Thank you very much Ross, I'll be sure to use this when I finally get some
time to myself later today.


On Fri, Feb 7, 2014 at 1:13 PM, Ross Bemrose <rbemr...@gmail.com> wrote:

> er... registering a server using an API key for my last post.  Whoops.
>
>
> On Wed, Feb 5, 2014 at 6:52 PM, Fletcher Dunn <fletch...@valvesoftware.com
> > wrote:
>
>> There are some changes coming that TF2 server operators should know about.
>>
>> CHANGES TO QUICKPLAY
>> -------------------------------
>>
>> The next TF2 update will make two changes to quickplay:
>>
>> * "Show servers" button.  This runs the ordinary quickplay search, but
>> instead of joining the server with the highest score, it presents the user
>> with an ordered list of about 20 servers and lets them pick.  This gives
>> players much of the convenience of quickplay by finding servers with a good
>> ping and players on them, but also an easy way to express a preference over
>> the map, server community, etc.
>> * We've added an advanced options page that allows players to opt into
>> the most commonly-requested non-vanilla rules changes: nocrits, maxplayers,
>> and instant respawn.
>>
>> There are no more scoring penalties for maxplayers or rule changes; your
>> server either matches their search criteria or it doesn't.
>>
>> At this time, we are keeping the default quickplay option to Valve
>> servers.  However, note that if a player wants to find a server with any of
>> the supported modifications, then they must land on a community server,
>> since Valve servers do not run with these settings.
>>
>> We've updated the quickplay policy to more clearly specify what sorts of
>> server modifications are allowed in quickplay:
>> https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513
>>
>> STEAM GAMESERVER ACCOUNTS
>> -----------------------------------------
>>
>> Gameserver accounts are now a Steam feature.  The feature is currently in
>> beta.
>>
>> Using a steam gameserver account provides one important advantage right
>> now: client favorite lists are keyed by the Steam account if present.  This
>> means that you can move your server to another IP address, and clients who
>> have your server in their favorites or history will follow you to your new
>> location.
>>
>> CREATING AN ACCOUNT:
>>
>> Creating an account is currently only possible via WebAPI.  (Remember,
>> this feature is currently in beta.  We'll add a nicer interface for this
>> soon.)  Make a HTTPS POST request to the following URL:
>> https://api.steampowered.com/IGameServersService/CreateAccount/v0001/
>>
>> The POST arguments should be:
>>   appid=440 (for Team Fortress)
>>   key=<your WebAPIKey>
>>
>> <your WebAPIKey> is the WebAPI key associated with the user account that
>> will own the server accounts. See http://steamcommunity.com/dev for how
>> to get one of these.  (WARNING: Make sure and keep this key secret.  This
>> key is an authentication token in some respects and makes it possible to do
>> certain actions on your behalf.  Don't feed the key into anybody's nice
>> convenient web page that automates this.  With your WebAPI key they could
>> impersonate you for some actions.  If you don't want to go through the pain
>> of making a WebAPI call, just wait until we have a nicer interface
>> implemented.)
>>
>> The output of the WebAPI will be the (permanent) SteamID of your
>> gameserver, and a login token.  The login token is a random string of text
>> that allows you to actually login to your account.
>>
>> You can view a list of the servers owned by a user account by making a
>> HTTPS GET call to:
>>
>> https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=
>> <yourkey<
>> https://api.steampowered.com/IGameServersService/GetAccountList/v0001/?key=%3cyourkey
>> >>
>>
>> LOGGING IN TO YOUR ACCOUNT (TF only for now):
>>
>> Once you have a gameserver login token, you can specify your login
>> credentials on a Source engine server by executing this console command
>> sometime before it loads the first map:
>>
>> sv_setsteamaccount <login token>
>>
>> The server output should make it clear when you are using a Steam
>> gameserver account and when you are logging in anonymously.  (The ordinary
>> gameserver login that has always been used.)
>>
>> Remember, for now you will need to login to both your Steam gameserver
>> account and also your TF account.  The two accounts are not related.  The
>> TF account is the one that determines quickplay eligibility, and the Steam
>> one does favorites migration.  Eventually we will remove the TF accounts
>> and only use Steam gameserver accounts.
>>
>> HOW FAVORITES MIGRATION WORKS:
>>
>> In the next few days we will release an updated Steam Client beta that
>> knows how to migrate favorites.  On the client, each favorite has an
>> IP:port and a gameserver account.  The account might be empty --- that will
>> of course be the case for all previously existing favorites.  Periodically,
>> a client will try to sync up the favorites list IP:port addresses and
>> accounts.  If there is an IP:port without an associated account, it will
>> ask the master server for information about that address.  If a server is
>> running on that address and logged into an account, the client will record
>> the account.   Once the client has an account associated with the favorite,
>> the account becomes the primary key and will not change.  Instead, we will
>> periodically try to refresh the address from the account.  (Again, this is
>> done by querying the master server, and it depends on your server bring
>> logged into the account and running on the address.)  The client always
>> caches the last known IP:port of a favorite, even though the account ID is
>> the main "key".  That way, if Steam is down, or the gameserver is down, it
>> will used the cached IP:port.  All of the above applies to history as well
>> as favorites.
>>
>> In the future, when a client adds a favorite or history item, the account
>> will be recorded immediately.
>>
>> If you know you have many clients that have your server in their
>> favorites or history, then you should not move your server yet.  You need
>> to give clients time to logon with new Steam client binaries and get their
>> favorite entry linked up with your account.  We'll let you know when you
>> can try out migrating favorites, as well as when the feature is active in
>> the public client and all users have it.
>>
>> QUESTIONS?
>>
>> Since Steam gameservers are a Steam feature, all of the above will apply
>> to all Steam games.  (Provided that the game exposes a method for the
>> gameserver to log in to an account.)  Eventually, the TF2 gameserver
>> accounts will be going away and replaced with these accounts.  For now,
>> they are separate.
>>
>> Any further questions about the quickplay changes or gameserver accounts?
>>  Please direct them to this list so that all answers will be public.
>>
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>>
>
>
>
> --
> Ross Bemrose
>
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