Um... There's two options. Either you use autoupdate or you don't.
Take your pick.

On 1/24/09, Jonah Hirsch <crazydog...@gmail.com> wrote:
> I like this idea, but the only problem I see is that it takes control of
> the servers, instead of the server admins controlling the server.
> If this system were to be implemented, it needs to have at least a
> variable, or startup parameter, so that if a server admin does NOT want
> their server automatically updating (for whatever reason), it won't.
>
> Ronny Schedel wrote:
>> The autoupdate does not work for L4D.
>>
>>
>>
>>> Linux Has an autoupdate feature.
>>>
>>> When will the windows guys get -autoupdate and -fork for l4d?
>>>
>>> -----Original Message-----
>>> From: hlds-boun...@list.valvesoftware.com
>>> [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of David Cousins
>>> Sent: Saturday, January 24, 2009 2:39 PM
>>> To: hlds@list.valvesoftware.com
>>> Subject: [hlds] Server/client updating and L4D matchmaking
>>>
>>> *ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after
>>> every update because of the automatic nature of client updates and the
>>> manual nature of Server updates. It needs fixing by making the hldsupdate
>>> automatic too, but with some intelligence..
>>>
>>> ------
>>>
>>> Non-TLDR version:
>>>
>>> Everyone knows the drill by now. Whenever an update is released,
>>> matchmaking
>>> suddenly becomes useless when trying to find a server. It's also a
>>> problem
>>> for other games, but at least with a server browser you can see and
>>> choose
>>> servers that have been updated.
>>>
>>> People already playing when the update drops are fine, but anyone they
>>> invite gets the new update and can't play with them, and if a group logs
>>> out
>>> and back in to grab the update, because of how servers are updated they
>>> wouldn't be able to find many freshly updated servers to actually play
>>> on.
>>>
>>> What needs to happen is for steam to be a heck of a lot more intelligent
>>> about updating clients and servers need to self update.
>>>
>>> When an update is released, it should start off by being distributed to
>>> servers only, but not applied, and trickled down slowly so as not to
>>> disrupt
>>> the gameplay of people on that server currently. For major updates with a
>>> large filesize they would have to be released a couple of hours before
>>> pushing the client update, but for most patches it could be done an hour
>>> or
>>> so before.
>>>
>>> When a server has downloaded all of the update, it should then tell the
>>> master server it has done so and is ready to update itself, but it
>>> continues
>>> to run until given the go-ahead to update. When a certain percentage of
>>> servers have reported to the master server that they are ready, then the
>>> master server should tell them to update.
>>>
>>> When the servers are told to restart, they don't instantly shutdown (this
>>> would be annoying for anyone playing and potentially cause a massive load
>>>
>>> on
>>> the content servers with players from thousands of servers all updating
>>> their client). Instead, servers wait until they are empty, change maps,
>>> or
>>> end a campaign (depending on the game). This helps spread the load of
>>> clients grabbing updates, as well as allowing people to finish their
>>> game.
>>> Shortly before the server shuts down, it sends the players a message
>>> telling
>>> them a game update is available and that they can grab it at the end of
>>> the
>>> map/campaign when the server updates itself.
>>>
>>> At the same time as the master server tells servers to update, the steam
>>> content servers begin to release the update to clients in the normal way.
>>>
>>> This way, anyone in a game can continue playing and anyone looking for a
>>> game can continue playing without having an update forced on them and
>>> then
>>> needing to hunt for an updated server. When the client update is pushed
>>> out,
>>> anyone in a game can continue without worry that the server will boot
>>> them,
>>> but anyone launching a game will get the update and will have servers to
>>> use
>>> (any that were empty will update instantly, and gradually as games finish
>>> and maps change servers will update themselves). Anyone invited to join a
>>> game in progress will be fine for the most part, and only inconvenienced
>>> for
>>> a short time while the game they were invited to is completed.
>>>
>>> It's probably a hard system to implement, but the current system just
>>> renders matchmaking unusable and really needs fixing. And even in games
>>> without matchmaking, it can be frustrating when you want a game but can't
>>> find any empty local servers because everyone who has updated only has a
>>> few
>>> updated servers to choose from.
>>>
>>> _______________________________________________
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>
>>> _______________________________________________
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>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds
>>>
>>>
>>
>>
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>>
>
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