Nice analysis, hoping too to see relays available to us

On Fri, Oct 21, 2016 at 7:00 PM, Ragnos <ragnos.utz...@gmail.com> wrote:

> It's 1am here, so no proof-reading. Cheers folks...
>
> I've experimented a bit with it. I got to the point where srcds actually
> listened to incoming proxied traffic (by setting
> +sv_steamdatagramtransport_port xy) but the relays won't forward my
> connection attempts. You can verify your srcds is configured "correctly"
> by checking your "status" printout for the following line:
>
> sdt : =[G:1:nnnnn] on port xy
>
> The only issue i found (besides it's not working at all, but thats the
> relays "fault") is that the additional SDT port is not respecting the ip
> or ip_steam cvars. That port listens to all interfaces, which could
> cause problems on multihomed hosts. There are no cvars to control this
> behaviour, including hidden cvars. I think that should be fixed by
> either go after the "ip" cvar or giving it it's own like it has been
> done with ip_tv and ip_tv1 for that additional gotv-instance. I propose
> "ip_sdt".
>
> I think the relays have to be configured to acknowledge either certain
> gameserver steamid's or predefined ip ranges, since Valve doesn't
> applies GSLT restrictions to their own server version. (The clientside
> sdt debug logging shows their servers run anonymous SteamID's) Steam
> already knows which steamid belongs to which ip:port, it has to be the
> relay then.
>
> If Valve want's to use SDT globally, there are only two ways to do so:
> Option one would be routing every single bit of traffic from and to
> community servers through their clusters. That means HUGE amounts of
> traffic, way to inefficient, no way they are doing that. Also, ping
> times and overall networking quality to everything else than Valve
> servers would most likely get worse because the routing would be
> optimized for their own data centers. Option two, obviously, is to give
> us access to the relay software. Assuming the relays have to sign in
> into steam like srcds, it would be easy to feed the clients with
> information about which server is connected to which relay cluster. That
> also could replace the current masterserver system and by that the old
> server browser, and lays foundation for future changes like IPv6. That
> option also suggests we could be able to construct our own relay
> clusters to generate some kind of redundancy, just like Valve does.
>
> Wild theory: I think the only reason we can't use SDT with our servers
> right now is that valve isn't done with the part where the client get's
> the information which relay(cluster) to use with community servers.
> Right now it's done via matchmaking, but that won't work for everything
> non-valve. With DotA2 they had no need to work on that because there is
> no offical community srcds. But then again it was easy to port the
> existing DotA2-code over since our matchmaking originates from there.
> Would be great to get some kind of confirmation on that from Valve, but
> not getting one would match their corporate identity...
>
> **tl;dr:** community srcds is already to able to work with SDT, but
> valve's relays just don't want to. imho best and most efficient way to
> utilize SDT with community srcds would be to make the software generally
> available, feed all needed info from community relays into steam and
> back to the clients, and replace the old server browser while you're at
> it. Only reason we can't utilize SDT right now is most likely good ol'
> "not done yet".
>
> Cheers!
> Ragnos
>
> Am 10/18/2016 um 2:23 PM schrieb Marco Padovan:
> > I've personally been playing with "multiple ingress points" (nats and
> > network forwads) many times...
> >
> > They works properly con call of duty/quake3 netcode but they were not
> > working on sourceds netcode...
> >
> > We can provide both the edge servers, and the gameservers themself as
> > long as the game is able to digest NAT / ip forward... having
> > something running natively like valve does on the official servers
> > would be even better.
> >
> > Hoping they will come forward with some details for the general public
> > to set them up too
> >
> > On Tue, Oct 18, 2016 at 10:32 AM, wickedplayer494
> > <wickedplayer...@gmail.com <mailto:wickedplayer...@gmail.com>> wrote:
> >
> >     The Steam Datagram relay system only deals with how clients
> >     connect to Valve's own server network, so for community server
> >     operators, it will be irrelevant. Also, today's update didn't
> >     affect the server version, so even if the Steam Datagram system
> >     was made available to community servers, the relevant commands
> >     would not work because of that.
> >
> >     On 10/18/2016 3:07 AM, Marco Padovan wrote:
> >>
> >>     Hi,
> >>
> >>     How can we setup steam datagram relays on community servers? Is
> >>     there any documentation out there?
> >>
> >>
> >>
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