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If you plan to make the move from /bin to /addons/bin then I would do it
sooner rather than later. Yes it might confuse people but  better to have a
small number of confused developers than having an entire user-base confused
when their plugins stop working in a month (or whenever the first server
plugins start to appear).

Any thoughts on a /addons in _both_ the server root and the mod directory?

The bug, well .. I agree I can't think of a way to exploit it but that still
doesn't make it good practice.


----- Original Message -----
From: "Alfred Reynolds" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Friday, December 03, 2004 7:09 PM
Subject: RE: [hlcoders] Server plugins


> All binaries should be placed in a bin/ directory, I am considering
> making a addons/bin/ folder but I didn't want to further confuse the
> issue by doing that right now (and I haven't had the luxury of free time
> lately :). You are perfectly able to put a binary in that directory if
> you want (using a relative path in the .vdf file). And yes it is fine
> security because its installed by a server op, the data is not driven by
> a remote client.
> The steam dedicated server should work (once you update it with the
> release last night), send me more details of the problem you are seeing
> off the list if you can't get it to work.
>
>
> - Alfred
>
> ----Original Message----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Manip Sent:
> Thursday, December 02, 2004 10:39 PM To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] Server plugins
>
>> Thanks Alfred!
>>
>>     Two quick notes -
>> It does not work on the Steam client dedicated server, only the
>>  stand-alone version. Has the Steam client server received an update?
>>
>> Also, wouldn't it be more prudent to use the /addons folder as the
>> default store for binaries? My rational for suggesting that is as
>> followed, if you (the server manager) want to reset the server back
>> to a state when it had no addons installed then you would simply be
>> able to remove the /addons folder for that Mod (or server) as opposed
>> to hunting though the /bin. There is also a risk of the server
>> operator removing an important Steam binary in the process of
>> removing plugins. Keep in mind that the number of plugins will grow
>> exponentially; the default store is giving a message to the
>> programmers, they will use it for their plugins.
>>
>> If I had writing this particular framework I would have done it like
>> this <Root>/addons/*.dll  - server wide binary-plugin store (all
>> mods) <Root>/addons/*.vdf - VDFs for all Mods
>> <Root>/<Mod>/addons/*.dll - Mod specific binary-plugin store
>> <Root>/<Mod>/addons/*.vdf - VDFs for this Mod
>>
>> I make that suggestion with all due respect. :-)
>>
>> I noticed that you can place plugins below the server root .. Is this
>> *Really* good security?
>> ../../../../myplugin
>>
>>
>> ----- Original Message -----
>> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
>> To: <[EMAIL PROTECTED]>
>> Sent: Friday, December 03, 2004 1:35 AM
>> Subject: [hlcoders] Server plugins
>>
>>
>> > We just released a fix for server plugins note loading under Steam,
>> > restart Steam to get it. The path details for loading a plugin have
>> > also changed, the .vdf file should specify the filename relative to
>> > the bin/ directory of the server (i.e if you copy your binary into
>> > the
>> > base bin/ directory then it just needs to be the filename,
>> > "serverplugin_empty" ). The SDK document about plugins will be
>> > updated soon reflecting this
>> > change.
>> >
>> > - Alfred
>> >
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list
>> > archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>>
>>
>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
> _______________________________________________
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> please visit:
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>
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