>Third-party server-list browsers/query tools?
Correct, and thanks for asking for this clarification.  All games that use the 
ISteamMatchmakingServers API from the Steamworks SDK (that’s basically all 
games) get that code from the steam client, so they are all updated when we 
update the client.  (Although there is a transition period as players update 
their client.  It does not happen instantly.)  This is why releasing a new 
steam client beta can break existing games, as happened this week.

>When we say "server-side plugins, what are we talking about?
That was an overly specific term on my part.  For purposes of this discussion, 
I just mean that any special processing or filtering that is being done to 
these packets, it doesn’t have to be a “plugin”.  All of that will continue to 
work, because the client will continue to behave exactly as it did before.

From: [email protected] <[email protected]> 
On Behalf Of Mecha Weasel
Sent: Friday, December 4, 2020 12:38 PM
To: [email protected]
Subject: Re: [External Mail] [Csgo_servers] RE: Changes to A2S_INFO - take 2

Just for clarification:

When we say 3rd party "clients", what are we talking about?  Third-party 
server-list browsers/query tools? Certainly not things like the CS:GO game 
client or TF2 game client (etc.)?

When we say "server-side plugins", what are we talking about? SourceMod 
plug-ins? off the top of my head, I can not think of any SourceMod plug-in that 
does anything with the server list.  Maybe a plug-in that manages "tags"?

Thanks,

- W

On Fri, Dec 4, 2020 at 11:56 AM Fletcher Dunn - fletcherd at 
valvesoftware.com<http://valvesoftware.com> (via csgo_servers list) 
<[email protected]<mailto:[email protected]>>
 wrote:
>Switching from the padding method to the challenge method is just pushing the 
>burden
>of change to another set of people. You will break countless middleware that 
>depend on it like this:
>https://github.com/blastehh/SourceQueryCacheMono and requiring stateful 
>firewalls to block a2sinfo spam.

It should be clear to the readers of this mailing list who understood the new 
proposal that this has the situation exactly backwards.  The updated client 
that shipped yesterday behaves exactly as it always has, until the server 
changes its behavior.  The initial padding plan broke existing deployments 
because some deployments assume the client will have very specific behaviour.  
With the new plan, server-side plugins will continue to work until the server 
operator elects to opt into the new behaviour.  If you are a server operator 
and you want to keep using this, then by all means, keep using it!  Migration 
to the new protocol is totally up to you.

Also, the challenge protocol is really simple, and does not specify the 
contents of a challenge, so it should not be difficult to extend tools such as 
this to take advantage of the new protocol, if so desired.

If anyone has a burden of change forced on them, it is third party *clients*.  
Once the main client speaks the new protocol, some servers will want to take 
advantage of it.  Valve will likely update our own games to do this.  (At least 
by default.  We will retain a way for community server operators to opt out.)  
At this point, third party clients will need to be updated if they wish to 
communicate with those servers who have decided to use the new protocol.

If there are any opensource projects that seek assistance in making these 
changes, feel free to email me or contact me on github:
https://github.com/fletcherdvalve

-----Original Message-----
From: 
[email protected]<mailto:[email protected]> 
<[email protected]<mailto:[email protected]>>
 On Behalf Of Tim Anderson
Sent: Thursday, December 3, 2020 9:56 PM
To: 
[email protected]<mailto:[email protected]>
Subject: [External Mail] [Csgo_servers] RE: Changes to A2S_INFO - take 2

So this is where you can actually talk to a Valve employee. It is sad to see 
such an important change only being talked about here.

I have to agree with Kyle Sanderson here. This is rather strange seeing 
precious Valve employee time being devoted to a small ddos vector when there 
are countless >20x methods that will never be fixed.

Switching from the padding method to the challenge method is just pushing the 
burden of change to another set of people. You will break countless middleware 
that depend on it like this:
https://github.com/blastehh/SourceQueryCacheMono and requiring stateful 
firewalls to block a2sinfo spam.

I think it would be a better solution to tell the game server providers to stop 
their strict filtering. They are used to frequent game updates anyway.
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