Assuming you have docker running at home, check out these two docker projects – one is the cache (powered by nginx), the other is the dns servcie (which intercepts steam calls)
When you have all three up and running you can confirm HITS to the cache by running the following against the steamcache container;
docker exec -it steamcache tail -f /data/logs/access.log
This is great if you have a gaming cafe or LAN over at your house on occasion, all steam games will be cached to local disk so that your internet pipe gets a break. ;)
- Added SNI-Proxy. More and more HTTPS request break above if not implemented. Steam is pushing some images / videos via HTTPS now.
- Replaced steamcache/steamcache with steamcache/generic – seems to have more active development around it
- watchlog.sh does not appear to be in generic cache yet.
A few days ago the NDA’s were lifted on Star Craft 2. One of the most shocking features was that there is NO LAN option for multi player? (i’m ignoring the split into 3 games thing – as i don’t really mind that too much)
Was just a bit worrying to me, since myself and quite a few of my friends still continue with the dying tradition of LAN parties. I can under stand blizzards move from a business perspective, as rumour has it they wish to get a piece of the pie when it comes to large competitive gaming events.
But for me it was sad to see this option removed for a few reasons…
Firstly WAN based multilayer requires a stable internet connection (even in this day and age), i can sometimes get my internet connection dropped. There is nothing worse than playing for 30 mins then someone dropping out mid game.
Secondly, is there any potential bandwidth issues here? – unsure how exactly multiple local connections will take place (i.e. NAT loopback?) but with connections in NZ the upload bandwidth is still quite limited. What type of connection will we need to host 8 players locally?
I cant comment on how well battle.net 2 will work with multiple local connections. But typically any additional network setup (i.e. ensuring port forwarding / uPNP etc) adds delays and configuration issues that could potentially drag out the “setup” time during a LANs.
Thirdly i’m concerned with the social aspect. I think PC gaming is aligning its self with console (one person sitting on couch) casual market / business model.
It most probably is a business decision to beat piracy? i.e. connect into a server and everything is managed / controlled (chat / messages / matchmaking). WoW style – control all content and make the user pay per play. It is Blizzard after all.
The WAN type gaming that is used on 360 / ps3 in some ways limits our social contact with others. I absolutely love the screams and laughter i hear during LAN events, even watching people screw up their faces is a joy Yeah, the 360 and ps3 has some great social networking apps, but they are nothing to being there next to the players.