[GH-ISSUE #1110] [l4dserver] Support for forked servers #874

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opened 2026-02-27 02:54:03 +03:00 by kerem · 5 comments
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Originally created by @Amenel on GitHub (Oct 8, 2016).
Original GitHub issue: https://github.com/GameServerManagers/LinuxGSM/issues/1110

I've just installed a Left 4 Dead 1 server, my first game server ever, and thanks to lgsm, it was a piece of cake.

According to Valve's documentation of srcds, Left 4 Dead brought a feature that allows forking several servers from one instance of srcds. The servers are then, when correctly configured, assigned port numbers in a sequential order. For instance, by specifying port="27014+##" with -fork 2, I got two L4D servers running at ports 27015 and 27016 (## represents the sequential number of the server).

It seems like l4dserver only shows the details of the last server (in my case, the one at port 27016). Is there anything I can do to query the one at 27015, or is it just that support for forked servers were simply not considered before?

Originally created by @Amenel on GitHub (Oct 8, 2016). Original GitHub issue: https://github.com/GameServerManagers/LinuxGSM/issues/1110 I've just installed a Left 4 Dead 1 server, my first game server ever, and thanks to lgsm, it was a piece of cake. According to Valve's documentation of srcds, Left 4 Dead brought a feature that allows forking several servers from one instance of srcds. The servers are then, when correctly configured, assigned port numbers in a sequential order. For instance, by specifying `port="27014+##"` with `-fork 2`, I got two L4D servers running at ports 27015 and 27016 (`##` represents the sequential number of the server). It seems like `l4dserver` only shows the details of the last server (in my case, the one at port 27016). Is there anything I can do to query the one at 27015, or is it just that support for forked servers were simply not considered before?
kerem closed this issue 2026-02-27 02:54:03 +03:00
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@UltimateByte commented on GitHub (Oct 8, 2016):

LGSM already allows multiple servers with the same content.
https://github.com/GameServerManagers/LinuxGSM/wiki/Multiple-Servers

Not sure the fork thing would be useful then.
Any link to a doc so that we can see it with our own eyes ?

<!-- gh-comment-id:252441767 --> @UltimateByte commented on GitHub (Oct 8, 2016): LGSM already allows multiple servers with the same content. https://github.com/GameServerManagers/LinuxGSM/wiki/Multiple-Servers Not sure the fork thing would be useful then. Any link to a doc so that we can see it with our own eyes ?
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@Amenel commented on GitHub (Oct 8, 2016):

Well, it's at an address that LGSM pointed me too :-) https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicated_Server. See the Linux command options in Left 4 Dead section.

In my case, I have followed instructions at http://forums.steampowered.com/forums/showthread.php?t=745441: I've created two config files l4d-server01.cfg and l4d-server02.cfg (so that server names would be different in Gametracker banners). I've renamed l4dserver.cfg to l4dserver.cfg.original and modified the l4dserver script as follows:

  • port="27015" -> port="27014+##"

  • clientport="27005" -> clientport="27004+##"

  • Added servercfgexec="${servicename}##.cfg" right below servercfg="${servicename}.cfg"

  • The fn_parms() parameter definition line was changed to (added -fork 2; added +exec ${servercfgexec})

    fn_parms(){
    parms="-game left4dead -strictportbind -ip ${ip} -port ${port} +clientport ${clientport} +exec ${servercfgexec} +map ${defaultmap} -maxplayers ${maxplayers} -fork 2"
    }
    

Reading the Linux command options in Left 4 Dead section again, I realize that it may not even be necessary to modify port and clientport.

NOTE: after sending in the OP, there was a game on the first server (on port 27015) and the L4D console command (./l4dserver console) showed messages of that first server. Apparently, Source adds the number of the server (e.g. #01) as a prefix to server messages in the console. That was well thought of them.

<!-- gh-comment-id:252445876 --> @Amenel commented on GitHub (Oct 8, 2016): Well, it's at an address that LGSM pointed me too :-) https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicated_Server. See the **Linux command options in Left 4 Dead** section. In my case, I have followed instructions at http://forums.steampowered.com/forums/showthread.php?t=745441: I've created two config files `l4d-server01.cfg` and `l4d-server02.cfg` (so that server names would be different in Gametracker banners). I've renamed `l4dserver.cfg` to `l4dserver.cfg.original` and modified the `l4dserver` script as follows: - `port="27015"` -> `port="27014+##"` - `clientport="27005"` -> `clientport="27004+##"` - Added `servercfgexec="${servicename}##.cfg"` right below `servercfg="${servicename}.cfg"` - The `fn_parms()` parameter definition line was changed to (added `-fork 2`; added `+exec ${servercfgexec}`) ``` fn_parms(){ parms="-game left4dead -strictportbind -ip ${ip} -port ${port} +clientport ${clientport} +exec ${servercfgexec} +map ${defaultmap} -maxplayers ${maxplayers} -fork 2" } ``` Reading the **Linux command options in Left 4 Dead** section again, I realize that it may not even be necessary to modify `port` and `clientport`. NOTE: after sending in the OP, there was a game on the first server (on port 27015) and the L4D console command (`./l4dserver console`) showed messages of that first server. Apparently, Source adds the number of the server (e.g. `#01`) as a prefix to server messages in the console. That was well thought of them.
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@UltimateByte commented on GitHub (Oct 9, 2016):

Well, i checked it. I personally would rather use LGSM way to make multiple servers. That's something to try out, maybe useful for people wanting to deploy plenty of similar servers at the same time, but that i wouldn't see implemented natively. Also i don't like the automatic port thing.

<!-- gh-comment-id:252458566 --> @UltimateByte commented on GitHub (Oct 9, 2016): Well, i checked it. I personally would rather use LGSM way to make multiple servers. That's something to try out, maybe useful for people wanting to deploy plenty of similar servers at the same time, but that i wouldn't see implemented natively. Also i don't like the automatic port thing.
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@togenshi commented on GitHub (Nov 11, 2016):

We had a few issues using forked cs:go servers. To achieve the same effect, you can use overlayfs for each instance. Just remember to umount the forked folders before updating.

<!-- gh-comment-id:260076205 --> @togenshi commented on GitHub (Nov 11, 2016): We had a few issues using forked cs:go servers. To achieve the same effect, you can use overlayfs for each instance. Just remember to umount the forked folders before updating.
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@lock[bot] commented on GitHub (Sep 20, 2018):

This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.

<!-- gh-comment-id:423037694 --> @lock[bot] commented on GitHub (Sep 20, 2018): This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.
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