Re: [hlds_linux] [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread ics
Hold that thought Ross, here's hoping that to happen. I think we all are 
open to test the issues in advance if needed.


-ics

Ross Bemrose kirjoitti:

Since someone is going to eventually going to ask this, I might as well.

Are community servers finally going to be allowed back into the 
primary QuickPlay pool?


For that matter, will GSLTs finally do away with the need for separate 
TF2 server identity tokens like we were told would eventually happen 
when GSLTs were first introduced?


On 5/13/2016 3:51 PM, John Schoenick wrote:

Hey everyone,

I wanted to give a heads-up about some upcoming changes to the way 
server accounts work in TF.


In an future update, we are going to be introducing features that 
will only be available to game servers that have a registered game 
server SteamID, via the Game Server Login Token (GSLT) system. This 
system has existed for some time, but is currently only used in TF 
for persistent favouriting in the server browser.  It has also gained 
some more restrictions recently that you should be aware of.


- Game server accounts are tied to an owning Steam user account
- This Steam account must not be currently community banned or locked.
- This Steam account must not be limited 
.
- This Steam account must have a qualifying registered phone 
.
- Game servers that violate the community guidelines for the game 
they are hosting may have their access suspended or revoked.
- Game server account suspensions or bans also apply to *all* other 
game servers tied to said Steam user


More info and management tools are here: 
https://steamcommunity.com/dev/managegameservers


For TF specifically, being free-to-play, access to some upcoming 
features may eventually depend on the qualifications the owning Steam 
user account.  So, while creating dedicated individual user accounts 
to own individual game servers is possible, it may lead to an 
increased burden in the future.  We recommend game server accounts be 
registered to the Steam account of the acting server owner -- GSPs 
should require clients to provide their own tokens.


This change will allow us to have a greater level of confidence in 
game servers, by making it easier to revoke access for bad actors and 
better tying game servers to their owners.  The increased persistence 
gives us many more opportunities to assign trust to community 
servers, and to provide them access to features that would otherwise 
be too open for abuse.  It also provides a much better mechanism for 
dealing with abuse than the current IP-ban system that is both less 
effective and more painful for server providers that share IPs 
between clients.


We will have more information once we are ready to begin rolling out 
these features, but I wanted to send this heads up such that current 
admins and server providers can look into integrating this support 
into their setups.


Let me know if you have any questions or concerns and I will try to 
address them,

- Neph


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Re: [hlds_linux] [hlds] TF2 - Upcoming game server account requirements

2016-05-13 Thread Ross Bemrose

Since someone is going to eventually going to ask this, I might as well.

Are community servers finally going to be allowed back into the primary 
QuickPlay pool?


For that matter, will GSLTs finally do away with the need for separate 
TF2 server identity tokens like we were told would eventually happen 
when GSLTs were first introduced?


On 5/13/2016 3:51 PM, John Schoenick wrote:

Hey everyone,

I wanted to give a heads-up about some upcoming changes to the way 
server accounts work in TF.


In an future update, we are going to be introducing features that will 
only be available to game servers that have a registered game server 
SteamID, via the Game Server Login Token (GSLT) system. This system 
has existed for some time, but is currently only used in TF for 
persistent favouriting in the server browser.  It has also gained some 
more restrictions recently that you should be aware of.


- Game server accounts are tied to an owning Steam user account
- This Steam account must not be currently community banned or locked.
- This Steam account must not be limited 
.
- This Steam account must have a qualifying registered phone 
.
- Game servers that violate the community guidelines for the game they 
are hosting may have their access suspended or revoked.
- Game server account suspensions or bans also apply to *all* other 
game servers tied to said Steam user


More info and management tools are here: 
https://steamcommunity.com/dev/managegameservers


For TF specifically, being free-to-play, access to some upcoming 
features may eventually depend on the qualifications the owning Steam 
user account.  So, while creating dedicated individual user accounts 
to own individual game servers is possible, it may lead to an 
increased burden in the future.  We recommend game server accounts be 
registered to the Steam account of the acting server owner -- GSPs 
should require clients to provide their own tokens.


This change will allow us to have a greater level of confidence in 
game servers, by making it easier to revoke access for bad actors and 
better tying game servers to their owners.  The increased persistence 
gives us many more opportunities to assign trust to community servers, 
and to provide them access to features that would otherwise be too 
open for abuse.  It also provides a much better mechanism for dealing 
with abuse than the current IP-ban system that is both less effective 
and more painful for server providers that share IPs between clients.


We will have more information once we are ready to begin rolling out 
these features, but I wanted to send this heads up such that current 
admins and server providers can look into integrating this support 
into their setups.


Let me know if you have any questions or concerns and I will try to 
address them,

- Neph


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