We intend to it possible for community server operators to opt into SDR if they 
want.  Hopefully we'll have some more information on that soon.

There are no plans to *require* SDR.  There's really no upside for us to 
eliminate ordinary direct UDP access.

-----Original Message-----
From: hlds@list.valvesoftware.com <hlds@list.valvesoftware.com> On Behalf Of 
Tohru Adachi
Sent: Thursday, October 28, 2021 3:40 PM
To: hlds@list.valvesoftware.com
Subject: [External Mail] Re: [hlds] Mandatory Team Fortress 2 update released

 From my own findings re. disconnect messages, the client still accepts the 
buffer from the server on net_disconnect, it just overrides the reason 
regardless. It's a bit of a hack job considering that there's non-user 
disconnect behaviour that uses that function (eg srcds quit) to display a 
different disconnect reason.

I'm not sure why there isn't a convar check in there to see if the server is 
part of the MM pool - I'm fairly sure there's similar checks for some client 
behaviour such as activating contracts on the client.

It is true that most SrcDS games are, to a degree, somewhat dependent on Steam 
servers eg. master server for server browser, GC/items and so forth. On the 
flipside, those can be mitigated to an extent by serverside mods and some 
convar changes, although you could also argue that with virtually all 
gameserver traffic directed at Valve through the use of Casual MM, it doesn't 
really matter much either way in regards to the current atmosphere and image of 
community-run game servers.

That's a whole other topic though, so I won't delve into that...

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-------- Original Message --------
From: sigsegv [mailto:sigs...@sigpipe.info]
Sent: Thursday, October 28, 2021, 11:24 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released

A quick devil’s advocate argument (more of a food for thought thing, than an 
attempt to push any particular position really):

One could perhaps reasonably argue that you’re already reliant on Steam’s 
servers being up anyway, even as an independent TF2 community
server: if the TF2 GC is down, items don’t function properly; and since the 
scope of items covers not just cosmetics but large swaths of weapons, it has a 
pretty significantly deleterious impact on gameplay.

So—arguably—you’re sorta already in the dependent-on-Steam-servers situation 
you’re saying you don’t want to be in; and it wouldn’t necessarily be a 
substantially different situation in the event that all community servers were 
required to use SDR.

(It’s true though that the GC being up, and the SDR servers being up, aren’t 
exactly equivalent in impact: items not loading is less impactful than possibly 
being unable to connect to, or stay connected to, a server. And since these 
servers are distinct from the GC servers, it’s in reality an additional point 
of failure / degree of freedom that expands the potential outage “shadow” so to 
speak, rather than lining up perfectly such that there’s no difference.)

Anyway… I just figured that was worth bringing up. Of course, all of this is 
moot if SDR does not in fact end up being mandatory.

I believe CS:GO has been quite a bit ahead of TF2 in adopting SDR; so perhaps 
surveying the community server situation over there (such as it
is) might be a useful exercise.

(Incidentally: Now I want to look into the server disconnect reason thing more 
thoroughly. There’s no doubt the chat messages were being abused; but I’m 
wondering now if maybe there’s a legitimate reason for removing the rest of it 
too. (Not giving a convar to revert to the old behavior does seem ill-advised; 
maybe there were also client-side changes which made that infeasible…? Maybe 
not, dunno.) Anyhow… time to go dumpster diving into publicly available cheat 
source code and dig thru all the game-disconnect-related crap…)

Justin / sigsegv


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