Re: [hlds_linux] wrench: a Linux command-line srcds control manager

2014-04-01 Thread Dirk D
The here document at line 872 is not correctly closed in your copy of
the script.
This is most likely the case because you copied the script from the
formatted text box with syntax highlighting on pastebin instead of
downloading it via the download/raw link at the top of the page or
copying it from the raw text box (below the formatted one).

The problem is that pastebin expands tabs to spaces in the formatted
box and the here document is opened in tab stripping mode. So when you
copy it from there there are no tabs to strip at the beginnings of
lines and the heredoc delimiter ENDMESSAGE is never found because a
bunch of spaces + ENDMESSAGE does not equal ENDMESSAGE thus
leading to the heredoc spanning beyond the end of the its designated
end position and even beyond the end of the script file.

Just download it via the aforementioned download link at the top of
the pastebin and the script should work as intended.

On Tue, Apr 1, 2014 at 3:19 PM, monte i...@pwn.sk wrote:
 Hey,
 as for your latest version from pastebin, there seems to be some kind of
 syntax error (probably)? running bash4.3.0

 gameslut@f2fea31d:~/wrench$ ./wrench.sh
 ./wrench.sh: line 2922: warning: here-document at line 872 delimited by
 end-of-file (wanted `ENDMESSAGE')
 ./wrench.sh: line 2923: syntax error: unexpected end of file

 2922 being the last line, 2923 ain't exists.. mind to gave it a shot to
 figure out, why is the error showing up?



 On Thu, 20 Mar 2014 22:17:01 -0700, Jesse Molina wrote:

 There was a one-line error in this script that I made before
 uploading it which prevented new installations from being configured
 correctly. This has been fixed. New MD5 is
 8289df67fc3b4fa1d5f6d6c2a862a41c, same download location.


 On 3/19/14, 23:43, Jesse Molina wrote:


 Below is a srcds manager script that I've been using for awhile now to
 take care of my srcds installations. I figure someone else might find it
 useful.

 It is a bash script. Linux only, no Windows.

 wrench script
 http://pastebin.com/CS81FnF9

 md5sum:
 80a423123f6c3f638004e9ae68e5eb23 wrench.sh

 Readme file
 http://pastebin.com/mHWJm62R

 Sample DB
 http://pastebin.com/eMKUsADN

 Download like so:

 wget http://pastebin.com/download.php?i=CS81FnF9 -O wrench.sh
 wget http://pastebin.com/download.php?i=mHWJm62R -O wrench_README.txt


 Notable features:

 Does starts, stops, restarts, updates, etc.

 Symlinked installs and a single master installation for each game type.

 Automatic updates for all installed srcds server types.

 Uses tmux instead of screen.

 Keeps config info in a little SQLite database. (no complicated SQL server
 install needed)



 It's convoluted, but it works for me.


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Re: [hlds_linux] Left 4 Dead 2 Servers updated to SteamPipe

2013-06-26 Thread Dirk D
The srcds_run script is still using the HLDSUpdateTool when using the
-autoupdate switch (the script wasn't updated at all as far as I can tell).
I took the liberty to merge the current TF2 SteamPipe srcds_run with the
provided L4D2 srcds_run and came up with this for the time being:
https://gist.github.com/dirkd/e5518c09dc22f45b2a53

SteamCMD also fetches all available executables (for Linux, Windows and
OSX) and even hl2.sh and some icon files when updating AppID 222860.
Is this intended or just a problem with the appinfo metadata, because
appinfo.vdf seems to contain separate content configurations for Windows
and Linux (SubAppIDs 222862  22863) like it does for TF2 which doesn't
show this behavior?


On Wed, Jun 26, 2013 at 8:09 PM, Kerry Davis ke...@valvesoftware.comwrote:

 Hello!

 We have converted Left 4 Dead 2 to be delivered through SteamPipe.

 Next Monday (July 1) servers downloaded with the HLDSUpdateTool will no
 longer be compatible. Only the server obtained using SteamCMD will work.
 The server is currently available for download; we encourage all server
 operators to download and install the server now if you haven't already.
 The server is interoperable with the current public Left 4 Dead 2 client.

 The AppID for the SteamPipe version of the server is 222860.

 Instructions for using SteamCMD to update your servers are available here:
 https://developer.valvesoftware.com/wiki/SteamCMD

 - Kerry

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Re: [hlds_linux] Update loop on startup command not found: #!/usr/bin/env

2013-05-14 Thread Dirk D
You could also just use find @ inside of steamcmd to get all cvars
containing an @-sign (not all of them do, though).

Or you might want to use (Warning: shameless self-plug ahead) this handy
little wrapper script which provides tab-completion to browse through the
available commands: https://github.com/dirkd/steamsh


On Tue, May 14, 2013 at 12:21 PM, Paul Connolly eei...@gmail.com wrote:

 I always use UNIX answer questions like that:
 $ grep -l NoPromptForPassword linux32/*
 linux32/steamconsole.so
 $ strings -n 5 linux32/steamconsole.so | grep ^\@
 @NoPromptForPassword
 @DepotBuilderConfigRoot
 @DepotBuilderContentRoot
 @DepotBuilderOutputRoot
 @DepotBuilderNoReslist
 @ShutdownOnFailedCommand
 @bMsgSpew
 $

 On 14/05/2013 10:36, Andre Müller wrote:
  Haha, documentation is not valves power. There was a command to list all
  cvars and cmds, which maybe are helpufl. There is no description for this
  commands, but the most names are self-explaining.
 
 
  2013/5/14 Marcel hlds_li...@vermasslt.de
 
  On 14.05.2013 04:02, Winnie the Pooh wrote:
 
  @ShutdownOnFailedCommand 1
  @NoPromptForPassword 1
 
  Any more super secret useful options? ;)
 
 
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Re: [hlds_linux] More reliable support for server IP changes

2013-04-09 Thread Dirk D
On Tue, Apr 9, 2013 at 6:23 PM, Andre Müller gbs.dead...@gmail.com wrote:

 [...]
 Why reinvent a different mechanism? We have a good working example? I don't
 like it to bind a Server to a single steam account.


Using TSDNS or a derivate thereof would pretty much be reinventing the
mechanism as the DNS provides SRV records for exactly this use case.
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Re: [hlds_linux] Tab completion in steamcmd prompt?

2013-04-01 Thread Dirk D
You're welcome.
I just pushed an update fixing those funky artifacts when stepping through
readline's history on the 'master'-branch and added reading 'PS1' from the
environment so that you can overwrite the tool's prompt if you so desire.
Download the current version at 
https://raw.github.com/dirkd/steamsh/master/steamsh.

Additionally I added a branch 'pty_test' that uses another way to spawn
SteamCMD to fix the output buffering issue. Output on that branch works
like it does when using SteamCMD directly so you get immediate feedback. It
would be nice having some of you using an Unix-like OS other than Linux
tell me if this works for them too (as Python's pty module is implemented
primarily for Linux and untested on other platforms). You can get this
alternative version from 
https://raw.github.com/dirkd/steamsh/pty_test/steamsh.
It currently has some issues regarding sending signals down to SteamCMD
which is mainly relevant when interrupting it via Ctrl+C. I'll work that
out as soon as I know if this implementation is worthwhile
cross-platform-wise. For the time being the workaround for this is to just
send SIGINT twice (by pressing Ctrl+C twice).


On Mon, Apr 1, 2013 at 3:58 PM, wave thew...@thewaveserver.com wrote:

 Yes, huge thanks for this!

 On Sun, Mar 31, 2013 at 11:23 PM, Dirk D bluthun...@gmail.com wrote:

  I hacked a little wrapper in Python providing readline functionality for
  interactive steamcmd sessions. You can find it over here:
  https://github.com/dirkd/steamsh/blob/master/steamsh
 
  At the moment it provides some simple tab-completion (based on the start
 of
  your input, double-tab for a list of matches; no context-aware completion
  yet), a command history (saved to ~/.history_steamsh), exit via sending
 EOF
  and also has some quirks:
  - Output is being extensively buffered, so you don't get immediate
 feedback
  for long running operations (e.g. app_update)
  - Input buffer is sometimes not correctly cleared when stepping through
 the
  history leaving behind artifacts of an entry that was stepped over
 (doesn't
  effect the actual input that is sent to steamcmd though)
  - There's a short delay on startup b/c it reads all possible
  convars/commands from steamcmd
 
  Should run on any Unix-like system that has Python =2.6 installed. If it
  doesn't please file a bug report on Github so I can fix that :)
 
  hth
 
 
  On Sun, Mar 31, 2013 at 10:28 PM, ics i...@ics-base.net wrote:
 
   No it's not just you. The new tool does not behave like a shell prompt
 on
   linux which is a shame.
  
   -ics
  
   Joe Davison kirjoitti:
  
Further to this I've now found myself trying to use the up arrow key
 to
   cycle through previous commands. Is it just me?
  
   On 2013-03-31 21:17, Joe Davison wrote:
  
   I don't know about everyone else but I instinctively try to tab
   complete commands in the steamcmd prompt only to be met with
   disappointment. Would it be possible at all to implement tab
   completion in the prompt at some point?
  
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Re: [hlds_linux] Tab completion in steamcmd prompt?

2013-03-31 Thread Dirk D
I hacked a little wrapper in Python providing readline functionality for
interactive steamcmd sessions. You can find it over here:
https://github.com/dirkd/steamsh/blob/master/steamsh

At the moment it provides some simple tab-completion (based on the start of
your input, double-tab for a list of matches; no context-aware completion
yet), a command history (saved to ~/.history_steamsh), exit via sending EOF
and also has some quirks:
- Output is being extensively buffered, so you don't get immediate feedback
for long running operations (e.g. app_update)
- Input buffer is sometimes not correctly cleared when stepping through the
history leaving behind artifacts of an entry that was stepped over (doesn't
effect the actual input that is sent to steamcmd though)
- There's a short delay on startup b/c it reads all possible
convars/commands from steamcmd

Should run on any Unix-like system that has Python =2.6 installed. If it
doesn't please file a bug report on Github so I can fix that :)

hth


On Sun, Mar 31, 2013 at 10:28 PM, ics i...@ics-base.net wrote:

 No it's not just you. The new tool does not behave like a shell prompt on
 linux which is a shame.

 -ics

 Joe Davison kirjoitti:

  Further to this I've now found myself trying to use the up arrow key to
 cycle through previous commands. Is it just me?

 On 2013-03-31 21:17, Joe Davison wrote:

 I don't know about everyone else but I instinctively try to tab
 complete commands in the steamcmd prompt only to be met with
 disappointment. Would it be possible at all to implement tab
 completion in the prompt at some point?

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Re: [hlds_linux] tf2beta startup command?

2013-03-01 Thread Dirk D
Steamcmd does support autoupdate but as the error states when using
-autoupdate (ERROR: -autoupdate requires -steam_dir and
-steamcmd_script.) you need to also specify -steam_dir and
-steamcmd_script on the command line.

E.g.: srcds_run -console -game tf -autoupdate -steam_dir
/home/example/steamcmddir -steamcmd_script
/home/example/steamcmddir/our_tf2_update_script +map cp_dustbowl
+maxplayers 32


On Fri, Mar 1, 2013 at 10:05 PM, Scipizoa scipi...@aol.com wrote:

 Ok  i figured out what it was, it was the autoupdate flag,   i guess
 steamcmd doesn't support it


 On 3/1/2013 4:01 PM, David Fountain wrote:

 That should work fine Bro. Make sv_pure 0 though they have been having
 issues. Working on fixing it.

 Also in all of the messages I haven't seen any new command line
 configuration.

 SavSin
 On Mar 1, 2013 12:58 PM, Scipizoa scipi...@aol.com wrote:

  for srcds its:

 screen ./srcds_run -console -game tf -autoupdate -port * -ip *
 +map * +maxplayers 32

 dunno what todo for steamcmd.

 I starred out some things because i didn't want to deal with getting
 people mad at me for advertising  xD


 On 3/1/2013 3:50 PM, David Fountain wrote:

  What is your current cmd line

 SavSin
 On Mar 1, 2013 12:46 PM, Scipizoa scipi...@aol.com wrote:

   Ok   I've scowered the net relentlessly and assume those who have
 cs:go

 servers already know this,  anyone know  how the tf2 beta steamcmd
 startup
 command differs from the srcds startup line??  I noticed srcds_run was
 present in the steamcmds install so i tried using my old startup line
 but
it  doesn't work?

 so whats the new format?

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Re: [hlds_linux] Instructions for migrating an existing TF2 server to beta / new format?

2013-02-27 Thread Dirk D
You actually need to create an additional subdirectory inside of custom
(e.g. .../tf/custom/my_custom_content/) and copy your maps-dir etc. into
that one because srcds mounts everything (vpks and directories) inside
custom/ to the game-rootdir on startup. See gameinfo.txt and
custom/readme.txt for more info on that mechanism.
I don't know if I've already posted it to the mailing list.
Last time I've to do lot of work (normal and coding), so i can't remind..

You can do all this steps automated and easier for your customers
(yourself).
If you are using Linux, you can write a shell script to fix it.

1.)
Install a vanillaserver with hldsupdatetool

2.)
Copy the vanillaserver to a second location for testing and run this one
time.
Then create a filelist from this server:

$ cd $serverroot
$ find -type f -print0 | xargs egrep -Zzv 'motd\.txt|otherfile\.cfg' 
tf2_hldsupdatetool_filelist.0
# Last command searches only for files and seperate them with 0-byte-char,
# then piping to egrep for filtering (-v) with input and output with
delimiter \0 (-z for input -Z for output),
# then redirect the output to a file

3.)
Put addons, maps, configs all this modifications to the right
place (old syle) for testing all

4.)
Update the testserver with steampipe

5.)
Delete with files with your created filelist of the old vanillacontent:
cd $serverroot
cat /place/of/tf2_hldsupdatetool_filelist.0 | xargs -0 rm
# cat prints the filelist to stdout and piping it to xargs
# xargs is calling the command rm (for remove) with all args
# you have to use the -0 option the tell xargs for using
# the 0-byte-delimiter for arguments

6.)
Moving content and configs:
$ cd $serverroot/orangebox/tf
$ mkdir custom
$ mv maps materials particles reslists sound custom
#control right spelling, maybe i missed one dir
$ mv $serverroot/orangebox/tf/*  $serverroot/tf/
$ cd $serverroot/tf/
# start your updated server and test all

I've follwed Peter Reinhold's description and think that all
customcontent like maps, models, sound and other have to move into the
subdirectory custom.
Maybe I'm wrong and it doesn't work for anthing else except maps.

The command has naver been testet for this case but may work.

Test it only on servers you don't neet. Best thing is to crate a new
useraccount for testing all this things.
Providers can use thier scripts to rollout a convertion one time. Not
every stucture is the same.
I've told it 100 times, use symlinks and you have never the problems
with changed structure.
Easier for deleting broken symlinks an easier to convert to new
stucture with all files which the customer has created.

2013/2/26 Peter Reinhold peter_va...@reinhold.dk:
 On 26.02.2013 16:43, Ross Bemrose wrote:

 The only one that will take any time is moving maps.  Based on what's
 previously been discussed

 1. Install the new TF server into a new directory
 2. Move oldserver/orangebox/tf/addons/ to newserver/tf/addons/
 3. Move oldserver/orangebox/tf/cfg/ to newserver/tf/cfg/
 4. Sort through the oldserver/orangebox/tf/maps folder for custom maps
 and move them to newserver/tf/custom/maps/  (note: /custom is optional
 here, but Valve's maps still live in tf/maps/  No sense in keeping
 them together if you don't have to)
 5. Harass plugin makers to make VPK files for their models, materials,
 and sounds.  Or just do it yourself; the vpk binary comes with current
 TF2 Beta clients and servers.  Note that you'll still need them loose
 on the disk on fastdownload servers as it sounds like there are no
 plans on making VPKs downloadable that way (although possible Workshop
 support was mentioned...)


 So basically, reinstall and then move all the files you put into the TF2
 folder yourself to the new folder .. Check.



 /Peter

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Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta

2013-02-20 Thread Dirk D
Is there any way to exclude addons (either on startup or while the server
is running)? I guess editing gameinfo.txt to do this is highly discouraged
(as well as also pretty cumbersome if it gets clobbered by updates) :)

I'm asking because I'm considering running multiple server instances from
one installation without the hassle of having a server_first.cfg,
server_second.cfg etc. all scattered around and intermixed with the
official content and instead having an addon per server instance
(addons/first_server/cfg/server.cfg etc.) along with all the files specific
to those instances.

Will it be possible to explicitly allow certain client addons (and therefor
blacklist every other addon) with the new sv_pure-system?

The thing is that there already are some pretty dodgy addons in the L4D2
workshop (like bright tracers on jumping hunters) while others are fine
(HUD enhancements, custom campaigns) and somebody probably will do sth.
along those lines for TF2 where possible. It would be really nice to have a
whitelisting capability on the server side for this stuff (also ported to
L4D2 *pretty please* ;) ) - along the lines client has to unload
everything not matching these signatures or client is only allowed to
load addons that do not change files different from this list - so server
operators can ensure a certain level of pureness while allowing trusted
addons (or kinds of addons in the latter case of a list of files allowed
to change) that enhance their player's experience.


On Wed, Feb 20, 2013 at 7:25 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 If it works, and you don't mind the files being mixed up with official
 game files, then I don't see why you cannot do that.

 From: hlds-boun...@list.valvesoftware.com [mailto:
 hlds-boun...@list.valvesoftware.com] On Behalf Of E. Olsen
 Sent: Wednesday, February 20, 2013 10:00 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] [hlds_linux] SteamPipe is coming. Download the TF beta

 Does it really matter if custom maps go into the same tf/maps folder like
 they always have?

 I just tried it, and fast download worked just fine - and it would be the
 least time consuming method of dealing with that part of the change (I run
 over 30 custom maps in total).


 On Wed, Feb 20, 2013 at 12:35 PM, Fletcher Dunn 
 fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote:
 Fastdownload *should* work just fine.

 I would not recommend placing any files in the tf/download folder.
  Really, that directory is intended to be where the host (either the server
 or the client) places files that it *receives* from remote hosts.  Probably
 on gameservers, the only thing that will ever go in that directory will be
 user sprays.

 Re: Where to put custom maps and assets.  Putting them directly in the
 tf/maps folder should still work, but it sort of negates some of the
 advantage of the new search path flexibility, and I don't think it's the
 recommended thing to do.  You might have noticed that under SteamPipe,
 we've choosen to ship all the .bsp files loose on disk, rather than inside
 a VPK.  (There is no advantage in putting them in VPK, they are already
 basically big package files themselves.)  So if you put custom maps
 directly in tf/maps, they will be all mixed up with the standard maps.
  (Similar comments apply to any sort of custom asset.  It's best to avoid
 mixing them up with the official game assets.)  Probably most in line with
 the intentions of the new filesystem changes would be to make one or more
 new directories for all custom server stuff.  You could put them in VPK if
 you are not using the fast download server.  But fast download server needs
 them loose on disk.

 I would recommend making a directory like

 [server_root]/tf/addons/custom_maps/

 And then put custom maps and models in there:

 [server_root]/tf/addons/custom_maps/maps/
 [server_root]/tf/addons/custom_maps/models/

 If you want to just put all the custom plugin stuff in a single directory
 (which is probably recommended so you don't add a whole bunch of local
 search paths at the front), then maybe custom_maps is not the best name.
  It's just a name.

 Does that solution seem acceptable?  I *think* it should work with the
 fast download server, but I actually haven't tested that combination.  If
 it doesn't, let me know, and I will make it work.

 I've also considered adding functionality for clients to download VPK's
 from gameservers, as opposed to individual files.  Then the VPK would be
 mounted as a map search path.  This has the added benefit that it allows
 custom map assets to override shipping assets.  (Something which is no
 longer possible, since the tf/download folder, where the client will place
 downloaded files, is the LAST search path --- this is for security
 reasons.)  It would also mean revving the custom assets would be simpler.
  If there is interest in this functionality, let me know, I could look into
 it.

 I encourage all 

Re: [hlds_linux] Enter key not bindable

2013-02-19 Thread Dirk D
Valve has created repositories for tracking bugs/suggestions related to the
linux clients at http://github.com/ValveSoftware
Your problem is also listed there:
https://github.com/ValveSoftware/Source-1-Games/issues/58


On Mon, Feb 18, 2013 at 11:49 PM, Scipizoa scipi...@aol.com wrote:

 client side on ubuntu 12.10 i can't bind it as a key at all,  I tried
 posting on the forums but   no ones replying there, but i figure this is a
 better place to question this as to this is where both client/server sides
 updates are discussed and such. and maybe a dev working on the linux tf2
 wil see this and hopeful have an answer for me


 On 02/18/2013 04:40 PM, Gordon Reynolds wrote:

 You can't hit enter in the server terminal or is this a client-side issue?


 On Sat, Feb 16, 2013 at 12:16 PM, Scipizoa scipi...@aol.com wrote:

  Ok I'm sorry if this mailing list is for servers only but this is
 probably
 the best way for me to get this answered,  is there any reason why i
 cannot
 bind the enter key to anything in TF2 on ubuntu 12.10?[I used to have
 ubuntu 12.04 when the public beta for linux started and thought it was
 just
 a beta thing]
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