Can there be cvars like sv_registration_successful and sv_registration_message for the steam account? I noticed that sv_registration and vac can be enabled while the steam account is not logged in.
On Fri, Feb 7, 2014 at 3:42 PM, Fletcher Dunn <fletch...@valvesoftware.com>wrote: > Yes! The token is essentially login credentials (combination account > and password). If you use the same token, you are asking all the servers > to login to the same account. But only one server can be on an account at > a time. > > > > *From:* hlds-boun...@list.valvesoftware.com [mailto: > hlds-boun...@list.valvesoftware.com] *On Behalf Of *Saint K. > *Sent:* Friday, February 07, 2014 3:39 PM > *To:* 'Half-Life dedicated Win32 server mailing list' > > *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon > > > > I'm confused. > > > > Do I need a unique key for each server for the sv_setsteamaccount value? > > > > Saint K. > > *From:* hlds-boun...@list.valvesoftware.com [ > mailto:hlds-boun...@list.valvesoftware.com<hlds-boun...@list.valvesoftware.com>] > *On Behalf Of *Fletcher Dunn > *Sent:* Friday, February 07, 2014 10:42 PM > *To:* hlds@list.valvesoftware.com > *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon > > > > You'll need one token per server. The logon only accepts the token, so > the token serves as account+password. > > > > *From:* hlds-boun...@list.valvesoftware.com [ > mailto:hlds-boun...@list.valvesoftware.com<hlds-boun...@list.valvesoftware.com>] > *On Behalf Of *Gamers Exile > *Sent:* Friday, February 07, 2014 1:40 PM > *To:* hlds@list.valvesoftware.com > *Subject:* Re: [hlds] [hlds_linux] Important changes to TF2 coming soon > > > > I'm unsure if this is a generate 1 token for upto 50 servers or 50 > individual tokens? > > > > Anyone? > > > > Thanks GE > > > > Sent Via Pigeon > > *From: *Silencio Delgato > > *Sent: *Friday, February 7, 2014 2:32 PM > > *To: *Half-Life dedicated Win32 server mailing list > > *Reply To: *Half-Life dedicated Win32 server mailing list > > *Subject: *Re: [hlds] [hlds_linux] Important changes to TF2 coming soon > > > > 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. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > > -- > Ross Bemrose > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds > >
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