sorry guys, but im so angry. i cant discribe...
Again and again the server is empty after ALL players get 'Failure Code
6 - No Steam logon'. But other server-operator have no probs with this.
But they dont want to help or whatever... love this opportunism.
What could be the problem? Someone here who wants to help?
Am 23.02.2014 11:11, schrieb Andre Müller:
Can you explain iterative queries more?
Is this like sending a packet, getting a challenge number and then
request with this number until end of loop has been reached?
2014-02-22 0:32 GMT+01:00 Kyle Sanderson <[email protected]
<mailto:[email protected]>>:
> Do server operators need S2A_RULES response from game servers?
Yes.
> Nothing in Steam uses this packet type anymore so I don't think
any services are affected.
Steam uses this packet type. It may be possible the matchmaking in
CS:GO doesn't check nearly as much as Team Fortress 2, but it's
definitely still used internally and externally in your matchmaking
enabled products.
Until Steam adds iterative queries (a feature present with the old
master), we're pretty much pinned on these legacy interfaces. Even
then, expecting everyone to move over silently over night isn't really
a thing either (Protobuf on Christmas Eve).
Please revert this, and hopefully the LTCG nightmare someone decided
to turn on with all Windows Builds.
Kyle.
On Fri, Feb 21, 2014 at 9:48 AM, Vitaliy Genkin
<[email protected] <mailto:[email protected]>> wrote:
> Do server operators need S2A_RULES response from game servers?
Previously
> S2A_RULES response included names and values of all server
convars flagged
> as "FCVAR_NOTIFY", but nothing in Steam uses this packet type
anymore so I
> don't think any services are affected.
>
>
>
> If you have control of your tool(s)/webpage(s) you can stop
requesting rules
> from the game server(s) (e.g. don't generate PHP GetRules()
request). If you
> really need something in response we can come up with ideas, or
we can just
> stop spamming the console and still not respond to that packet.
>
>
>
> The spew comes up because the server can no longer send more
than one packet
> in response to a single packet external request, and if the
response is
> exceeding MTU size the server will not send anything at all
instead of
> sending a partial truncated packet. This is the message that is
spewed to
> server console to inform about response that was not sent out
and its
> estimated bytelength -
>
> [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353
'0x45'
> exceeding MTU (2447)
>
> Also replying to a question asked earlier -- threaded socket
processing is
> on by default. Official servers are operated by Valve, unless server
> operators install special server plug-ins game servers should no
longer
> record or transmit client IP addresses.
>
>
>
> Hope this helps,
>
> -Vitaliy
>
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
<mailto:[email protected]>
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
_______________________________________________
Csgo_servers mailing list
[email protected]
<mailto:[email protected]>
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers