usually empty since most of the clients have already
 updated.
  
  
   When update released master servers send requestrestart for
 server and
   it will automatically restart when change level occur, and start
 update
   itself.
  
  
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 archives, please visit:
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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2009-12-13 Thread Zover Mirklo
But, if we dont try to catch it but presume that server is empy and so
it could start autoupdate mapchange is needed and if server has plugin
which changes map even when its empty then it gets restarted and
updated anyway:
http://forums.alliedmods.net/showthread.php?p=501451
http://forums.alliedmods.net/showthread.php?p=570384
 Quoting w4rezz : The problem is, how catch that masterserver
restartrequest message
 with sourcemod...?
 2009/12/13 Zover Mirklo :
  You should use some plugin for example sourcemod plugin which
manages
  empty servers and changes map even when they are empty (i know
that
  there are bunch of them ar sourcemod.net)#160; Then your server
will
  get updated anyway.
  #160;Quoting Nikolay Shopik : Yep, if server is empty it may
never be
  updated, but if update is pushed
  #160;when game is going it works.
  #160;On 14.12.2009 0:01, Nathan D. wrote:
  #160; I have noticed this but with Left4Dead 2, sometimes the
map
  doesn't
  #160; change for a long time when the server is empty. I'm
looking for
  a
  #160; quicker resolution.
  #160;
  #160; As far as scripting something to do this, I know nothing
about
  scripts
  #160; so I wouldn't know where to begin.
  #160;
  #160; Nikolay Shopik wrote:
  #160; On 13.12.2009 12:44, Nathan D. wrote:
  #160;
  #160; Currently, when auto-update is turned on and updates to
a game
  are
  #160; released, we have to manually restart our server(s) so
that
  auto-update
  #160; will update the server during start up. Because we have
to
  manually
  #160; restart, there is X amount of time before our server(s)
are
  updated and
  #160; are usually empty since most of the clients have
already
  updated.
  #160;
  #160;
  #160; When update released master servers send requestrestart
for
  server and
  #160; it will automatically restart when change level occur,
and start
  update
  #160; itself.
  #160;
  #160;
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list
  archives, please visit:
  #160;
http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  #160;
  #160;
  #160;
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