Vitaliy's reply here earlier was to inquiry about console error with
discovery that it is caused by requesting server status with php lib or
hlsw.
S2A_RULES is internal variable name used by PHP library that queried
server status. (sending packet header A2S_RULES = 0x56; receiving packet
header S2A_RULES = 0x45)
Goal may have been to eliminate amplification attacks as challenge
component was bypassed by some servers with modified netcode. I don't
know if CSGO server did that, but if it did, this is another nuke fix
for ant problem.
And if devs feel that challenge is predictable and can be bypassed,
limiting requests from single ip would be a solution if not fixing
challenge predictability.
If CSGO uses another protocol for getting server's friendlyfire, team
collision, etc settings without actually connecting with game client,
and this protocol is intended to be used in future, someone from valve
should make it public so we could use it with this kind of software.
I think valve never considered that code they publish may actually be
useful and used by other applications. If Steam doesn't seem to use
that, they will just break it.
(I believe steam actually does use this packet at least in TF2
quickplay, so we shall wait code sync that breaks it in turn.)
/Dmitri
26.02.2014 13:21, Steven Hartland kirjoitti:
This is used by loads of applications, utilities and rcon tools.
Breaking it and expecting everyone to fix it over night is not
really practical.
What was the reason for making this change?
I'm assuming its to try and eliminate amplification attacks?
If so the query protocol for which A2S_RULES (I'm assuming
S2A_RULES was a typo) is a component already protects against
this as it requires a valid prior challenge.
If all this is true then I'd echo others responses in that this
needs to be either fixed to allow this or reverted until a
better solution can be found.
Regards
Steve
----- Original Message ----- From: "Vitaliy Genkin"
<[email protected]>
To: <[email protected]>
Sent: Friday, February 21, 2014 5:48 PM
Subject: Re: [Csgo_servers] CSGO 1.32.3.0
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
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