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... ----- 5DE7 65CE F99A B8FB 62A3 6613 A792 D15F DA9E F531 ----- -------- 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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/