Re: [hlds_linux] TF2 dedicated server not logged in
If anyone at Valve is listening, it might be appropriate to printf a warning if certain commands are used in server.cfg which should only be in autoexec.cfg, or vice-versa. Alternatively, add this to the data which the cvarlist command spits out. There really needs to be a document which indicates which server commands should be in autoexec.cfg, and which should be in server.cfg. Most online howto docs and config guides never mention autoexec.cfg. On 7/6/15 9:57, Emil Larsson wrote: For anyone who dosen't know, autoexec.cfg is the very first thing read at startup, while server.cfg is read between every map change (including when the first level that loads on the server). ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Dear Valve: Feature request regarding _restart
Dear Valve I've written my own Linux server manager tool which acts as a replacement for the srcds_run script, and a number of server admins use it to manage their servers. Recently I had a user ask me why the _restart console command caused the server to quit instead of restart. The answer is that _restart on the console is, as far as I can tell, identical to the quit command. In both instances, the srcds_linux server shuts down and quits with exit code 0. I would like to make a feature request. Please make the _restart console command quit with a specific exit code to indicate to the parent process that it should be restarted. Alternatively, create a new console command which causes the server to quit with a specific exit code. Just to be clear: This exit code would specifically be reserved as a signal to the parent process that the server process should be restarted. It should not be interpreted as being a crash or an otherwise unexpected event. One way or another, there needs to be a differentiation between the quit and _restart commands. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Crash/hang on quit
srcds_linux did this for years between something like 2009 and 2012. That's just a guess, I don't exactly remember the time frame. You should not expect srcds_linux to quit like it should. It is not a very well behaved bit of software. On 6/14/15 1:15, Yun Huang Yong wrote: Since the most recent update it seems that the server crashes (and hangs) on quit. This is on a stock (no MetaMod, no SourceMod) server: quit L 06/14/2015 - 18:12:07: server_message: quit L 06/14/2015 - 18:12:07: Log file closed. L 06/14/2015 - 18:12:07: server_message: restart /home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp (3997) : Assertion Failed: CFileWriterThread: pending file writer content_log.txt Assert( Assertion Failed: CFileWriterThread: pending file writer content_log.txt ):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997 Not sure if I'm reading this right but it appears that the log file is closed, then something is issuing a restart but with the log file already closed the server then crashes into a hung state. The process never exits as it appears to then get stuck somewhere in the minidump: assert_20150614181208_15.dmp[17942]: Uploading dump (out-of-process) /tmp/dumps/assert_20150614181208_15.dmp Bad thread local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp (1416) : Assertion Failed: Thread synchronization object is unuseable Bad thread localassert_20150614181208_15.dmp[17942]: Finished uploading minidump (out-of-process): success = yes assert_20150614181208_15.dmp[17942]: response: CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614 assert_20150614181208_15.dmp[17942]: file ''/tmp/dumps/assert_20150614181208_15.dmp'', upload yes: ''CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614'' Apparently successful but process still never exits. Anyone else get this behaviour? It makes it awkward to exit/restart the server gracefully - I pretty much have to kill the process. cheers, yun ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF2 server.cfg motdfile not being respected?
That would be a good explanation for the behavior I've seen. Thanks! Solution: Move motdfile options to autoexec.cfg On 6/2/15 18:54, Ross Bemrose wrote: Is it really new or are you just now noticing it? Hint: It's the latter. motdfile and motdfile_text don't take effect until the map change after you set them. Which means they don't get set for the first map if you set them in server.cfg, because server.cfg gets executed after the map change. If you want to set them before the first map, you need to do so in autoexec.cfg, the server's startup line, or in a file that you +exec from the startup line (also useful for sv_setsteamaccount). On 6/2/2015 9:35 PM, Jesse Molina wrote: Hi all I am using a nonstandard filename for motdfile, but it is not being respected. It is also notable that my motdfile_text is also not being respected in the same way, but that's the same issue. My server.cfg has the following line: motdfile motd.html And then, that file has a single-line http:// reference to the real MOTD. This is on a test server, so I have a lot of room to mess around. I've replaced the entire server.cfg and removed the addons folder to no effect. I don't think I am doing anything else funny which might be related to this issue. It is notable that despite the above command in server.cfg, the server console says: Set motd from file 'cfg/motd.txt' But if I type motdfile to see what the current setting is, it says: motdfile motdfile = motd.html ( def. motd.txt ) So, the command was evaluated by the server, but isn't being respected for some reason. This is on Linux FYI. I know that this was working yesterday, because I was working on a MOTD then. Now, today, after the update, it's not working. Is this something broken today, or did I just not notice this behavior before? ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] TF2 server.cfg motdfile not being respected?
While we are on the topic and I have some attention, are there any other commands which behave in a similar manner? That they require a map change to take effect. I can think of tf_birthday and tf_medieval. On 6/2/15 18:54, Ross Bemrose wrote: motdfile and motdfile_text don't take effect until the map change after you set them. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] TF2 server.cfg motdfile not being respected?
Hi all I am using a nonstandard filename for motdfile, but it is not being respected. It is also notable that my motdfile_text is also not being respected in the same way, but that's the same issue. My server.cfg has the following line: motdfile motd.html And then, that file has a single-line http:// reference to the real MOTD. This is on a test server, so I have a lot of room to mess around. I've replaced the entire server.cfg and removed the addons folder to no effect. I don't think I am doing anything else funny which might be related to this issue. It is notable that despite the above command in server.cfg, the server console says: Set motd from file 'cfg/motd.txt' But if I type motdfile to see what the current setting is, it says: motdfile motdfile = motd.html ( def. motd.txt ) So, the command was evaluated by the server, but isn't being respected for some reason. This is on Linux FYI. I know that this was working yesterday, because I was working on a MOTD then. Now, today, after the update, it's not working. Is this something broken today, or did I just not notice this behavior before? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] IGameServersService returns empty JSON
Hi I just wrote a post about this a few days ago when I was doing something similar. Go see those messages for additional background if you can find them. Are you sure the account is no longer limited? Despite what valve currently says about Limited User accounts, simply having $5 USD in your wallet is NOT sufficient. You need to SPEND some of that wallet money. Just buy a MvM ticket, key, or something. That should do it. You will even get a pop-up notification in TF2 indicating that your account is no longer lame and limited. Good luck On 5/25/15 9:28, Evaldas wrote: Hello, Tonight I've created account, added 5 euros. Now it's unlimited. Anyway when I try: curl -X POST -d appid=300key=* https://api.steampowered.com/IGameServersService/CreateAccount/v0001/ Response is empty JSON. But when I try with my personal account, everything works. Maybe it requires time to work? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Limited User Accounts cl_gameserver_create_identity
Thanks for your testing Peter. I guess I will go spend that $5.00 on keys, MvM tickets, or something. FYI Valve's page on Limited User Accounts specifically says that having the $5.00 in your wallet *should* make the account no longer Limited. On 5/15/15 0:16, Peter Jerde wrote: I just tested this on an alt account I had loaded $5 on a long time ago. The account wasn’t limited and could send friend requests, etc, but in TF2 I got Your Steam account doesn't have rights to create game server accounts” Then I spent that $5 from the steam wallet in the mannco store buying two keys, thus upgrading that account’s TF2 to premium. That did the trick! Right away that account could create gameserver identities. So it seems buying a mannco item is a possible requirement for cl_gameserver_create_identity. - Peter ___ 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
[hlds_linux] Limited User Accounts cl_gameserver_create_identity
Hi all Today I set up a new Steam user account specifically for creating Gameserver accounts (TF2 Quickplay and Fav Migrations). That way, they are not associated with my personal account and can be used/shared by other admins in my community who may need to add a new account. However, I am not able to do this due to the relative new Limited User Account restrictions put in place. When I issue the command cl_gameserver_create_identity, I get the following reply: Request to create a game server account sent--please wait. Unable to create a game server account attached to your Steam account. Your Steam account doesn't have rights to create game server accounts. https://support.steampowered.com/kb_article.php?ref=3330-IAGK-7663 Okay, so I took out my credit card and put $5.00 USD into the wallet of this new user, but that still was not enough to create game server accounts. Now what Valve? There must be some other additional undocumented restrictions to creating Gameserver accounts. The email address on this account has been verified and you now have a valid credit card, but that still isn't enough. What do I need to do? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Steamcmd not multi-user safe, /dev/shm/(null)-ValveIPCSharedObjects5
Today I discovered SteamCMD on Linux is not multi-user safe on the same host, even when being run under different accounts. These two user accounts, via cron, both tried to run SteamCMD at the same time today and one of them failed. It appears that both tried to use the file /dev/shm/(null)-ValveIPCSharedObjects5 at the same time. (null) is probably supposed to be a username, but it wasn't. SteamCMD running command: nice -n 11 ionice -c 2 -n 6 /home/user2/bin/steamcmd/steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous +force_install_dir /home/user2/srcds/tf2-MASTER/ +app_update 232250 +exit Redirecting stderr to '/home/user2/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [] Download complete. [] Installing update... [] Extracting package... [] Extracting package... [] Extracting package... [] Installing update... [] Installing update... [] Installing update... [] Cleaning up... [] Update complete, launching Steam... Redirecting stderr to '/home/user2/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam API...Process 26634 failed to shm_open /(null)-ValveIPCSharedObjects5 OK. @ShutdownOnFailedCommand = 1 ESC[0m Connecting anonymously to Steam Public...Logged in OK Waiting for license info.../home/user2/bin/steamcmd/steamcmd.sh: line 35: 26634 Segmentation fault $DEBUGGER $STEAMEXE $@ SteamCMD exit code: 139 user@host--ls /dev/shm/ total 1.6M drwxrwxrwt 2 root root 160 Apr 29 19:05 . drwxr-xr-x 28 root root 1020 Apr 29 05:30 .. -rwxrwx--- 1 user1user17.5K Apr 29 19:05 user1-Shm_721377 -rwxrwx--- 1 user1user1512K Apr 2 14:43 user1-ValveIPCSharedObjects5 -rwxr-xr-x 1 user1user1512K Apr 23 17:12 (null)-ValveIPCSharedObjects5 -rwxr- 1 user2user27.5K Apr 29 19:04 user2-Shm_721377 -rwxr- 1 user2user2512K Apr 3 00:28 user2-ValveIPCSharedObjects5 -rw-r--r-- 1 root root0 Mar 26 14:47 .tmpfs ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Enabling automatic updates for server admins via the UpToDateCheck URL
Hi Jared I am the author of a linux-based management tool for srcds servers called wrench. If you ever make your game server Linux compatible, I will look into adding support for it with my tool. I have not seen any info about automatic updates yet, so I wanted to make sure you are aware how some of srcds-based (TF2, CSGO, etc) game servers allow for automatic updates by tool authors like myself. Steam has their WebAPI which allows polling of information of certain properties for each AppID. One of them is UpToDateCheck. For example, for TF2, I can poll the following URL to find out if there is a client/server update: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=1format=xml The required_version is currently 2698188. Each time Valve issues an update for TF2 servers, this field gets updated. When that happens, my tool automatically uses SteamCMD to shut down servers, update them, them start again. For FK2, you have the following: Killing Floor 2 Client AppID: 232090 Killing Floor 2 Server AppID: 232130 Thus your Client info URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=232090version=1format=xml And the Server info URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=232130version=1format=xml I see that you have these enabled, but it looks like you are not currently updating these fields with each release and just some placeholder data in there. It would be very helpful to us tool authors to have this field maintained during the release cycle, and be a checklist item during the release of server and client updates. Simply increment this version on each release, and our tools can automatically determine if an update has been released and we can enable server automatic updates as necessary. Thanks for your attention. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released
On 9/10/14 14:09, Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version number is 2395700. Just for the record, my auto updater failed on this update this week, and I got two additional reports of the same. The depot servers had the update, but the steam.inf file had apparently not been updated, resulting in post-check verification failing for my wrench script. ERROR: Post-updater version check failed on try 3. Will not try again. POSTCHECK_LOCAL_VER=2395700, POSTCHECK_REMOTE_VER=2395502 The solution was to simply mark the master install as updatable again (wrench reconfig tf2-MASTER) and then update it manually or let the auto updater do it's thing. My guess is cause was likely manual error by a Valve employee, who failed to update the steam.inf file and then later fixed it. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser
Possibly not related, but you need to be using -ip, not +ip. Also, the +map command may need to be the last argument in the command line. Better yet, put it into your autoexec.cfg instead. On 8/27/14, 13:22, Jeff Nelson wrote: I've been out of pocket for a while and I was able to finally test. The problem has been narrowed down to specifying the IP in the srcds startup command. If I use: ./srcds_run -console -game tf +map ctf_well +maxplayers 24 +ip 10.10.0.50 The game server is running, live and available to connect, but it doesn't appear in the server browser for LAN games. If I paste this exact command into a windows box, it does work. Performing a test on the linux servers using: lsof -i -n -a -p $GAMESERVPID, shows me the following: COMMANDPID USER FD TYPE DEVICE SIZE/OFF NODE NAME srcds_lin 7645 root 22u IPv4 266289 0t0 UDP 10.10.0.50:27015 srcds_lin 7645 root 23u IPv4 266290 0t0 UDP 10.10.0.50:27005 srcds_lin 7645 root 24u IPv4 266291 0t0 UDP 10.10.0.50:27020 srcds_lin 7645 root 25u IPv4 266292 0t0 TCP 10.10.0.50:27015 (LISTEN) srcds_lin 7645 root 35u IPv4 266092 0t0 UDP 10.10.0.50:26901 This indicates to me that the srcds program is properly bonding to the specified IP in the startup command. But for some reason isn't broadcasting itself to the server browser. If I run the following srcds command: ./srcds_run -console -game tf +map ctf_well +maxplayers 24 *Note that no IP is specified for srcds to bond to... The server does appear in the browser. Performing a similar port look-up I receive: COMMANDPID USER FD TYPE DEVICE SIZE/OFF NODE NAME srcds_lin 7689 root 22u IPv4 273770 0t0 UDP *:27015 srcds_lin 7689 root 23u IPv4 273771 0t0 UDP *:27005 srcds_lin 7689 root 24u IPv4 273772 0t0 UDP *:27020 srcds_lin 7689 root 25u IPv4 273776 0t0 TCP *:27015 (LISTEN) srcds_lin 7689 root 35u IPv4 274580 0t0 UDP *:26901 In this case, the srcds instance is bonding to the available IP on the server, but when this happens, broadcast traffic is allowed. Is there anything else I can try or suggestions anyone else has? Thanks for the help! On Wed, Feb 19, 2014 at 5:41 PM, Jesse Molina je...@opendreams.net wrote: Do all three servers stop appearing in the server browser, or only one or two of them? Verify that your servers are not actually tripping all over themselves without your knowledge, and that they are binding to the sockets which you think they should be: lsof -i -n -a -p $GAMESERVPID Do this for each server and find out what network resources it is using. It should be noted that CSGO currently has a problem where it globs onto * for certain sockets EVEN when you specifically assign it to a particular IP. This bug has been noted many times on this mailing list now. I can't think of anything with SELinux that might be causing you a problem, and I don't know if it is enabled by default on Suse, but you might want to disable it and see if that has any effect. Good luck On 2/18/14, 23:46, Jeff Nelson wrote: We are experiencing an issue where if we run multiple SRCDS instances on the same linux server, on the same subnet, bounded to specific IP addresses, they will not appear in the server browser. (This bug doesn't appear when using a Windows server, Linux only.) Environment: OpenSuse 13.1 x64 (Kernal: 3.11.6-4-default) We have also tried this on CentOS and RedHat, still no dice. We have 3 IP addresses assigned to one server using the same broadcast address: 10.0.0.255 Startup Scripting: *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.21 -port 27015 +exec server.cfg* *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.22 -port 27015 +exec server.cfg* *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.23 -port 27015 +exec server.cfg* The servers run and startup correctly - no errors. I am able to connect to all of them using the in-game console; however, they are not present when using the Steam server browser under the LAN tab. I have contacted Steam support with a possible Steam client issue but they replied stating that it wasn't a client issue. If I run these servers inside a virtual machine, like XEN or VMWARE, where each guest VM has a single IP address assigned to it, running one SRCDS instance per guest, this problem goes away. I am able to run each server on the same subnet and broadcast networks and they will appear in the server browser. This only occurs when multiple SRCDS instances run on the same server where specific IP addresses are assigned. Additional Notes: This problem doesn't occur on Windows servers. Changing the ./srcds_run to srcds.exe (leaving the rest of the commands as is), I am able to view all those servers above from the server browser. In the same scenario, we have 3 LAN IP addresses assigned to the Windows server, and the srcds instances are assigned IP addresses
Re: [hlds_linux] Purpose of -steamport command
Unless I am mistaken, that's an ephemeral port, in that it's used for outbound traffic only. So, I don't think you need to explicitly allow inbound traffic to it, as long as you have a stateful firewall. I believe that is true of both CLIENTPORT (+clientport) and STEAMPORT (-steamport). Someone please correct me if I'm wrong here. No, it isn't documented anywhere. The only ports you need to allow inbound are HOSTPORT (+hostport) on UDP, and then TCP if you want RCON, and TVPORT (+tv_port) if you want Source TV to work (probably not). REPLAYPORT isn't even used on TF2 anymore and I'll remove it from wrench in the future. Whatever your assign to STEAMPORT, the server will use N+1, because bugs. On 7/24/14, 2:25, Thibaud Van Hissenhoven wrote: Hi guys, I just got into srcds and set up my first cloud server using Mr Molina's great wrench tool. Now that my vanilla L4D2 server is running, I was busy configuring the firewall to allow clients to connect. I noticed the server is accepting connections on port 26006 (opposed to -steamport 26005 set in the arguments), on the developer wiki I couldn't find what this port is used for. Do any of you have experience with this? The srcds is listening for connections here right, so I should open the port in the firewall? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Purpose of -steamport command
Remember that srcds was written for Windows, and on Windows, 26000 actually is in the ephemeral port range, because Microsoft. Why Valve thought it was appropriate to run their servers in the ephemeral range? Because potato. On 7/24/14, 3:27, Jesse Molina wrote: Unless I am mistaken, that's an ephemeral port, in that it's used for outbound traffic only. So, I don't think you need to explicitly allow inbound traffic to it, as long as you have a stateful firewall. I believe that is true of both CLIENTPORT (+clientport) and STEAMPORT (-steamport). Someone please correct me if I'm wrong here. No, it isn't documented anywhere. The only ports you need to allow inbound are HOSTPORT (+hostport) on UDP, and then TCP if you want RCON, and TVPORT (+tv_port) if you want Source TV to work (probably not). REPLAYPORT isn't even used on TF2 anymore and I'll remove it from wrench in the future. Whatever your assign to STEAMPORT, the server will use N+1, because bugs. On 7/24/14, 2:25, Thibaud Van Hissenhoven wrote: Hi guys, I just got into srcds and set up my first cloud server using Mr Molina's great wrench tool. Now that my vanilla L4D2 server is running, I was busy configuring the firewall to allow clients to connect. I noticed the server is accepting connections on port 26006 (opposed to -steamport 26005 set in the arguments), on the developer wiki I couldn't find what this port is used for. Do any of you have experience with this? The srcds is listening for connections here right, so I should open the port in the firewall? Thanks. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Offtopic sort of: Server deployment tools
It depends on what he means by shared. Since he's speaking about hosting services I assume he means multiple server owner/operators on shared resources (hosts). This probably means a single management interface with multiple hosts on the back end and at least semi-automated service provisioning. Wrench isn't for that kind of thing, though it's public domain and you are free to use it as an example for how to do some simple things like new installs, starts, stops, automatic updates, crash recovery/watchdogging, etc. It doesn't do any kind of configuration though (server.cfg). wrench is a command line tool, and in a service hosting environment, I imagine you would not want to give your customers shell access, or even console access since once you have console and the right mod plugin you could execute a shell. Wrench is for when you own the host via hardware or VPS and want to run one or more srcds games on it. It does not have a pointy clicky web UI, nor does it handle multiple hosts. Google for srcds web control panel. There are definitely some commercial options out there, and some open source stuff too. On 7/9/14, 1:01, Erik-jan Riemers wrote: You mean something like wrench? http://pastebin.com/CS81FnF9 2014-07-09 7:38 GMT+02:00 Weasels Lair wea...@weaselslair.com: Not sure what you mean by shared. But, as far as automated deployments go, assuming its a Linux-based server it is probably not hard to script with bash. On Tue, Jul 8, 2014 at 9:42 PM, Tyler Schwend tylerschw...@gmail.com wrote: Do any of you use any software for deploying shared HLDS servers on-demand? I'm curious whether server rental companies write their deployment tools from scratch or if there are packages out there for this purpose. Im working on something and would like to avoid reinventing that portion of the wheel. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Offtopic sort of: Server deployment tools
Yea, try wrench; http://forums.srcds.com/viewpost/118741 It supports TF2, CSS, CSGO, L4D, L4D2, HL2DM, and FoF. It does symlinking like you want with a single real installation and each linked installation gets it's own directory structure like it was a a real installation. On 7/9/14, 11:24, Tyler Schwend wrote: One beefy server hosting multiple instances of TF2, CS:GO, or even other-engine games. I've been putting together something for TF2 specifically that deploys a bunch of symlinks and then a custom config for each instance, but I feel like I'm reinventing the wheel, and I'd like to support other games. I'll check out Wrench and the control panel stuff you've mentioned. On Wed, 2014-07-09 at 04:22 -0700, Jesse Molina wrote: It depends on what he means by shared. Since he's speaking about hosting services I assume he means multiple server owner/operators on ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] SteamCMD HTTP Remote Control
Dear Valve. Explain why SteamCMD has started a remote control daemon on my computer during a SteamCMD update. Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...[HTTP Remote Control] Wrote private key to remoteui/certs/https.key [HTTP Remote Control] Wrote certificate to remoteui/certs/https.pem [HTTP Remote Control] HTTP server listening on port 27037. OK. Relavant: http://steamdb.info/blog/37/ http://steamdb.info/blog/30/ http://steamdb.info/blog/31/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] SteamCMD update failed, but quit with exit 0?
Today the game Fistful of Frags published a server update. I have a script which automatically looks for the UpToDateCheck URL and starts a SteamCMD update if the version on the steam.inf file does not match the version on the UpToDateCheck URL. My script also does a post-update version check where these versions are verified again. If they are still different, SteamCMD will be called again, up to three times before it gives up. That happened today for the first time since I've been using this system. Either SteamCMD failed to update correctly, or the steam.inf file in the depot that I downloaded from the first time was wrong. Maybe the publisher (R_Yell) did a quick change after he noticed the version he published the first time was wrong? I don't know. For the purposes of improving my script, I would be interested in knowing from Valve, or someone knowledgeable in this area, what the possibilities are here. Did SteamCMD really fail to update these files, or perhaps did the publisher do a quick update on just the steam.inf file without rolling the version on the UpToDateCheck URL? Below is a copy of the relevant portion of my update log. -- Updating with SteamCMD Updating with command: nice -n 11 ionice -c 2 -n 6 /home/username/bin/steamcmd/steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous +force_install_dir /home/username/srcds/fof-MASTER/ +app_update 295230 +exit Redirecting stderr to '/home/username/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...OK. @ShutdownOnFailedCommand = 1 [0m Connecting anonymously to Steam Public...Success. Initial App state (0x6) installed App state (0x10106) reconfiguring, progress: 0.00 (0 / 0) App state (0x300506) downloading, progress: 0.00 (0 / 61688349) App state (0x300506) downloading, progress: 37.50 (23132553 / 61688349) App state (0x300506) downloading, progress: 69.40 (42813959 / 61688349) App state (0x300506) downloading, progress: 96.60 (59591197 / 61688349) App state (0x300506) downloading, progress: 96.60 (59591197 / 61688349) App state (0x300506) downloading, progress: 100.00 (18067200 / 18067200) Success! App '295230' fully installed. Updater exit code 0. SteamCMD completed successfully. Post-update version check result: FAIL Try 1 failed, will try again in 15 seconds. Updating with SteamCMD Updating with command: nice -n 11 ionice -c 2 -n 6 /home/username/bin/steamcmd/steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous +force_install_dir /home/username/srcds/fof-MASTER/ +app_update 295230 +exit Redirecting stderr to '/home/username/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...OK. @ShutdownOnFailedCommand = 1 [0m Connecting anonymously to Steam Public...Success. Success! App '295230' already up to date. Updater exit code 0. SteamCMD completed successfully. Post-update version check result: Success ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] FoF issue
Yep. This is correct. RYell seriously needs to do away with that default server.cfg thing. sv_pure is in there... among other invalid commands. On 6/16/14, 11:49, David Parker wrote: Hi Saint K, Do you perhaps have different server configs on these servers? On my FoF server, sv_pure and sv_pure_kick_clients were both set to 1 in the default server.cfg file. I had to comment them out in the config and specify them as +sv_pure 1 +sv_pure_kick_clients 1 on the SRCDS command line in order to get the server to start. sv_client_interpolate is also set to 1 in the default server.cfg and I did not change that, but it doesn't seem to be causing any problems for me. - Dave On Mon, Jun 16, 2014 at 11:23 AM, Saint K. sai...@specialattack.net wrote: Hi, I have an issues on one of our FoF servers after the last update. It keeps spamming the logs below. It constantly creates a log file and then it closes it again, and repeats that until the end of days and it refuses to boot. Another server is working without issues. Anyone have any idea how to fix this? I am not sure where the sv_pure mode message comes from. Sv_pure is not specified in any cfg file. Cheers, Saint K. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616057.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616057.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616058.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616058.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616059.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616059.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616060.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616060.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616061.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616061.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. sv_pure must be specified on the command line to function properly. sv_pure mode not changed Unknown command sv_client_interpolate Server logging enabled. L 06/16/2014 - 17:20:15: Log file closed Server logging data to file logs/L0616062.log L 06/16/2014 - 17:20:15: Log file started (file logs/L0616062.log) (game /home/fof/fof) (version 0) Writing cfg/banned_ip.cfg. Writing cfg/banned_user.cfg. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] wrench v1.17: a Linux command-line srcds control manager
Hi everyone I just put out a new version of my wrench script. There are some major changes. The old version had serious problems. Lots of people had trouble getting it working. Most of these issues have been fixed... except for you CentOS 6.5 users. Yer screwed. If you are using the old version, don't upgrade yet. I need to write a script to covert the database. If you need this, please contact me directly. The new wrench has a built-in srcds_run replacement called wrench_run. By default it will monitor the server, and if it fails to reply to too many network queries, it will assume the process has seized up and automatically restart it. It's also smart enough to stop the server if it crashes too often. wrench will also now dump a log of it's console when a crash occurs. Lots of other crash-handling related stuff; crash email notification, etc. If you try it out and have problems, let me know and I'll see what I can do. http://forums.srcds.com/viewpost/118677 wrench script http://pastebin.com/CS81FnF9 README file http://pastebin.com/mHWJm62R bash-autocompletion script (makes tab-completion work) http://pastebin.com/NhEGLWG8 wget http://pastebin.com/download.php?i=CS81FnF9 -O- | dos2unix wrench wget http://pastebin.com/download.php?i=mHWJm62R -O- | dos2unix wrench_README.txt wget http://pastebin.com/download.php?i=NhEGLWG8 -O- | dos2unix wrench.bash-autocompletion Notable features: wrench takes care of your installations from first-time install, startup, updates, stops, reconfiguration, all the way to uninstallation. wrench was designed for maintaining multiple srcds installations on a single host. Mandatory symbolically linked installations. All servers are linked servers. Linked installations use master installations as their reference. For each game type, you only need to download updates once, instead of N* the number of servers you have installed. New installations take seconds to create once a master has been installed, because nothing needs to be downloaded. Linked installations require dramatically less filesystem space than standard installations and are easier to backup and move around. Fully automatic updates for all installed srcds server types. Automatic update management of each linked installation, including warning users and restarting each installation after an autoupdate. wrench uses tmux as a terminal multiplexer instead of screen. wrench can start and stop all of your srcds installations in a single command. wrench keeps configuration about each game type and server installation in a tiny SQLite database. wrench has an autocleanup function to clean up old replay files, logs, download cache, and more. wrench includes a srcds_run replacement called wrench_run mode. wrench_run features crash notifications by email, automatic crash restarts, and a watchdog process which will restart hung/frozen servers. wrench_run will automatically stop a server if it crashes too much, to protect your host from runaway crash-restarts. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Need help crashing my own server on purpose
Hi everyone I am testing a crash recovery system on my srcds control system, and I need a way to purposefully and reliably seize up my server. I don't want it to exit; that's easy to do. I want it to seize up, like a spinlock. FYI, doing cast_ray on the console causes a nice segfault, 7068 Segmentation fault, exit code 139. The killserver command is close. It is like a quit, but the server doesn't exit. Seems like part of the engine is shutting down, but I suspect it might be possible to start it back up again since it's still taking commands on the console. I can do some external stuff, like hitting memory, attaching gdb, etc, but I'd like to know of an internal command that causes some spectacular CPU usage. Something that only a kill -9 is going to fix. This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF. Any advice would be appreciated. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] wrench: a Linux command-line srcds control manager
If anyone out there is using my script, you will want to grab the new version. I discovered an ugly bug that was causing the wrong servers to be shut down during an update. Basically, it was shutting down ALL servers, instead of just servers belonging to a particular game type. Then, it wasn't restarting them after the update. Other bug fixes and improvements too. 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Could not establish connection to Steam servers. (Result = 15)
I'll go look at it again. Could be something wrong with me and my config. Thx for your report. On 5/14/14, 18:16, Weasels Lair wrote: I finally got-around to trying this on my FoF server's today. I was able to generate 4 different tokens (one for each server instance) using the AppID (of the FoF *client*), and then put them into my autoexec.cfg file. Everything seems to be working fine. I have not actually done an IP or port change to see if it gets tracked / update on the client. But, it is definately not causing my server to not function, etc. On Wed, May 14, 2014 at 5:37 PM, Jesse Molina je...@opendreams.net mailto:je...@opendreams.net wrote: The command was valid, so the FoF engine seems to know what to do with it, and my token was registered about 48 hours before I started using it. However, it seems to be breaking Steam login for the server. On 5/14/14, 9:16, Nicholas Hastings wrote: It's built into the engine. Mod code doesn't touch it. I believe that the 2013 SDK Base was last updated after it was added, so it should be there. ___ 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
Re: [hlds_linux] [hlds] Could not establish connection to Steam servers. (Result = 15)
The command was valid, so the FoF engine seems to know what to do with it, and my token was registered about 48 hours before I started using it. However, it seems to be breaking Steam login for the server. On 5/14/14, 9:16, Nicholas Hastings wrote: It's built into the engine. Mod code doesn't touch it. I believe that the 2013 SDK Base was last updated after it was added, so it should be there. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Could not establish connection to Steam servers. (Result = 15)
Hi all I set up a new Fistful of Frags server yesterday and it is generally working, but it isn't listing in the server directory, and I am getting the following error message after startup: Could not establish connection to Steam servers. (Result = 15) Could not establish connection to Steam servers. (Result = 15) Does anyone know what error code 15 is? My situation is slightly peculiar in that my host has multiple IPs and I load many srcds servers onto a single IP across many different ports. I also have a complicated firewall setup which could be the cause. However, I have multiple other TF2, CSGO, CSS, HL2DM and L4D2 servers on this host which don't have any similar problem. I need to do a tcpdump and see if FoF is trying to do something naughty, like binding to the wrong IP for some ephemeral connection. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Could not establish connection to Steam servers. (Result = 15)
Nevermind. My sv_setsteamaccount token was invalid, though I don't yet know why. On 5/13/14, 17:36, Jesse Molina wrote: Hi all I set up a new Fistful of Frags server yesterday and it is generally working, but it isn't listing in the server directory, and I am getting the following error message after startup: Could not establish connection to Steam servers. (Result = 15) Could not establish connection to Steam servers. (Result = 15) Does anyone know what error code 15 is? My situation is slightly peculiar in that my host has multiple IPs and I load many srcds servers onto a single IP across many different ports. I also have a complicated firewall setup which could be the cause. However, I have multiple other TF2, CSGO, CSS, HL2DM and L4D2 servers on this host which don't have any similar problem. I need to do a tcpdump and see if FoF is trying to do something naughty, like binding to the wrong IP for some ephemeral connection. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] FYI: Fistful of Frags, steam_appid.txt problems
I tried to set up a FoF server last night and was having problems. I was getting these errors, and was unable to connect to the server from my client. Client: STEAM validation rejected Console: S3: Client connected with ticket for the wrong game: UserID: 2 S3: Client connected with ticket for the wrong game: UserID: 2 This appears to be some nonsense with the default steam_appid.txt (server APPID) in the root of the installation. There is also a fof/steam_appid.txt (client APPID) file, but that file is fine. fof/steam_appid.txt has no end-of-line, and the server steam_appid.txt has a DOS end-of-line. I simply deleted the default steam_appid.txt file and replaced it with a new one and it works fine. I guess the DOS line feed/end is a problem. This may only be a problem on Linux, but I'm sending it out anyway as an FYI. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] FYI: Fistful of Frags, steam_appid.txt problems
Hi, thanks for bringing this back to my attention. So, I was sorta wrong. It's not the format of the file. It actually is the wrong AppID in the file, but it wasn't a problem of my doing. You were correct that the wrong APPID was in the wrong file. FoF Client APPID = 265630 FoF Server AppID = 295230 The default steam_appid.txt files as distributed with SteamCMD are as follows: --cat ~/srcds/fof-MASTER/steam_appid.txt 295230 --cat ~/srcds/fof-MASTER/fof/steam_appid.txt 265630 This seems to make sense, but it's wrong and will prevent a server from serving clients. If you start a normal server installation, it appears to immediately overwrite the steam_appid.txt in the root of the installation with the Client APPID, so both files end up having APPID 265630 in them. However, I use a symlinked installation type server (my wrench script), and the master installation files are read-only, to prevent servers from modifying the files. Because the server can't change this master file when it starts, client authorization fails. The solution is to delete the steam_appid.txt symlink and replace it with a real file. The file needs to be fixed upstream. On 5/11/14, 18:58, big john wrote: It's because your using the wrong appid the server appid is 295230 On May 11, 2014 8:36 PM, Jesse Molina je...@opendreams.net mailto:je...@opendreams.net wrote: I tried to set up a FoF server last night and was having problems. I was getting these errors, and was unable to connect to the server from my client. Client: STEAM validation rejected Console: S3: Client connected with ticket for the wrong game: UserID: 2 S3: Client connected with ticket for the wrong game: UserID: 2 This appears to be some nonsense with the default steam_appid.txt (server APPID) in the root of the installation. There is also a fof/steam_appid.txt (client APPID) file, but that file is fine. fof/steam_appid.txt has no end-of-line, and the server steam_appid.txt has a DOS end-of-line. I simply deleted the default steam_appid.txt file and replaced it with a new one and it works fine. I guess the DOS line feed/end is a problem. This may only be a problem on Linux, but I'm sending it out anyway as an FYI. ___ 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
Re: [hlds_linux] [hlds] Need more dedicated server for Fistful-of-Frags (FoF)!
Hi. Can you encourage the devs to publish their UpToDateCheck URL so that server ops can do automatic updates? I assume this is just something they can set in Steamworks, but I don't know that. For example, TF2's: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=1format=xml On 5/10/14, 11:51, Weasels Lair wrote: Any server-operators out there looking for another Source-based game to play (and more importantly HOST)? Fistful of Frags could use your help. FoF launched (for FREE) on Steam yesterday, and the response has been overwhelming. The down-side to that, is frankly there just are not enough dedicated servers to keep-up with the demand. There are over 200 player-slots of dedicated servers - but that apparently just is not enough! FoF is basically a reboot of the older FoF sourcemod - moved over to Steam. The Steam version of FoF is kind-of stripped-down right now to just death-match and team-based death-match. Even so, it is very fun to play (especially four-team DM). However, being a free game (put-together by unpaid volunteers), the FoF dev team simply can not afford to bring-up enough servers to keep up with demand. I have personally helped-out by hosting 8 servers instances myself (up from my planned 3). Obviously, it runs on SRCDS and uses SteamCMD/SteamPipe for installation/content delivery. So, it essentially installs just like any SRCDS game, and is compatible with SourceMod, etc. Steam store page (where to get client to install): http://store.steampowered.com/app/265630 Steam community hub for FoF (discussion groups, etc.): http://steamcommunity.com/app/265630 Steam official group page (update history, etc.): http://steamcommunity.com/games/fof Any help appreciated! ___ 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
Re: [hlds_linux] L4D Server Files
Previous discussions regarding this issue resulted in consensus that L4D srcds has been abandoned. On 4/3/14, 14:04, Ook wrote: Update: File download finished, dedicated server started, and clients can join. Looks like it worked just fine. Are linux server files even available for L4D? Although it is on the list of supported servers, you can't actually download it. On 04/03/2014 01:04 PM, Ook wrote: The dedicated server list says it is not available for anonymous login. If you login into steamcmd with an account that has access to L4D, you should be able to download it. Also, the files are only available via Windows. It is on the Linux dedicated server list, but it will not download. If you are using linux it tells you the platform is unsupported. So: 1) Windows only, not linux 2) You have to login into Steam using an account that owns L4D I'm downloading it as I write this, though I won't know for a bit whether the download actually contains a working and current version of L4D server files, nor do I know if any linux files are included. Valve might want to either fix the linux download, or take it off of the Linux Dedicated Server list. On 04/02/2014 07:57 PM, Felipe Fujihara wrote: Hello guys, I'm trying to install L4D from SteamCmd, but it's not working... After searching around the web, I found out that it's impossible to download files thru there. Does anyone here has a link to download L4D Linux Server Files? I'm really needing it, and would be very thankful. Thanks in advance! ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] wrench: a Linux command-line srcds control manager
What this guy said. Use the wget command I listed, or use the download link that pastebin gives you. I have already made a bunch of changes and improvements. I will go get on publishing it somewhere so that people can get the newest version. I've been busy this last couple of weeks. Sorry about that. On 4/1/14, 14:34, Dirk D wrote: 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] wrench: a Linux command-line srcds control manager
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] wrench: a Linux command-line srcds control manager
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] All SteamCMD authenticated logins failing for me at this time
Like right now for example. It's down again. On 3/12/14, 6:27, Mart-Jan Reeuwijk wrote: lol, that applies to any day of the week. From: Nicholas Hastings psycho...@alliedmods.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Wednesday, 12 March 2014, 1:48 Subject: Re: [hlds_linux] All SteamCMD authenticated logins failing for me at this time Welcome to Tuesdays. -- Nicholas Hastings AlliedMods.net http://www.alliedmods.net wickedplayer494 mailto:wickedplayer...@gmail.com Tuesday, March 11, 2014 8:47 PM Steam died: http://steamstat.us/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux Jesse Molina mailto:je...@opendreams.net Tuesday, March 11, 2014 8:45 PM At this time, all SteamCMD authenticated logins are failing for me. Logging in user 'xx' to Steam Public...Login Failure: Try another CM Failed. ERROR! Failed to request AppInfo update, not online or not logged in to Steam. Updater exit code was 8 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] All SteamCMD authenticated logins failing for me at this time
At this time, all SteamCMD authenticated logins are failing for me. Logging in user 'xx' to Steam Public...Login Failure: Try another CM Failed. ERROR! Failed to request AppInfo update, not online or not logged in to Steam. Updater exit code was 8 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Multiple SRCDS Instances don't list on Steam's Server Browser
Do all three servers stop appearing in the server browser, or only one or two of them? Verify that your servers are not actually tripping all over themselves without your knowledge, and that they are binding to the sockets which you think they should be: lsof -i -n -a -p $GAMESERVPID Do this for each server and find out what network resources it is using. It should be noted that CSGO currently has a problem where it globs onto * for certain sockets EVEN when you specifically assign it to a particular IP. This bug has been noted many times on this mailing list now. I can't think of anything with SELinux that might be causing you a problem, and I don't know if it is enabled by default on Suse, but you might want to disable it and see if that has any effect. Good luck On 2/18/14, 23:46, Jeff Nelson wrote: We are experiencing an issue where if we run multiple SRCDS instances on the same linux server, on the same subnet, bounded to specific IP addresses, they will not appear in the server browser. (This bug doesn't appear when using a Windows server, Linux only.) Environment: OpenSuse 13.1 x64 (Kernal: 3.11.6-4-default) We have also tried this on CentOS and RedHat, still no dice. We have 3 IP addresses assigned to one server using the same broadcast address: 10.0.0.255 Startup Scripting: *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.21 -port 27015 +exec server.cfg* *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.22 -port 27015 +exec server.cfg* *./srcds_run -console -game cstrike +map de_dust +maxplayers 10 +ip 10.0.0.23 -port 27015 +exec server.cfg* The servers run and startup correctly - no errors. I am able to connect to all of them using the in-game console; however, they are not present when using the Steam server browser under the LAN tab. I have contacted Steam support with a possible Steam client issue but they replied stating that it wasn't a client issue. If I run these servers inside a virtual machine, like XEN or VMWARE, where each guest VM has a single IP address assigned to it, running one SRCDS instance per guest, this problem goes away. I am able to run each server on the same subnet and broadcast networks and they will appear in the server browser. This only occurs when multiple SRCDS instances run on the same server where specific IP addresses are assigned. Additional Notes: This problem doesn't occur on Windows servers. Changing the ./srcds_run to srcds.exe (leaving the rest of the commands as is), I am able to view all those servers above from the server browser. In the same scenario, we have 3 LAN IP addresses assigned to the Windows server, and the srcds instances are assigned IP addresses. Why don't you just change the ports? Changing the port is what we've been doing for sometime; however, we are limited to only 5 SRCDS per server as the broadcast port cannot be used or passed (port 27020). We then run into additional issues as use use HLTV and GoTV on several servers and they operate on 27020+ ports. I would like to know if this is a bug and can be fixed since it works for one platform but not another. Final Note: I'm working with LAN IP addresses only for local LAN events. I am not trying to accomplish this task for public play. Thanks for everyone's assistance. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Automated SteamCMD updates for non-Valve game servers
Hi all What methodologies are available for automatically updating non-Valve games with SteamCMD? Specifically, I am working on Linux here, and I am trying to produce an automatic update system for the Starbound server (AppID 211820). With TF2, CSGO, and other Valve games, I can query the WebAPI to find out what the remote version is, and I have the local version in the game's steam.inf file. This makes it very easy to determine if my locally installed version needs to be updated via SteamCMD. However, games which have a dedicated server, like Starbound, don't have an UpToDateCheck WebAPI interface, and there is nothing in the distribution files which indicate the local version. Is it the responsibility of Steam customers (Starbound devs in this case) to do something to enable the UpToDateCheck WebAPI interface for their game, or is this a Valve-only feature? Any advice? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
Oh, that's interesting. Was this announced anyware? This explains a lot of wrongness that I've seen from the perspective of a player: lots of inaccuracy of what is being reported by my game client vs what server counts actually are. Every other day it seems that half the people playing TF2 on my friend's list are actually asleep and not playing TF2. On 12/26/13, 15:32, Kyle Sanderson wrote: So a few weeks (probably months now, actually) ago all of the in-game client tabs were moved to rely on data from Steam, instead of querying the actual server. Which is fine, this most likely hurt fake players users quite significantly. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamCMD Left 4 Dead appid?
L4D has not been converted to SteamPipe, or it has been abandoned. There was never an announcement, there is no AppID for it, etc etc. On 11/13/13, 14:51, Ross Bemrose wrote: OK, now that SteamGuard emails are being sent out again, I found out that this doesn't work for anonymous login or for an account that owns Left 4 Dead. Valve, please fix this. On 11/13/2013 2:52 PM, Daniel . wrote: Try 222840 Am 13.11.2013 20:47 schrieb Ross Bemrose rbemr...@gmail.com: L4D isn't on that list. On 11/13/2013 2:13 PM, Daniel . wrote: https://developer.valvesoftware.com/wiki/SteamCMD#Supported_Servers Am 13.11.2013 19:39 schrieb Ross Bemrose rbemr...@gmail.com: So, now that HLDSUpdateTool has been killed off, I went to install an L4D server to test a plugin. However, attempting to install appid 510 on Linux (510 is the Left 4 Dead Dedicated Server on the Steam Application IDs wiki page) as a logged in user gives me this error: ERROR! Failed to install app '510' (Invalid platform) Logging in as anonymouse didn't work at all. Since the L4D server is available for Linux, what is the CORRECT appid for it? While we're at it, can we get the other missing Valve appids, such as Alien Swarm Dedicated Server for Windows? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released
It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released
It is entirely possible that they have multiple servers which provide the web API services, and that one of them was an improper state. I got unlucky. Well... it's still broken right now: api.steampowered.com. is 63.228.223.110 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour server is out of date, please upgrade/message/response 1833886 is the OLD version. DontWannaName! wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released
You are misunderstanding the problem. Valve's API webserver is saying the update today never happened. Their web API is broken. Update version released today per annoucement: 1844935 Actual version on the SteamPipe repositories: 1844935 Update version the web API says is UpToDate right now: 1833886 -- wrong My auto update system doesn't do an integer comparison to see if the new version is positive from the previous version, it just checks to see if they differ. If they do, it updates. I have a lot of sanity checking in the system, which disables the whole thing after three failed updates. If that wasn't in place it would be updating over and over again right now. My master server updated correctly after the first update went out. The problem is that 30 minutes later, the web API service says the version reverted, when it really did not. DontWannaName! wrote: Did you try updating again with verify? I emailed Eric and he said they are working on a fix for 2003. Sent from my iPhone 5 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote: It is entirely possible that they have multiple servers which provide the web API services, and that one of them was an improper state. I got unlucky. Well... it's still broken right now: api.steampowered.com. is 63.228.223.110 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml responsesuccesstrue/successup_to_datefalse/up_to_dateversion_is_listablefalse/version_is_listablerequired_version1833886/required_versionmessageYour server is out of date, please upgrade/message/response 1833886 is the OLD version. DontWannaName! wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440version=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608
Re: [hlds_linux] [hlds] [hlds_announce] Mandatory TF2 update released
Fixed now. Thanks. Eric Smith wrote: Can you check the link again from your side and let me know if you're still getting the wrong version? Thanks. -Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina Sent: Wednesday, July 24, 2013 7:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released You are misunderstanding the problem. Valve's API webserver is saying the update today never happened. Their web API is broken. Update version released today per annoucement: 1844935 Actual version on the SteamPipe repositories: 1844935 Update version the web API says is UpToDate right now: 1833886 -- wrong My auto update system doesn't do an integer comparison to see if the new version is positive from the previous version, it just checks to see if they differ. If they do, it updates. I have a lot of sanity checking in the system, which disables the whole thing after three failed updates. If that wasn't in place it would be updating over and over again right now. My master server updated correctly after the first update went out. The problem is that 30 minutes later, the web API service says the version reverted, when it really did not. DontWannaName! wrote: Did you try updating again with verify? I emailed Eric and he said they are working on a fix for 2003. Sent from my iPhone 5 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote: It is entirely possible that they have multiple servers which provide the web API services, and that one of them was an improper state. I got unlucky. Well... it's still broken right now: api.steampowered.com. is 63.228.223.110 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440ver sion=0format=xml responsesuccesstrue/successup_to_datefalse/up_to_dateversi on_is_listablefalse/version_is_listablerequired_version1833886/ required_versionmessageYour server is out of date, please upgrade/message/response 1833886 is the OLD version. DontWannaName! wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v ersion=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v ersion=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged by doors when they are closing - Fixed soccer/beach balls sometimes blocking Payload carts and trains - Fixed paint can icons not showing the Red/Blue colors correctly - Fixed the Loch-n-Load gun sight not drawing in the correct place - Fixed the Bonk Boy model using the incorrect normals - Updated Cp_Badlands and Koth_Badlands - Opened the windows around the center point - Smoothed player clipping around doorways ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_annou nce -- # Jesse Molina # Mail = je
Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released
Valve recognized that there was a problem with today's update, and it was killing some servers/clients/whatever. I am guessing they intentionally reverted the version on the WebAPI to stop more clients from auto-updating and thus getting the bad update. The alternative would have been to release another real update via an increment of the version number, causing all clients to download the new update. Lots more bandwidth, downtime, etc. When they got the fix in place, they restored the new version number. Given this, I am going to say that reversions are possible and should be ignored, since that's apparently the way they want their clients to behave. Eric Smith wrote: Can you check the link again from your side and let me know if you're still getting the wrong version? Thanks. -Eric -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina Sent: Wednesday, July 24, 2013 7:14 PM To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 server mailing list (h...@list.valvesoftware.com) Subject: Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released You are misunderstanding the problem. Valve's API webserver is saying the update today never happened. Their web API is broken. Update version released today per annoucement: 1844935 Actual version on the SteamPipe repositories: 1844935 Update version the web API says is UpToDate right now: 1833886 -- wrong My auto update system doesn't do an integer comparison to see if the new version is positive from the previous version, it just checks to see if they differ. If they do, it updates. I have a lot of sanity checking in the system, which disables the whole thing after three failed updates. If that wasn't in place it would be updating over and over again right now. My master server updated correctly after the first update went out. The problem is that 30 minutes later, the web API service says the version reverted, when it really did not. DontWannaName! wrote: Did you try updating again with verify? I emailed Eric and he said they are working on a fix for 2003. Sent from my iPhone 5 On Jul 24, 2013, at 7:00 PM, Jesse Molina je...@opendreams.net wrote: It is entirely possible that they have multiple servers which provide the web API services, and that one of them was an improper state. I got unlucky. Well... it's still broken right now: api.steampowered.com. is 63.228.223.110 http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440ver sion=0format=xml responsesuccesstrue/successup_to_datefalse/up_to_dateversi on_is_listablefalse/version_is_listablerequired_version1833886/ required_versionmessageYour server is out of date, please upgrade/message/response 1833886 is the OLD version. DontWannaName! wrote: I was able to start my servers just fine. Windows 2008. Sent from my iPhone 5 On Jul 24, 2013, at 6:39 PM, Jesse Molina je...@opendreams.net wrote: It looks like some of the update servers backed out the update or were otherwise in an improper state after the update today. My auto update system first updated, then downgraded again when the UpToDateCheck version reverted. Can I get a response from Valve? Would it be reasonable to expect that a release version could revert, or will versions always be a positive increment, even in the event of a content reversion? FYI It was more than 30 minutes after the first update that the reversion occurred. My update check interval is every minute. 20130724165401-20228 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1833886 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v ersion=0format=xml srcds-tf2-MASTER: Remote version is: 1844935 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. 20130724173001-23606 Checking: srcds-tf2-MASTER srcds-tf2-MASTER: Local steam.inf filepath: /srv/srcds/srcds-tf2-MASTER/tf/steam.inf srcds-tf2-MASTER: Local version is 1844935 srcds-tf2-MASTER: Remote UpToDateCheck URL is: http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440v ersion=0format=xml srcds-tf2-MASTER: Remote version is: 1833886 srcds-tf2-MASTER: Result: Installation out of date. Added to updatelist. Eric Smith wrote: We've released a mandatory update for TF2. The notes for the update are below. The new version is 1844935. -Eric -- - Ended the Mann Co. Store summer sale - The Summer Claim check is now a rare drop - Medics using the Quick-Fix will now take jump force from Pyros using the Detonator to explosive jump - Fixed a client crash related to missing particle systems - Fixed a server crash when entering Sudden Death mode with only melee weapons - Fixed players sometimes being damaged
Re: [hlds_linux] crash on map change issue
The problem is more simple that what you wrote. If replay is enabled by any means, and replay_local_fileserver_path is an invalid path, then changelevel will cause a segfault. Note that the replay sanity check system does confirm that the path is invalid, and disables replay, but the segfault will still occur anyway. Erik-jan Riemers wrote: Just wanted to let you guys know, since it bugged me for several hours. If you have tf2/sourcemod (I don't know which one is causing the problem) but if you set -replay in the commandline and then have the default replay.cfg/replay_local_http.cfg/whatever files it will crash your server on map change. Adding a correct replay configuration and turning it on will fix the crash on map change. 24/7 map servers don't have this issue. I had the mistake of not having the replay.cfg in the custom/xxx/cfg folder so that after an update my replay configs where default again which lead to this crash. Erik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Newly installed srcds installations fail on first startup
I think this is already a known issue, but as a reminder... I am seeing my newly installed SteamPipe TF2 servers fail on first startup. Subsequent startups operate normally. I suspect this is because steam_appid.txt is not created until after the first startup. I had also noticed this after previous SteamPipe conversions of css, hl2dm, etc, but it appears to still not be fixed. Executing dedicated server config file server.cfg Using map cycle file 'cfg/mapcycle_default.txt'. ('cfg/mapcycle.txt' was not found.) Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.) Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.) Cannot verify load for invalid steam ID [I:0:0] WARNING: ClientActive, but we don't know his SteamID? Initializing Steam libraries for secure Internet server [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. * * * Unable to load Steam support library.* * Unable to load Steam support library.* * This server will operate in LAN mode only.* * This server will operate in LAN mode only.* * * -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game
I would ask that Valve please move these directories into a subdirectory. They look like garbage temp directories that are not being cleaned up. Placing these under a subdirectory with a static name would make it easier to prune them from symlinked installations, and probably have a number of other benefits. Do this for the same reasons that it is bad for Windows to create randomly-named temporary directories under the C:/ root. Fletcher Dunn wrote: Keep those. It contains bookkeeping info necessary for incremental updates. I am CERTAIN that there is a good reason for the crazy filename. But I don't know what it is. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold Sent: Wednesday, April 24, 2013 12:41 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Mandatory update released for TF2 SteamPipe beta; now interoperable with regular game On 24.04.2013 19:03, Fletcher Dunn wrote: We've released a mandatory update to the SteamPipe beta. Please note I've got another question, the folders like 667d73250a8a21cbc9ff376aae86a31aaf4aad3b in the base folder, can they be ignored, or are they needed by the server? /Peter ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Login with steamcmd fails the first time
This happens to all of the SteamCMD-installed srcds servers I help manage every time. The first try, steamcmd.sh exits 8, then succeeds. This is a known issue that affects everyone, as far as I know. Peter Reinhold wrote: The 6.3 one always fails logging in anonymously, every time, and if I repeat the login, it succeeds, the other one works as you would expect. -- SNIP -- Redirecting stderr to '/home/srcds/Steam/logs/stderr.txt' [ 0%] Checking for available updates... [ 0%] Download complete. [] Verifying installation... Steam Console Client (c) Valve Corporation -- type 'quit' to exit -- Loading Steam3...OK. Loading Steam2...OK. Steamlogin anonymous Connecting anonymously to Steam Public...Login Failure: No Connection Failed. Steamlogin anonymous Connecting anonymously to Steam Public...Success. Steam -- SNIP END -- It makes no sense to me that the second login works every time, have anyone else seen this behaviour, and maybe found a fix? (Other than scripting a double login, and not using @ShutdownOnFailedCommand 1) -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Tools and methods for symlinked installations
Someone was asking me about this, so I'll send it to the whole list as a FYI. This is all in bash. To create the directories and file links, I use a tool called lns, which you can get here; http://www.chiark.greenend.org.uk/~sgtatham/utils/ I also use a tool called symlinks, which is in Debian and Debian derivatives as the symlinks package. We assume here that both tf2-custom and tf2-master are directories found within $APPDIR. In this case, you would run your HLDSUpdateTool/SteamCMD against the master server and never the linked installation. After each update, you would need to re-link, to add new link files and remove old ones. APPDIR=/srv/srcds-servers INSTALLID=tf2-custom MASTER=tf2-master echo Relinking $INSTALLID to master $MASTER ... lns -q -r $APPDIR/$MASTER/* $APPDIR/$INSTALLID echo Looking for old dangling symlinks and remove them... symlinks -d -r $APPDIR/$INSTALLID To de-link an installation, you would do this: # Find and remove the symlinks related to the master installation. find $APPDIR/$INSTALLID -type l -lname *../$MASTER/* -exec rm -f '{}' + # Also delete directories which have no files anywhere within them. find $APPDIR/$INSTALLID -type d -empty -delete What if you already have an installation and need to de-duplicate it so that you can link it? This will find all files in the SRCDIR and if there is an identically named/pathed file with the same md5sum in the DSTDIR, it will delete it. It won't touch custom files. SRCDIR=$APPDIR/$MASTER DSTDIR=$APPDIR/$INSTALLID cd $SRCDIR find . -type f -printf %P\0 | while read -d $'\0' EACH ; do SRCFILE=$SRCDIR/$EACH DSTFILE=$DSTDIR/$EACH if [[ -r $SRCFILE ]] [[ -r $DSTFILE ]] ; then SRCHASH=$(md5sum $SRCFILE | awk '{print $1}') DSTHASH=$(md5sum $DSTFILE | awk '{print $1}') else echo Skipping file: $EACH continue fi if [[ $SRCHASH == $DSTHASH ]] ; then echo Removing duplicate file in destination: $EACH rm -f $DSTFILE else echo Non-duplicate file found: $EACH fi done Then do find $DSTDIR -type d -empty -delete to delete the empty directories left over. This will take a long time for TF2, which has something like 60,000 files. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Counter-Strike, Counter-Strike: Condition Zero and Half-Life beta server update
Dear Valve To start off, I don't want to be a huge jerk here and think I'm just griefing you Valve guys. There is plenty of nonconstructive criticism on this mailing lists already, and that's not the kind of community contribution I want to be involved in. I have no question people are doing their best, and I understand what it's like when someone comes out and tells your Your work is crap. However, I want to demonstrate the monster you've created, intentionally or not. With the old HLDSUpdateTool, this is, apparently, what you did to install/update czero: ./steam -command update -game czero -dir /mydir/mygame With the new SteamCMD, this is what you, apparently, have to do to get similar behavior: ./steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous +force_install_dir /mydir/mygame +app_set_config 90 mod czero +app_update 90 -beta beta +exit Alfred Reynolds wrote: You can get a dedicated install for it by using the following command line: steamcmd +logon anonymous +force_install_dir ..\hlds +app_update 90 -beta beta +quit Note you will need to use +app_set_config 90 mod czero before the +app_update command if you want to update condition zero. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] steamcmd.sh can not be used via symbolic link
It is impossible to use steamcmd via a symbolic link. You must CD into it's directory to use it. Because, potato. luser@host--steamcmd.sh /home/luser/bin/steamcmd.sh: line 29: /home/luser/bin/linux32/steamcmd: No such file or directory [~] luser--which steamcmd.sh /home/luser/bin/steamcmd.sh [~] luser--stat /home/luser/bin/steamcmd.sh File: ‘/home/luser/bin/steamcmd.sh’ - ‘steamcmd/steamcmd.sh’ Size: 20 Blocks: 0 IO Block: 4096 symbolic link Device: 903h/2307d Inode: 917517 Links: 1 Access: (0777/lrwxrwxrwx) Uid: ( 1000/ luser) Gid: ( 1000/ luser) Access: 2013-03-25 02:17:00.028625973 -0700 Modify: 2013-03-25 02:17:00.028625973 -0700 Change: 2013-03-25 02:17:00.028625973 -0700 Birth: - [~] luser-- Also, while I am complaining... luser@host--time ./steam Checking bootstrapper version ... Getting version 50 of Steam HLDS Update Tool Downloading. . . . . . . . . . . . Steam Linux Client updated, please retry the command real12m43.141s user0m0.204s sys 0m0.292s [~/bin/hldsupdatetool] -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] steamcmd.sh can not be used via symbolic link
Basically, you can't run HLDSUpdateTool and SteamCMD in a multi-user environment. You MUST install a tool/binary for each and every user in their own ~/bin directory. Except that you can't even do that because SteamCMD poops it's ugly 41-character temporary directories and custom libraries all over the place, and you can't symlink to it. Symlinking to the HLDSUpdateTool works fine, though I'm doubtful about it's self-updating process working correctly -- it would probably overwrite the symlink. The take-away lesson is: never try to let these self-updating tools be used by more than their owner user. I would go so far as to fix them so that they can't run if they have go+x permissions, or are being executed by anyone other than their owner user. That would prevent potential problems with the bootstrap process overwriting files thus changing the owner and permissions. You have to cd into these tools installation directories each time you want to use them. Unix people don't think this way. It's antithetical to the way everything on unix works. Jeremy Agostino wrote: In a similar vein, I haven't been able to run it as another shell-only user due to the lack of home folder. I used to run the old update tool thru some scripts as a shell user. Steamcmd errors out when it can't save logs to the current user's home folder (since it doesn't exist). -Jeremy On Mar 25, 2013, at 5:36 AM, Jesse Molina je...@opendreams.net wrote: It is impossible to use steamcmd via a symbolic link. You must CD into it's directory to use it. Because, potato. luser@host--steamcmd.sh /home/luser/bin/steamcmd.sh: line 29: /home/luser/bin/linux32/steamcmd: No such file or directory [~] luser--which steamcmd.sh /home/luser/bin/steamcmd.sh [~] luser--stat /home/luser/bin/steamcmd.sh File: ‘/home/luser/bin/steamcmd.sh’ - ‘steamcmd/steamcmd.sh’ Size: 20 Blocks: 0 IO Block: 4096 symbolic link Device: 903h/2307d Inode: 917517 Links: 1 Access: (0777/lrwxrwxrwx) Uid: ( 1000/ luser) Gid: ( 1000/ luser) Access: 2013-03-25 02:17:00.028625973 -0700 Modify: 2013-03-25 02:17:00.028625973 -0700 Change: 2013-03-25 02:17:00.028625973 -0700 Birth: - [~] luser-- Also, while I am complaining... luser@host--time ./steam Checking bootstrapper version ... Getting version 50 of Steam HLDS Update Tool Downloading. . . . . . . . . . . . Steam Linux Client updated, please retry the command real12m43.141s user0m0.204s sys 0m0.292s [~/bin/hldsupdatetool] -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] steamcmd verbose ?
Look to something like tripwire or similar security intrusion detection tools. Rudy Bleeker wrote: Since SteamCMD downloads diff's of VPK files instead of the individual files, I think this would be somewhat hard to do. However, more insight into what's happening when you update your servers (including better error messages) would be appreciated. On Sat, Mar 23, 2013 at 8:12 PM, LouLouBizou louloubi...@gmail.com wrote: hi, is it possible to get steamcmd a little verbose like hldsupdatetool do ? something like : 2:2123.87% downloading ./orangebox\dod\bin\client.dylib 2:3441.01% downloading ./orangebox\dod\bin\client.so 2:4952.02% downloading ./orangebox\dod\bin\server.dll instead of : App state (0x20104) validating, progress: 46.78 (815094599 / 1742270594) App state (0x20104) validating, progress: 55.66 (969676131 / 1742270594) App state (0x20104) validating, progress: 63.52 (1106733461 / 1742270594) App state (0x20104) validating, progress: 68.81 (1198793937 / 1742270594) App state (0x20104) validating, progress: 74.66 (1300806397 / 1742270594) App state (0x20104) validating, progress: 82.43 (1436095843 / 1742270594) App state (0x20104) validating, progress: 90.45 (1575885570 / 1742270594) possible? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] SteamCMD -nobootstrapupdate?
Does SteamCMD have a -nobootstrapupdate like the HLDSUpdateTool has? If not, consider this is a feature request. This is a pain for any kind of multi user environment. In my case, I have different user accounts and don't really want 1xN installations for number of accounts. What are the GPSs doing? One SteamCMD installation per customer? Probably. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Optional updates to Source engine betas released
with any setting other than sv_pure -1. * Linux client: VPK tool now supports signature functionality * Client and dedicated server: fixed sv_pure command not showing current pure status ___ 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 __ __ ___ 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 -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Mandatory updates to all Source engine game betas released
When products are retired from the HLDSUpdateTool, what behavior will we recieve when a user attempts to download said product using the old tool? Fletcher Dunn wrote: PLEASE NOTE: The Betas are drawing to a close. We hope to release Day of Defeat:Source early next week. Betas for HL2:MP, DOD:S, CS:S, and TF: * Deleted sv_consistency convar. This security is now implemented using sv_pure. * Changed which pure server configuration files are loaded in the various pure modes, and renamed them. (See updated pure_server_whitelist_example.txt for details.) * Added “sv_pure -1” mode, which disables all consistency checking. (Similar to turning off sv_pure and sv_consistency.) * Removed unneeded CRC calculations on level load * Removed check_crc functionality from pure server operation. The only supported file rule is now “trusted_source.” * Added trusted_keys_example.txt. * Added/updated sound cache files ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] dods beta server
I was once told, I think it was Milton@Valve but could be wrong, that the +map command needed to be the last argument on the startup command line. Can someone authoritatively validate or deny this? Fletcher Dunn wrote: I believe the problem is that you need to issue the map command, which actually starts the server hosting a game. You can do that on the server command prompt after it launches, or put +map mapname on your command line. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of muzzol Sent: Friday, March 15, 2013 6:33 PM To: hlds_linux@list.valvesoftware.com Subject: [hlds_linux] dods beta server hi, I'm new to this list and new to steampipe, feel free to correct me in anything. I'm using Linux Client and I want to setup a dedicate server for Day of Defeat. I've tried following official docs: https://developer.valvesoftware.com/wiki/SteamCMD but I'm not able to connect to server, even on LAN. I've tried on a dedicated hosted server on hetzner and also on a little local server at home, just to be sure there wasn't any network problems. In both servers I'm running debian 6. I downloaded steamcdm and installed dods server several times with: app_update 232290 validate and app_update 232290 -beta beta validate then I go to apropiate dir and run server with ./srcds_run -game dod -port 27015 +ip 192.168.10.6 but I dont see any server on my client. Day of Defeat: Source on Linux is tagged as Beta, is 232290 the correct ID? Im I missing something? Thanks in advance, muzzol ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Get compile the build number of game servers in PHP
On this subject, is there any way to determine the local version of the installed srcds server? I find the steam.inf files are unreliable and only TF2 has the current client/server version in it that I could compare against the WebAPI. Is there a better way of determining when srcds servers should be updated other than the WebAPI? I looked into Steam Condenser this weekend but really didn't see anything interesting. Advice from anyone who has already automated this this would be appreciated. Adrian x wrote: Unfortunately, that stops me is the fact I have no way of checking whether a new update came out and download the exact number. Although api provides ISteamApps / UpToDateCheck which is the ability to check the current version of the game engine required, but will not let me in any way to check whether it was updated game engine. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Get compile the build number of game servers in PHP
Netshroud wrote: I just checked CS:GO and Steam.inf + ISteamApps UpToDateCheck seems to be fine for that. What do you mean by unreliable? I meant inconsistent. Okay, I just realized that the WebAPI required_version is a half-assed tr -d . PatchVersion. DERP: 1.22.2.7, 1.22.27. What's the difference, right??? Maybe unreliable was the right word. I hardly feel good about using something where it seems like the info I'm looking at is coincidental rather than intentional. I had been paying only attention to ClientVersion/ServerVersion. Thanks for pointing this out. luser@host--for EACH in $(find srcds-*-MASTER -type f -name steam.inf) ; do echo ; echo $EACH ; cat $EACH ; echo ; done srcds-csgo-MASTER/csgo/steam.inf PatchVersion=1.22.2.7 ProductName=csgo appID=730 srcds-css-MASTER/css/cstrike/steam.inf PatchVersion=1.0.0.76 ClientVersion=0 ServerVersion=0 ProductName=cstrike appID=240 srcds-hl2mp-MASTER/orangebox/hl2mp/steam.inf PatchVersion=1.0.0.42 ClientVersion=0 ServerVersion=0 ProductName=hl2dm appID=320 srcds-l4d2-MASTER/left4dead2/left4dead2/steam.inf // NetworkVersion is the version in the wire protcol between client-server, // its not used for matchmaking, PatchVersion is used for that to ensure // we don't get cross connecting to different releases. Only bump this if // you know an incompatible change has happened to the network protocol in // game and old demos will not work. NetworkVersion=2.0.4.2 PatchVersion=2.1.2.1 ProductName=left4dead2 appID=550 srcds-l4d-MASTER/l4d/left4dead/steam.inf PatchVersion=1.0.2.8 ProductName=left4dead appID=500 srcds-tf2-MASTER/orangebox/tf/steam.inf PatchVersion=1.2.5.8 ClientVersion=1258 ServerVersion=1258 ProductName=tf appID=440 On 11/03/2013, at 8:19 PM, Jesse Molina je...@opendreams.net wrote: On this subject, is there any way to determine the local version of the installed srcds server? I find the steam.inf files are unreliable and only TF2 has the current client/server version in it that I could compare against the WebAPI. Is there a better way of determining when srcds servers should be updated other than the WebAPI? I looked into Steam Condenser this weekend but really didn't see anything interesting. Advice from anyone who has already automated this this would be appreciated. Adrian x wrote: Unfortunately, that stops me is the fact I have no way of checking whether a new update came out and download the exact number. Although api provides ISteamApps / UpToDateCheck which is the ability to check the current version of the game engine required, but will not let me in any way to check whether it was updated game engine. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ 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 -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Get compile the build number of game servers in PHP
Yea, I'm PHP and Ruby ignorant though. I'm a sysadmin, not a web dev. Fortunately, there is the python steamodd, which I can work with. I only recently discovered it but have not had a chance to play with it yet though. I have yet to find a good rcon client for the linux command line. Thanks for the tip. Erik-jan Riemers wrote: https://github.com/koraktor/steam-condenser been using that for php for years, query the server and then the webapi with it. Always is spot on, optional updates is something you cannot but i assume most people daily restart there servers anyways. 2013/3/11 Sebastian Staudt korak...@gmail.com Maybe parsing the version information from the `status` output via RCON is more reliable. 2013/3/11 Jesse Molina je...@opendreams.net On this subject, is there any way to determine the local version of the installed srcds server? I find the steam.inf files are unreliable and only TF2 has the current client/server version in it that I could compare against the WebAPI. Is there a better way of determining when srcds servers should be updated other than the WebAPI? I looked into Steam Condenser this weekend but really didn't see anything interesting. Advice from anyone who has already automated this this would be appreciated. Adrian x wrote: Unfortunately, that stops me is the fact I have no way of checking whether a new update came out and download the exact number. Although api provides ISteamApps / UpToDateCheck which is the ability to check the current version of the game engine required, but will not let me in any way to check whether it was updated game engine. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] Get compile the build number of game servers in PHP
I forgot to mention that in my case, I am updating a set of master/vanilla/unconfigured installations that will never ever actually start. They are instead used as referrals for symlinks. Thus, getting the info from rcon is not a viable solution. Since Fletcher says the game gets it's info from steam.inf anyway, that seems to indicate it being the definitive source of the local information. I wish I could just srcds_linux -game tf --version. Fletcher Dunn wrote: The engine gets that info from steam.inf. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sebastian Staudt Sent: Monday, March 11, 2013 2:39 AM To: Half-Life dedicated Win32 server mailing list Cc: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] [hlds] Get compile the build number of game servers in PHP Maybe parsing the version information from the `status` output via RCON is more reliable. 2013/3/11 Jesse Molina je...@opendreams.net On this subject, is there any way to determine the local version of the installed srcds server? I find the steam.inf files are unreliable and only TF2 has the current client/server version in it that I could compare against the WebAPI. Is there a better way of determining when srcds servers should be updated other than the WebAPI? I looked into Steam Condenser this weekend but really didn't see anything interesting. Advice from anyone who has already automated this this would be appreciated. Adrian x wrote: Unfortunately, that stops me is the fact I have no way of checking whether a new update came out and download the exact number. Although api provides ISteamApps / UpToDateCheck which is the ability to check the current version of the game engine required, but will not let me in any way to check whether it was updated game engine. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps ://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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unix file permissions for many srcds games are unhelpful and need to be fixed
Add -r to xargs to not run against null input from find. That was definitely an oversight on my part from the original post. Or, it's possible that you have a crazily old chmod that can't take symbolic arguments. Event CentOS 5.1 supports this and that's over five years old. You would need to change this to the octal values, in this case. Either way, if you have problems with Linux commands and you don't know what you are doing, you should always go to a Linux forum/list, where you will always get better help. daniel nilsson jokiaho wrote: I have tried this below, but i get an error chmod: missing operand after `u=rw,g=rw,o-rwx' -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Broken update or unannounced TF2 update today/yesterday?
Was there a broken update for TF2 yesterday, or an unannounced update for TF2? I had updated a server last night, and found earlier today that it was out of date, but there had been no announcement. I have several reports from other people about the same issue on the same physical host, but different installations/different game admins. It almost seems like some files were missing from the distribution. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] BUG: steamcmd.sh returns exit 0 on error
Thanks for pointing me to this. I had no idea this variable existed. I had never heard of it before. It's mentioned on the SteamCMD wiki page, but googling for it results in almost no other mentions anywhere; https://developer.valvesoftware.com/wiki/SteamCMD So I started SteamCMD, and played with it, and discovered this: Steamhelp @ No specific help topic found for '@', returning 'find' results. . . ConVars: @EnableUDPHistory = 0 : @cUDPSendRetries = 8 : @net_loopback = 1 : @net_backlog_time_allowed_sec = 5 : @net_backlog_bytes_allowed = 1200 : @MaxOutstandingSendThreadItem = 1000 : @cNetEncryptionHandshakeWorkMax_LowPri = 2000 : @cNetEncryptionHandshakeWorkMax_MedPri = 4000 : @cNetEncryptionHandshakeWorkMax_HighPri = 8000 : @NetConnectionBufferMsgLimit = 500: Max # of message that will be buffered into a single zipped packet @NetConnectionBufferThreaded = 1 : @NetConnectionBufferZipReserveBytes = 1024 : @nTCPLargeSendBufSizeMB = 16 : @bMsgErrorDump = 0 : @bMsgSpew = 1 : @bContentManifestUseProtobufs = 1 : @bDepotBuilderReadBufferSizeKB = 8192 : @bDepotBuilderUnbufferedReads = 1 : @cDepotBuilderFileChunkingThreads = 4 : @cDepotUploadWindowSize = 16 : @cDepotUploadPacketSizeKB = 1024 : @csecCSRequestProcessorTimeOut = 300: @strCSNoCacheHeader = no-cache : @bCSForceNoCache = 0 : @sCSDSVirtualHostHeader =: @cMaxContentServersToRequest = 20 : @cMaxInitialDownloadSources = -1 : @cSecUploadDownloadRates = 300: @LocalContentServer =: @CSInterfaceProxyUsername =: @CSInterfaceProxyPassword =: @csecIncomingDataRatePeriodMicrosec = 1 : @csecUpdateTargetNumConnectionsEpoch = 10 : @fMinDataRateToAttemptTwoConnectionsMbps = 0.5: @fDownloadRateImprovementToAddAnotherConnection = 1.2: @CustomBinaryRequestRetryTimes = 20 : @GCNameOverride =: @bFallbackUnknownDepots = 1 : @NoPromptForPassword = 0 : @DepotBuilderNoReslist = 0 : @DepotBuilderOutputRoot =: @DepotBuilderContentRoot =: @DepotBuilderConfigRoot = ./depotscripts : @ShutdownOnFailedCommand = 0 : Exit steamcmd immediately upon any failed build-related command @bMsgSpew = 1 : There are some interesting options there that look like rate limits. Mention of a find command is interesting. If you use find on the command line, all kinds of otherwise undocumented commands can be discovered. I don't know of any way to list them all. Googling for some of these commands results in nothing, so I don't think this is documented anywhere. There appear to be many more convars than what I listed above. Try doing: find a find b find _ find - ... If someone could compile all of the various options, commands, and arguments and put them up on pastebin, that would be great. I don't have a lot of time to play with this thing and it's all kind of frustrating. Getting back on topic, it looks like this would make the command behave like I would have expected it to. I'll try and simulate a failure and see what happens. Thanks again. Ross Bemrose wrote: I don't see any mention of @ShutdownOnFailedCommand 1 in there (or should that be +@ShutdownOnFailedCommand 1 ), so I'm not surprised it returns 0... it's not exiting until it hits the exit command. On 2/27/2013 10:31 PM, Jesse Molina wrote: Given command; ./steamcmd.sh +login anonymous +force_install_dir $IN_GAMEDIR +app_update $APPID +exit echo Updater exit code was $? The error below returned exit 0 without having updated the server. -- Connecting anonymously to Steam Public...Success. ERROR! Failed to request AppInfo update, not online or not logged in to Steam. Updater exit code was 0 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds_linux] CPU spikes while running SteamCMD to update Dedicated Server, any way to throttle?
Run it like this; nice -n 11 ionice -c 2 -n 6 steamcmd.sh At the same time, your game servers themselves should have their niceness reduced by about 10. Only root can do this, or a regular user with an /etc/security/limits.conf entry. renice -10 $PID If it's a network saturation issue, then you need to implement a tc queue. Weasel wrote: Is there any way to throttle the utilization for SteamCMD? -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Mandatory TF beta updated released
Are these files automatically removed upon update, or do end users need to manually delete the files? See my request from a day or two ago about removing extraneous files from base installations. Fletcher Dunn wrote: * Dedicated server: removed textures and sounds from dedicated server distribution. Installation size reduced by approx 7.5GB -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] BUG: steamcmd.sh returns exit 0 on error
Given command; ./steamcmd.sh +login anonymous +force_install_dir $IN_GAMEDIR +app_update $APPID +exit echo Updater exit code was $? The error below returned exit 0 without having updated the server. -- Connecting anonymously to Steam Public...Success. ERROR! Failed to request AppInfo update, not online or not logged in to Steam. Updater exit code was 0 -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Feature request: Add a SteamCMD flag to delete unknown files in an installation
Dear Valve When SteamCMD is used to update an existing game server installation, please add an optional argument which will delete all unknown files. Basically, I want rsync -a --delete. There have been a number of times in the past when files have been removed from upstream, but those removals/changes don't get propagated down. These files end up abandoned. This will make it so that I don't have to download an entirely new installation every couple of months, just to make sure it's really clean. Thanks for your consideration -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Feature request: Add a SteamCMD flag to delete unknown files in an installation
I use a central vanilla/original installation to sync up multiple real game servers. People who do symlinking probably already do this. It means I only have to download from Valve once, per game, instead of for each game server. In my case, I have five real TF2 game servers, and one central base installation. If you are a GSP and want to make setup of new servers quick, you probably do this. You would want to run this on a customized server if, for some reason, you wanted to restore it to it's original form. Valentin G. wrote: Well, wouldn't it delete any and all custom content then (even maps)? I don't think that this would be a good thing, but I agree that SteamCMD could be better at cleaning up dead things. On Tue, Feb 26, 2013 at 10:25 AM, Jesse Molina je...@opendreams.net wrote: Dear Valve When SteamCMD is used to update an existing game server installation, please add an optional argument which will delete all unknown files. Basically, I want rsync -a --delete. There have been a number of times in the past when files have been removed from upstream, but those removals/changes don't get propagated down. These files end up abandoned. This will make it so that I don't have to download an entirely new installation every couple of months, just to make sure it's really clean. Thanks for your consideration -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unix file permissions for many srcds games are unhelpful and need to be fixed
Andre Müller noted that when find calls an external application with -exec as I originally wrote below, it makes that call individually for each argument, which is why it takes so long on 60K files. Piping the find output to xargs allows for dramatically faster results. Recommended replacement: # Fix directory permissions #$NICECMD find $FIXTARGET -type d -exec chmod --preserve-root u+rwx,g+rwx,o-rwx {} \; $NICECMD find $FIXTARGET -type d -print0 | xargs -0 chmod --preserve-root u+rwx,g+rwx,o-rwx # Fix file permissions #$NICECMD find $FIXTARGET -type f -exec chmod --preserve-root u=rw,g=rw,o-rwx {} \; $NICECMD find $FIXTARGET -type f -print0 | xargs -0 chmod --preserve-root u=rw,g=rw,o-rwx Beware: I seem to remember that you can run into Too many arguments kind of error on older OSes that have a limit (4096 I think) on the amount of input a command can accept. However, this should be safe for almost everyone and you can get around those kinds of limits with xargs -s or maybe -L. It's also noteworthy that I failed to quote my {} brackets , which isn't safe. Replace with '{}'. Find fails. Thanks Andre! Jesse Molina wrote: This is the way that I do it within my control script. The real iowait pain here is iterating over the 60,000 files three times over. If you can live without the chown line, that would cut down on processing time. Note that if you symlink to a base install, that may have an effect on processing time since the referrer file won't get touched. FIXTARGET=/path/to/yer/gameserver SETUSER=foo SETGROUP=staff # Make it nice NICECMD=nice -n 11 ionice -c 2 -n 6 # Fix ownership $NICECMD chown -R -h --preserve-root $SETUSER:$SETGROUP $FIXTARGET # Fix directory permissions $NICECMD find $FIXTARGET -type d -exec chmod --preserve-root u+rwx,g+rwx,o-rwx {} \; # Fix file permissions $NICECMD find $FIXTARGET -type f -exec chmod --preserve-root u=rw,g=rw,o-rwx {} \; # Set +x on the srcds_ binaries for EACH in $(find $FIXTARGET -maxdepth 3 -type f -name srcds_* | egrep srcds_[amd|i386|i486|i586|i686|run|linux|osx]) ; do chmod ug+x $EACH done Rudy Bleeker wrote: Jesse, I'm interested in your script, since bad file permissions get on my nerves. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Unix file permissions for many srcds games are unhelpful and need to be fixed
My only real gripe is that everything is +x. The only regular files that should have execute bit set are srcds_linux, srcds_run, and the like. Add to that the VPK tool, whenever it gets released, assuming it's a part of the game distro. ./steam from the HLDSUpdateTool is also setting it's InstallRecord.blob files +x, and SteamCMD litters +x files all over the place. Let's look at the TF2 beta through SteamCMD, since I have a fresh install sitting here that I can look at. All files are chmod 700. All directories are chmod 740. CSGO looks the same, except directories are 700. cmod o-rwx is a reasonable default, so no shame there. A lot of the directories and files could be chmod o+r, since all of these files are publicly known. Log files, cfg files, and any other user-modified files are obvious exceptions. Personally, I'd set group perms the same as user perms, but erring on the side of security is safe. One thing to note about the repacking of resources in VPK files is that it reduces the number of files in an installation dramatically, which makes fixing these file permissions a much easier task. Old TF2 is something like 60,000 files and the new TF2 beta is 1,800 files. This significantly reduces the IO wait pain. So, this is a big win for us game admins in that respect. Right now, it takes my cleanup script 1 minute 23 seconds to iterate through a TF2 install. On the new TF2 beta, it takes 2 seconds. My disks are really old though. Ultimately it is the end-user's responsibility to set file permissions based upon their own needs. If Valve were to respect the local umask in SteamCMD (you would still need to chmod +x those srcds_ binaries mentioned above), or add something as a configurable argument to the app_update command, that would put the responsibility on us end users and resolve the issue. Either respect umask, make it configurable, or set some sane permissions on the source repository. Seeing a bazillion +x .txt files drives me nuts. Andre Müller wrote: Not checked everything, but I think it works: http://pastebin.com/Dg9zDPFH Read the comments and set the absolute path to steamcmdbin and your servers. You can update more than one server. I think the variables will be selfexplain. The for loop will create the middle part for the batchprocess and send it to steamcmd. So the steamcmd is called 3 times. 2 times for let him self update and one time for the batch update of all servers. Maybe you have to use a non anonymous login (e.g. for ss3 or kf) 2013/2/24 Andre Müller gbs.dead...@gmail.com: I've also a SS3 Server. Do you have to rename or set symlinks in lower case for path Content/SeriousSam3/*.gro ? Later I'll post a little shellscript for batchupdating and setting permissions.. 2013/2/24 Rudy Bleeker rblee...@gmail.com: I've noticed this too for the Serious Sam 3: BFE dedicated server, although I realize Valve may have less influence over this. All files are in mode 0700. I hope the file permissions will be set to something more sensible in the future. Jesse, I'm interested in your script, since bad file permissions get on my nerves. On Sun, Feb 24, 2013 at 4:22 AM, Jesse Molina je...@opendreams.net wrote: Dear Valve, and other game-server distributors The unix/posix file permissions distributed through hldsupdatetool and steamcmd are unhelpful. In the case of CSGO though SteamCMD, all files and directories are just chmod 700. All of them. The TF2 beta looks similar, though I'm seeing a few files chmod g+r directories in there. I'm not done downloading yet though. At least it's not all chmod 777. I seem to remember some previous installation of TF2 under the hldsupdatetool being like that. I have a fixperms script which cleans this up for each new installation and after each update, but it's painful to wait while it trolls through the huge directory structures. Thanks for your consideration -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman
Re: [hlds_linux] Unix file permissions for many srcds games are unhelpful and need to be fixed
This is the way that I do it within my control script. The real iowait pain here is iterating over the 60,000 files three times over. If you can live without the chown line, that would cut down on processing time. Note that if you symlink to a base install, that may have an effect on processing time since the referrer file won't get touched. FIXTARGET=/path/to/yer/gameserver SETUSER=foo SETGROUP=staff # Make it nice NICECMD=nice -n 11 ionice -c 2 -n 6 # Fix ownership $NICECMD chown -R -h --preserve-root $SETUSER:$SETGROUP $FIXTARGET # Fix directory permissions $NICECMD find $FIXTARGET -type d -exec chmod --preserve-root u+rwx,g+rwx,o-rwx {} \; # Fix file permissions $NICECMD find $FIXTARGET -type f -exec chmod --preserve-root u=rw,g=rw,o-rwx {} \; # Set +x on the srcds_ binaries for EACH in $(find $FIXTARGET -maxdepth 3 -type f -name srcds_* | egrep srcds_[amd|i386|i486|i586|i686|run|linux|osx]) ; do chmod ug+x $EACH done Rudy Bleeker wrote: Jesse, I'm interested in your script, since bad file permissions get on my nerves. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Unix file permissions for many srcds games are unhelpful and need to be fixed
Dear Valve, and other game-server distributors The unix/posix file permissions distributed through hldsupdatetool and steamcmd are unhelpful. In the case of CSGO though SteamCMD, all files and directories are just chmod 700. All of them. The TF2 beta looks similar, though I'm seeing a few files chmod g+r directories in there. I'm not done downloading yet though. At least it's not all chmod 777. I seem to remember some previous installation of TF2 under the hldsupdatetool being like that. I have a fixperms script which cleans this up for each new installation and after each update, but it's painful to wait while it trolls through the huge directory structures. Thanks for your consideration -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamCMD does not exit properly
Here we go. Perfect example of the harm being done because Valve is trying to replace bash with it's own interactive command line interface. Ross Bemrose wrote: while its OK to use ~ on a command-line with steamcmd, don't use it within the actual program, as steamcmd itself doesn't expand it. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] SteamPipe is coming. Download the TF beta
Here are some questions I am wondering. These are not Rhetorical. Why was an interactive command line interface developed at all? What was the design specifications for the new SteamCMD? A lot of work must have gone into that interactive shell. Why do that? What problem did it solve? Were users requesting this? Was there some kind of demand that I don't know about? Are there future plans that Valve has for this tool which require a user-interactive session rather than command line arguments or a configuration file? I can't imagine it was to provide a more user-friendly interface, as proficiency with cmd.exe/$SHELL is still a requirement for use, and the technical knowledge requirements still exist. I don't get it. Jesse Molina wrote: Dear Valve Please accept the following feedback for consideration. This feedback is specifically limited to usage of the SteamCMD interface on GNU/Linux. Please document command usage for SteamCMD. There doesn't seem to be any. There is this document here, but it does not document the various options and parameters which can be used with SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD If I do a ./steamcmd --help, nothing useful happens, which is probably the first thing an educated administrator might do. Exit codes? Document them. Please stop trying to use the binary itself as a means of documentation. Documentation is documentation. The binary isn't. I should not have to type help arg1, help arg2, help arg2 subarg1 et-cetera on the interactive menu-driven interface to find out how to use the app. I can't imagine how painful this must be to implement and keep up to date. Should I be using the steamcmd.sh script, or steam.sh, or just call the steamcmd binary directly? steamcmd.sh magically appeared recently, and nobody really knows why because you didn't communicate this change with your user base. Those of us who had been using steam.sh, found it stopped working because you changed it and we don't understand why. Looking at the header comments does not make it apparent how these scripts are to be used and why each is different. Please improve communications when changes occur. Design suggestion: Please stop trying to make SteamCMD an interactive command-line interface. These are bad, sad, and wrong. Pros hate interfaces like this because they are slow and painful and feel like they were written to be a crutch for stupid people. Noobs can't use them because a mouse isn't involved. Thus, you piss off everyone and spend a lot of effort doing it. Why did you feel that bash needed to be replaced? Do you really hate readline so much that you needed to re-implement it? Something about those who feel the need to reinvent unix are condemned to... yea. While I appreciate this; https://developer.valvesoftware.com/wiki/Steam_Application_IDs How's about a ./steamcmd --listappids, like the old ./steam -command list? Please stop littering log files all over the place. I've already got a steam.log file sitting in the steamcmd dir, and then you've got a logs directory, which apparently wasn't good enough for this one log file. And then there's that ~/Steam/logs/stderr.txt thing. Am I going to have to write a cleanup script just to clean up these logfiles? And for F*ks sake, why would you name your log files *_log.txt instead of just .log??? Thanks for your consideration. Fletcher Dunn wrote: The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s new-and-improved content delivery system. SteamPipe is currently used by most games on Steam. This change will impact server operators in at least two significant ways: ·You will use steamcmd instead of the HLDSUpdateTool to install/update the server. ·The conversion will entail significant changes to the way the files appear in the local filesystem on the server and client. The client no longer uses GCF files. Instead, most assets are packed up into VPK, and those VPKs are the same on the server and the client. The server no longer uses 1000’s of loose files. We’re using the TF beta to test these changes and identify the bugs, and give everybody a chance to make sure their favorite mod or plugin will work in the new system. Everybody is encouraged to download the TF beta! We’ve prepared an FAQ that discusses the details of the change and answers the questions we anticipate: https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 Please report gameserver related bugs in this mailing list. Client bugs can be reported through this mailing list, or in the TF beta forum. http://forums.steampowered.com/forums/forumdisplay.php?f=1038 Thanks for your help, and happy testing! (And remember, playtime in the beta counts towards item drops in the release game.) - Fletch ___ hlds_announce mailing list
Re: [hlds_linux] [hlds] SteamPipe is coming. Download the TF beta
Andreas Grimm wrote: steamcmd.exe +login anonymous +force_install_dir insert_your_directory_here +app_update 229830 validate +exit its equivalent to the classic hldsupdatetool command: hldsupdatetool.exe -command update -game tf_beta -dir insert_your_directory_here -verify_all Here is a good example for me to pick on. Please pardon my pointy rant. I'm trying to be positive with my criticism, so don't please think I'm just trying to be a jerk. I realize that I'm calling out someone's work here. With the old steam tool, you specified the working directory with the -dir argument. That's perfectly reasonable and sane. With the new one, it's +force_install_dir. Why are we forcing it? Can we NOT force it? And why is it the install dir. Can there be some other dir where we might have otherwise gotten confused about which dir we were specifying? WTF_is_with_the_underscores? Why_are_they_even_necessary? Do_you_realize_I_have_to_use_the_shift_key_every_time_I_want_to_type_an_underscore_and_how_much_additional_time_that_takes? Why was -dir not usable enough that it needed to be re-invented badly? -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New server install failing...
See my message from just a couple of days ago. Same thing happened to me and I got frustrated about it. It took something like 20-30 minutes, but eventually it updated itself. It just takes an unreasonably long time. Why someone at Valve can't tar -czf a newer version (it's from 2005) and save us all a lot of hassle, I don't know. Steven Haigh wrote: Well, after getting a bit of feedback from this list, I decided it was time to clean up my setup into a single directory (and clean up 12+Gb of duplicate files). I started from scratch to make sure everything is clean, so I downloaded hldsupdatetool.bin, extracted it, all good. Now when I try to run ./steam, I get this: $ ./steam Checking bootstrapper version ... And thats where it stops. I don't see any network traffic happening other than clients trying to connect to the stopped servers. Any thoughts on what is going on here? SteamCMD works, but as we know, TF2 is not available via that process yet... -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] SteamPipe is coming. Download the TF beta
Dear Valve Please accept the following feedback for consideration. This feedback is specifically limited to usage of the SteamCMD interface on GNU/Linux. Please document command usage for SteamCMD. There doesn't seem to be any. There is this document here, but it does not document the various options and parameters which can be used with SteamCMD: https://developer.valvesoftware.com/wiki/SteamCMD If I do a ./steamcmd --help, nothing useful happens, which is probably the first thing an educated administrator might do. Exit codes? Document them. Please stop trying to use the binary itself as a means of documentation. Documentation is documentation. The binary isn't. I should not have to type help arg1, help arg2, help arg2 subarg1 et-cetera on the interactive menu-driven interface to find out how to use the app. I can't imagine how painful this must be to implement and keep up to date. Should I be using the steamcmd.sh script, or steam.sh, or just call the steamcmd binary directly? steamcmd.sh magically appeared recently, and nobody really knows why because you didn't communicate this change with your user base. Those of us who had been using steam.sh, found it stopped working because you changed it and we don't understand why. Looking at the header comments does not make it apparent how these scripts are to be used and why each is different. Please improve communications when changes occur. Design suggestion: Please stop trying to make SteamCMD an interactive command-line interface. These are bad, sad, and wrong. Pros hate interfaces like this because they are slow and painful and feel like they were written to be a crutch for stupid people. Noobs can't use them because a mouse isn't involved. Thus, you piss off everyone and spend a lot of effort doing it. Why did you feel that bash needed to be replaced? Do you really hate readline so much that you needed to re-implement it? Something about those who feel the need to reinvent unix are condemned to... yea. While I appreciate this; https://developer.valvesoftware.com/wiki/Steam_Application_IDs How's about a ./steamcmd --listappids, like the old ./steam -command list? Please stop littering log files all over the place. I've already got a steam.log file sitting in the steamcmd dir, and then you've got a logs directory, which apparently wasn't good enough for this one log file. And then there's that ~/Steam/logs/stderr.txt thing. Am I going to have to write a cleanup script just to clean up these logfiles? And for F*ks sake, why would you name your log files *_log.txt instead of just .log??? Thanks for your consideration. Fletcher Dunn wrote: The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s new-and-improved content delivery system. SteamPipe is currently used by most games on Steam. This change will impact server operators in at least two significant ways: ·You will use steamcmd instead of the HLDSUpdateTool to install/update the server. ·The conversion will entail significant changes to the way the files appear in the local filesystem on the server and client. The client no longer uses GCF files. Instead, most assets are packed up into VPK, and those VPKs are the same on the server and the client. The server no longer uses 1000’s of loose files. We’re using the TF beta to test these changes and identify the bugs, and give everybody a chance to make sure their favorite mod or plugin will work in the new system. Everybody is encouraged to download the TF beta! We’ve prepared an FAQ that discusses the details of the change and answers the questions we anticipate: https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 Please report gameserver related bugs in this mailing list. Client bugs can be reported through this mailing list, or in the TF beta forum. http://forums.steampowered.com/forums/forumdisplay.php?f=1038 Thanks for your help, and happy testing! (And remember, playtime in the beta counts towards item drops in the release game.) - Fletch ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] SteamPipe is coming. Download the TF beta
ics wrote: The tools needs to be more user friendly so that everyone is at home using it. I assume this was satirical. I am guessing they were trying to make a unified command line interface for both Windows and GNU/Linux. This was... not the kind of decision I would have made. I would have suggested they just make a nice easy-to-do ncurses menu interface and then make the Windows people use cygwin. That would have looked nice on both platforms. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] SteamPipe is coming. Download the TF beta
Please update the app ID list with the new TF2 beta ID: https://developer.valvesoftware.com/wiki/Steam_Application_IDs#Server_Files Fletcher Dunn wrote: The orangebox engine games (Team Fortress 2, Counter Strike:Source, Day of Defeat:Source, HL2:Deathmatch) are being upgraded to SteamPipe. Steam’s new-and-improved content delivery system. SteamPipe is currently used by most games on Steam. This change will impact server operators in at least two significant ways: ·You will use steamcmd instead of the HLDSUpdateTool to install/update the server. ·The conversion will entail significant changes to the way the files appear in the local filesystem on the server and client. The client no longer uses GCF files. Instead, most assets are packed up into VPK, and those VPKs are the same on the server and the client. The server no longer uses 1000’s of loose files. We’re using the TF beta to test these changes and identify the bugs, and give everybody a chance to make sure their favorite mod or plugin will work in the new system. Everybody is encouraged to download the TF beta! We’ve prepared an FAQ that discusses the details of the change and answers the questions we anticipate: https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491 Please report gameserver related bugs in this mailing list. Client bugs can be reported through this mailing list, or in the TF beta forum. http://forums.steampowered.com/forums/forumdisplay.php?f=1038 Thanks for your help, and happy testing! (And remember, playtime in the beta counts towards item drops in the release game.) - Fletch ___ hlds_announce mailing list hlds_annou...@list.valvesoftware.com https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_announce -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
[hlds_linux] Is the published HLDSUpdateTool broken?
https://developer.valvesoftware.com/wiki/HLDSUpdateTool The steam binary extracted is from 2005, and it sits there forever and does nothing. Is this broken, out of date, or is the Steam network just farked right now? -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Is the published HLDSUpdateTool broken?
This is untrue, as far as I know. Only CSGO, CS1.6, and HL2DM had been moved over to where they were depreciated with the old tool, per announcements from Valve. See here: https://developer.valvesoftware.com/wiki/Steam_Application_IDs Under Server Files No TF2, L4D2, CSS... and many more. Collin Howard wrote: Hldsupdatetool is no long in use.You have to use steamcmd to update servers if you are running hldm, 1.6, csgo, nuclear dawn, RO2, killing floor, etc. more info: https://developer.valvesoftware.com/wiki/SteamCMD From: Jesse Molina je...@opendreams.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Monday, February 18, 2013 3:57:32 AM Subject: [hlds_linux] Is the published HLDSUpdateTool broken? https://developer.valvesoftware.com/wiki/HLDSUpdateTool The steam binary extracted is from 2005, and it sits there forever and does nothing. Is this broken, out of date, or is the Steam network just farked right now? -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Is the published HLDSUpdateTool broken?
Nevermind. It works. It took more than 20 minutes, but it finally self-updated correctly. Jesse Molina wrote: https://developer.valvesoftware.com/wiki/HLDSUpdateTool The steam binary extracted is from 2005, and it sits there forever and does nothing. Is this broken, out of date, or is the Steam network just farked right now? -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] TF2 server crash, auto-restarts, picks-up different port?
It sounds like you might already have servers that are trampling all over each other and you are just realizing it for the first time. Same thing happened to me and I was horrified. I would recommend you audit all of your servers and make sure they are actually using the resources you think they should be. Use -strictportbind on all of your servers. Please see a relatively recent message from me on this list on my recommendations for running multiple servers on a single IP; Date: Mon, 11 Feb 2013 15:22:43 -0700 From: Jesse Molina je...@opendreams.net Subject: Re: [hlds_linux] Overlapping port usage when running multiple Collect some info on your currently running servers and make sure they are all on the resources you expect; sudo lsof -i 4 -n -a -p $GAMESERVPID If you want to see what is currently taking up a given port do something like; sudo netstat -anp | egrep $PORTNUM Weasel wrote: I've seen this twice now. The TF2 server crashes. It auto-restarts. When it comes back-up again, it doesn't use the port number that has been specified (and before the crash it had been using). My guess, is that when the binary crashes, the old port/socket doesn't get released immediately. So, when the binary get's started back up, it's not immediately available - so it picks another port. Needless to say, this is a big deal for servers where many players use their favorites list to find. This didn't start with the latest round of TF2 updates. The first time I saw it was back on January 25t - never before. Since then, It's only happened maybe twice - including just now. Platform: Linux Operating System: CentOS 5.9 Architecture: 32-bit (x86). Recent debug.log file (cleared after last TF2 update): -- CRASH: Sat Feb 16 01:05:06 PST 2013 Start Line: ./srcds_linux -secure -game tf +port 29016 -steamport 29116 -debug End of Source crash report -- -- CRASH: Sat Feb 16 10:15:59 PST 2013 Start Line: ./srcds_linux -secure -game tf +port 29016 -steamport 29116 -debug End of Source crash report -- -- CRASH: Sat Feb 16 13:10:10 PST 2013 Start Line: ./srcds_linux -secure -game tf +port 29016 -steamport 29116 -debug End of Source crash report -- -- CRASH: Sat Feb 16 23:00:52 PST 2013 Start Line: ./srcds_linux -secure -game tf +port 29016 -steamport 29116 -debug End of Source crash report -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine
Here is an example start command for TF2. This assumes you want to stack all of your servers on a single IP, which is what I do: ./srcds_linux -game tf -ip 1.2.3.4 +clientport 27017 +hostport 27117 +tv_port 27217 -steamport 26017 +replay_port 27417 -strictportbind -pidfile /whatever/server.pid -maxplayers 26 +map cp_dustbowl IMPORTANT: Order of arguments matters. +map must be last. Where CLIENTPORT=27017 HOSTPORT=27117 TVPORT=27217 STEAMPORT=26017 REPLAYPORT=27417 IMPORTANT: For this example above, I used 17 for the last two digits on the assigned daemon ports. You MUST stagger your ports by 2, due to a bug with STEAMPORT where it will take whatever you give it and +1. In other words, only use all odd numbers (1, 3, 5, 7,...). This gives you the opportunity to stack up to 50 servers on a single IP. For example, I specified the STEAMPORT above to be 26017, but it will actually use 26018. Note the use of -strictportbind, which means the srcds_run process will exit if ports are already in use. However, the srcds_linux script will auto-restart the process by default. You may wish to disable autorestart, or replace the srcds_linux script with your own script. Under this scheme, here is what a set of iptables rules might look like: -A filt_in_srcds -p tcp -m tcp --dport 27100:27199 --tcp-flags FIN,SYN,RST,ACK SYN -m state --state NEW -j ACCEPT -A filt_in_srcds -p udp -m udp --dport 26000:26099 -m state --state NEW -j ACCEPT -A filt_in_srcds -p udp -m udp --dport 27000:27099 -m state --state NEW -j ACCEPT -A filt_in_srcds -p udp -m udp --dport 27100:27199 -m state --state NEW -j ACCEPT -A filt_in_srcds -p udp -m udp --dport 27200:27299 -m state --state NEW -j ACCEPT -A filt_in_srcds -p udp -m udp --dport 27400:27499 -m state --state NEW -j ACCEPT -A filt_in_srcds -j RETURN Have fun. Landon Orr wrote: Currently I'm trying to host multiple servers on one machine. It's a very beefy machine, two 16-core AMD processors and 64 gigs of memory, so I'd like to run quite a bit of servers, 30+ if possible. However, I'm running into an issue when I spin up more than fiver servers or so. Right now I'm having issues with ports overlapping, as in the servers try to request a port but it's already in use. For the first five they would just use the next port up. However, it seems that a server uses two ports (correct me if I'm wrong) 27015 and 27020. After five servers, the next server tries to use 27015, it's in use so it tries 27020 and then it gives up. I know when you use the srcds_run command, there is a way to specify the port to use, but I can't remember the command. Also, how many ports do I have to specify? Just two, or are there more than that? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine
the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- Idleness is not doing nothing. Idleness is being free to do anything. - Floyd Dell ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Community pl_ maps crashing clients at map end
Confirming that I saw this happen on pl_waste_v2 yesterday on themachine.org's TF2 server. I am not an admin of that server, I just happened to be playing there. Yun Huang Yong wrote: pl_waste_v2 both cause most (often all) of the clients to crash to desktop at the end of the map. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Email Archive
Neither are good solutions. The official private list is not indexed by search engines, and there is no search feature, so there is no way to find what you want. As for i3d.net, they just use their archive as link bait to get more subscribers to their message boards. After three or four hits on their website, you get the following message: Hey there! It appears that you've exceeded the maximum number of posts you can view, but wait, there's a simple solution. To unlock the forum and continue viewing messages, all you need to do is sign up for a free account. The entire process takes just a few minutes so create your account now and view as many threads as you like, post in our topics and use our downloads pages with over 300 GB of files! Already a member? Login at the top of this page to stop seeing this message. Tom Grant wrote: There already is https://list.valvesoftware.com/cgi-bin/mailman/private/hlds_linux/ and http://forum.i3d.net/hlds-valve-linux-newsletter/ On Mon, Nov 26, 2012 at 9:45 PM, Cameron Munroe cmun...@cameronmunroe.comwrote: Are we allowed to make an archive of this email list to a website? It would be nice for later use. -- -- Cameron Munroe http://www.cameronmunroe.com/ http://www.gaming-servers.net/ http://www.munroenet.com/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Multiple SRCDS Instances on Multicore servers?
Chris Oryschak wrote: For the longest time I've been running multiple servers on a single box that has multiple cores. Each SRCDS instance would be assigned it's own core to prevent it from hopping between cores as I assumed they might overlap and max out that core. Plus I remember discussion of lag spikes occurring when it moves between cores. Unless you think you can outsmart the scheduler in your system, don't try; you probably won't make things better, and you will probably make things worse. My advice: don't use taskset to define cpu affinity for a process unless you have a good reason to do it and you know what you are doing. Setting process affinity to a core can have a positive impact in certain situations, but the OB/scrds engine is probably not one of them, unless cache misses are a big deal. Here are my questions: -Those of you who run multiple SRCDS instances per server, do you assign them each to a core? No, I don't. This isn't the kind of application which would benefit from that kind of thing. Also, in my particular case, doing this would almost certainly be detrimental to performance. -Do you renice any processes? Yes I do, and yes, lowering the nice/raising the prio has a measurable positive impact on performance as measured on client net_graphs and end-user perception (me). My advice: Definitely lower the nice on your srcds processes: renice -10 $GAMESERVPID -Do you change the realtime scheduling? Absolutely not. Realtime scheduling does not even make theoretical sense for this kind of application, especially not multiple realtime apps running on the same hardware. I'll just say it: anyone who thinks realtime is a good idea for game servers is an idiot. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds] SRCDS not honoring -steamport parameter any more?
Note that I am a Linux-only server admin. I know nothing about the Windows variant. Sorry, I forget to look at which mailing list I am talking to. My info may not be applicable to yourself. One thing to note on the Linux side is that the srcds_run script, unless -norestart is specified, will auto-restart the server over and over again if -strictportbind is specified and if a conflict is detected. That is probably not desirable. Thus, it may be wise to build your own script to replace srcds_run or just call srcds_linux directly, with the right environment. Roman Hatsiev wrote: Many thanks for the strictportbind hint, I wasn't aware of that one. On Nov 1, 2012 2:18 AM, Jesse Molina je...@opendreams.net mailto:je...@opendreams.net wrote: This bug has existed for at least the last three years, probably more. I don't know if it ever worked right. Whatever port you assign for -steamport will not be used. Instead, it will be n+1. Here is a real example taken from a TF2 server on GNU/Linux... Process command arguments: ./srcds_linux -game tf -ip x.x.x.x +clientport 27017 +hostport 27117 +tv_port 27217 -steamport 26017 +replay_port 27417 -strictportbind -pidfile /path/to/my/server.pid -maxplayers 25 +map cp_dustbowl Now, here is what lsof said is actually in use: lsof -i 4 -n -a -p $GAMESERVPID COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME srcds_lin 18039 hlds7u IPv4 1132076712 0t0 UDP x.x.x.x:27117 srcds_lin 18039 hlds8u IPv4 1132076713 0t0 UDP x.x.x.x:27017 srcds_lin 18039 hlds9u IPv4 1132076714 0t0 UDP x.x.x.x:27217 srcds_lin 18039 hlds 10u IPv4 1132076715 0t0 TCP x.x.x.x:27117 (LISTEN) srcds_lin 18039 hlds 11u IPv4 1367389900 0t0 TCP x.x.x.x:26018 My command specified -steamport 26017, but 26018 is actually in use. My solution for this is to simply space out all servers by odd numbers when running multiple servers on the same IP. So, I've got a server at 2xx13, 2xx15, 2xx17, 2xx19, etc Also note the use of -strictportbind above. This feature was added at my request by Valve, who graciously answered my call to do so. By default, the srcds application happily tramples on ports and just assigns itself whatever the heck it pleases to have. When -strictportbind is used, in theory, the app is supposed to exit with an error, as any sane and reasonable daemon would. For verification, I nmap my own host and diff the output against the previous output and get mailed if differences are found. That way I know if anything is gone amiss. Roman Hatsiev wrote: These are clientport and tv_port. For some reason srcds uses steamport+1 instead of steamport. On Oct 31, 2012 8:48 AM, Weasel wea...@weaselslair.com mailto:wea...@weaselslair.com mailto:wea...@weaselslair.com mailto:wea...@weaselslair.com__ wrote: I have been using these parameters in the command-line for some time, to explicitly specify what ports to use for the game and for Steam communication: +port 29016 -steamport 29116 Those ports are explicitly open on by firewall, etc. While troubleshooting some other issues (that I think are un-related), I noticed these errors in the logs: WARNING: Port 27005 was unavailable - bound to port 27006 instead WARNING: Port 27020 was unavailable - bound to port 27021 instead What are those ports all about? Is it not using the -steamport parameter? or is this yet more communication of some other form? _ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.__com/cgi-bin/mailman/listinfo/__hlds 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 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds -- # Jesse Molina # Mail = je...@opendreams.net mailto:je...@opendreams.net # Cell = 1-602-323-7608 _ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.__com/cgi-bin/mailman/listinfo/__hlds https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https
Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?
Yes, you could certainly make things worse by messing around with your rates. You need to justify why the defaults are insufficient and why altering them will improve your situation. I fiddled around with all kinds of rate settings over a month or two on a 24-player TF2 server a year or so ago and here is what I concluded: The defaults are usually best. Increasing the packet generation rate can have a significantly negative impact on CPU usage, and has virtually no benefit to anyone except for players with low latency (20ms). For players with latencies above 80ms, raising the packet rates can have a negative impact on game play because the source engine appears (this is pure conjecture based on observation) to have some kind of buffer, very similar to your TCP window buffers, which limits the number of update messages in transit. Finally you did not say anything about your current CPU usage. If you are already maxing out there, increasing your rates is guaranteed to make things worse. Note that my comments here only relate to TF2. Weasel wrote: Just doing some optimizing of my TF2 servers. I was wondering if anybody on here had any recommended settings for sv_minrate and sv_maxrate - specifically as it might apply to TF2 servers running greater than the Valve-default-limit of 24-players? I allow 32, and I do see a little bit of lag when the server loads-up with players. While that's going-on, network connectivity is fine (true network pings between 30ms and 100ms). Until recently, having more than 24 players on my server was rare. So, I never really noticed that increased lag. But, now it's fairly packed a couple of nights a week. Not sure if there's really anything to be done with it, but maybe some sv_minrate/sv_maxrate tweaking might help a little? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Recommendations for SV_MinRate and SV_MaxRate for 32-player TF2 server?
Also, there may be something wrong with your mail server: wea...@weaselslair.com: hosted.weaselslair.com [209.54.58.74]: STARTTLS 500 couriertls: connect: error:14077410:SSL routines:SSL23_GET_SERVER_HELLO:sslv3 alert handshake failure Then again, I use Courier MTA, which is pretty non-tolerant of goofy stuff. Jesse Molina wrote: Yes, you could certainly make things worse by messing around with your rates. You need to justify why the defaults are insufficient and why altering them will improve your situation. I fiddled around with all kinds of rate settings over a month or two on a 24-player TF2 server a year or so ago and here is what I concluded: The defaults are usually best. Increasing the packet generation rate can have a significantly negative impact on CPU usage, and has virtually no benefit to anyone except for players with low latency (20ms). For players with latencies above 80ms, raising the packet rates can have a negative impact on game play because the source engine appears (this is pure conjecture based on observation) to have some kind of buffer, very similar to your TCP window buffers, which limits the number of update messages in transit. Finally you did not say anything about your current CPU usage. If you are already maxing out there, increasing your rates is guaranteed to make things worse. Note that my comments here only relate to TF2. Weasel wrote: Just doing some optimizing of my TF2 servers. I was wondering if anybody on here had any recommended settings for sv_minrate and sv_maxrate - specifically as it might apply to TF2 servers running greater than the Valve-default-limit of 24-players? I allow 32, and I do see a little bit of lag when the server loads-up with players. While that's going-on, network connectivity is fine (true network pings between 30ms and 100ms). Until recently, having more than 24 players on my server was rare. So, I never really noticed that increased lag. But, now it's fairly packed a couple of nights a week. Not sure if there's really anything to be done with it, but maybe some sv_minrate/sv_maxrate tweaking might help a little? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] _restart / loadout issue.
Rudy Bleeker wrote: I've had no crashes yet with the 'quit' command, but I did see a crash when players succesfully voted to restart the mission. That got me thinking that a succesfull 'restart mission' vote perhaps issues the _restart command? Threadjacking here. The crash-on-quit issue is still an issue. It seems like we are basically where we were about six months ago, plus what looks like some new issues specific to MvM servers. Servers with a longer uptime and usage will crash on quit very reliably. Worse, MvM servers are hanging on quit, rather than crashing, quite regularly and must be killed. The control script that I use gives the process three seconds to clean up it's PID file before I get violent with it. Processes with an uptime of 24-hours crash or hang the majority of the time, and I'd put it up in the 75% of the time area. The more recent issues of servers crashing on quit even with an uptime of less than ten minutes seems to be resolved though. Note that my comments above are specific to TF2 on Linux and I only care for a small handful of servers. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] _restart / loadout issue.
My comments were including the use of the new binaries. FYI, they did release those into an official update. Calvin Judy wrote: Hello Jesse, There were some binaries posted probably a week ago, that were supposed to fix the crashes on quit and _restart to my understanding. I beleive Fletch said they would implement the binaries if feedback was good, are you running those binaries? Unless they've released the update with those, you will most likely still be getting crashes on quit _restart. (Here's the binaries link: http://media.steampowered.com/apps/440/linux_steam_bins.zip) - Original Message - From: Jesse Molina je...@opendreams.net To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Tuesday, August 28, 2012 2:10 PM Subject: Re: [hlds_linux] _restart / loadout issue. Rudy Bleeker wrote: I've had no crashes yet with the 'quit' command, but I did see a crash when players succesfully voted to restart the mission. That got me thinking that a succesfull 'restart mission' vote perhaps issues the _restart command? Threadjacking here. The crash-on-quit issue is still an issue. It seems like we are basically where we were about six months ago, plus what looks like some new issues specific to MvM servers. Servers with a longer uptime and usage will crash on quit very reliably. Worse, MvM servers are hanging on quit, rather than crashing, quite regularly and must be killed. The control script that I use gives the process three seconds to clean up it's PID file before I get violent with it. Processes with an uptime of 24-hours crash or hang the majority of the time, and I'd put it up in the 75% of the time area. The more recent issues of servers crashing on quit even with an uptime of less than ten minutes seems to be resolved though. Note that my comments above are specific to TF2 on Linux and I only care for a small handful of servers. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New server, CPU of choise?
In addition to what has already been said: Asus, like SuperMicro, makes excellent barebone server hardware these days, but you are going to end up with a motherboard that only takes Xeon processors. I am hosting on an AMD Phenom x6 1055T and an old cheap desktop board. Everything runs great with multiple TF2, CSS, L4D, and other servers. More cores on the cheap. I am being limited by RAM right now because of the old motherboard being DDR2, so I can't tell you what the CPU limitations are, but stacking one fully-loaded 32-player TF2 server per-core leaves plenty of room for stacking a L4D server on top of each. I paid $200 for the CPU, and all the other hardware was trash I had laying around at the time. Saint K. wrote: Hi, I am looking into buying a new server (we colo our servers, so own the hardware). Now it's been 3 years ago we last bought new machines so I am completely stuck in my research. I am really curious to know what the CPU of choice is here with people who own their *own* hardware and what you manage to run off these CPU's. Our current servers exist of Xeon CPU's, however, I am told that TF2/CSGO etc. servers run just as good off, for example, i7 CPU's. Please share your experiences with me! Cheers, Saint K. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:GO and ip problems
Were you recently on the CSS server? Since the MvM update came out, I have noticed that the player location directory service (whatever it's called) has been slow and not updating when people change servers. So, I'll be playing TF2 on one server, go to another, and then people who use their friend's list to find out what game I am in are given the OLD game server instead of where I might currently be at. Also, when inviting people, they are getting the OLD server where I was at previously instead of the new one. I suspect this might be your problem and it has nothing to do with your setup. Matthew Mjelde wrote: Hey everyone, I have this problem and I have been trying to figure it out for a few hours now. Whenever I am in my cs:go server, and I tell someone to join off me through steam they are redirected to my cs:s server instead. -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [hlds_announce] Mandatory TF2 update released
My goodness. Our long nightmare of crash on quit is really over. Until the regression anyway. Thanks Valve Eric Smith wrote: - Updated Steam binaries; fixes Linux crash on shutdown or restart -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Passworded MvM server?
FYI, I have noted that if you set sv_lan 1 and an sv_password in server.cfg, then the MvM server will always crash when changelevel is executed. The server will appear to operate normally, until the time for a map change comes along. I do not know if this is just me. I gave up working on it under the expectation that there will be many, many, bugfixes and improvements over the coming days. Peter Reinhold wrote: On 16.08.2012 11:37, ics wrote: I've set both tf_mm_servermode 0 and set a password, and still, it does not work. I can connect to the server without specifying a password, and as soon as I join, the players come pouring in. tf_mm_servermode tf_mm_servermode = 0 game notify - Activates / deactivates Lobby-based hosting mode. 0 = not active 1 = Put in quickplay pool (based on current map) 2 = Put in MvM pool. (Lobby will control current map) password password = * ( def. ) archive - Current server access password And a moment later (Even without me joining first) L 08/16/2012 - 17:15:24: Mr. Köstlich2STEAM_0:0:15762905 connected, address 212.186.38.178:27005 Client Mr. Köstlich connected (212.186.38.178:27005). L 08/16/2012 - 17:15:25: Mr. Köstlich2STEAM_0:0:15762905 STEAM USERID validated So, it would definately seem like setting a password does not work. Or, are there other settings that could Set tf_mm_servermode 0 (not as 2) and add password, works fine here too. Though i would prefer to have sv_steamgroup exclusive 1 dfrom l4d but it doesn't work with tf2 atm. Then again not as it was in it because anyone could just add their servers to certain steamgroup. If you were on official game group, you got 100's of servers to pick from and they were not official. -ics - Alkuperäinen viesti - dont put quickplay on it, then just set sv_password on it.. works fine here. 2012/8/16 Peter Reinhold peter_va...@reinhold.dk Just finished setting up 6 MvMs, and I would like to add another, private, server for friends to play on. But, during my identity creation on the first 6, I set a password in the server.cfg (and, verified it via console), but players still joined directly (strict was off, so I could join myself) Is this by design, that MvMs should not be passwordable, and if so, how do I go about setting up a private server? /Peter __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linuxhttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] New WebAPI: Is my server listed on the master server?
Yea, the first thing I am going to do is write a Nagios/Icinga test script for this and start polling. I am sure Valve expects this, or at least they should. It should be noted that you can add the port on the end of the IP in the URI and it resolves just fine. This is important for people who stack servers on a single IP. ics wrote: Why would you need to do that? If no issues occur, servers will stay connected. This is just tool to help out just incase so you can eliminate the issue on Valve's end. Btw, good tools are always welcome! This propably helps some but i think it will bury on that message alone. Perhaps create a support article on it? -ics 9.8.2012 21:21, Herover kirjoitti: Would it be abusive to automaticaly check status on a/multiple server once a hour/once a day? Please note: This WebAPI is intended for troubleshooting purposes only. Automated use of this WebAPI to scrape the server list or make excessively frequent checks (more frequent than once every 10 minutes or so) is considered abusive. - Fletch ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux -- # Jesse Molina # Mail = je...@opendreams.net # Cell = 1-602-323-7608 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux