>  Migration to the new protocol is totally up to you. Valve will likely update 
> our own games to do this.  (At least by default.  We will retain a way for 
> community server operators to opt out.)

I understand that's the way it is now. But it may not be in the future
if you have chosen to go down this path.

If we can opt out without side effects like being removed from the
master server list then I have no issues with this. But can you
promise that this is going to remain an option?

> This is why “Just tell the game hosting providers to change their filters” is 
> not a serious alternative.  There are too many of them, and there is not a 
> clear channel through which the communication could be made to reach all of 
> them.

I am not sure why this is a problem now when Valve has been
prioritizing official servers at the expense of 3rd party ones for a
long time now. The game hosting providers owe their business to Valve,
and Valve's main priority seems to be their official servers. If they
choose to ignore Valve while even having the privilege of being in
direct contact with you and continue with bad filtering, that's on
them. I tested nfoservers and gameservers.com and was not blocked.

To me, it seems like it is 100x easier to tell a few GSPs to stop
filtering large a2sinfo packets (likely 1-2 lines) instead of making
people add 3 way handshake logic.

On Fri, Dec 4, 2020 at 11:56 AM Fletcher Dunn - fletcherd at
valvesoftware.com (via csgo_servers list)
<csgo_servers@list.valvesoftware.com> wrote:
>
> >Switching from the padding method to the challenge method is just pushing 
> >the burden
> >of change to another set of people. You will break countless middleware that 
> >depend on it like this:
> >https://github.com/blastehh/SourceQueryCacheMono and requiring stateful 
> >firewalls to block a2sinfo spam.
>
> It should be clear to the readers of this mailing list who understood the new 
> proposal that this has the situation exactly backwards.  The updated client 
> that shipped yesterday behaves exactly as it always has, until the server 
> changes its behavior.  The initial padding plan broke existing deployments 
> because some deployments assume the client will have very specific behaviour. 
>  With the new plan, server-side plugins will continue to work until the 
> server operator elects to opt into the new behaviour.  If you are a server 
> operator and you want to keep using this, then by all means, keep using it!  
> Migration to the new protocol is totally up to you.
>
> Also, the challenge protocol is really simple, and does not specify the 
> contents of a challenge, so it should not be difficult to extend tools such 
> as this to take advantage of the new protocol, if so desired.
>
> If anyone has a burden of change forced on them, it is third party *clients*. 
>  Once the main client speaks the new protocol, some servers will want to take 
> advantage of it.  Valve will likely update our own games to do this.  (At 
> least by default.  We will retain a way for community server operators to opt 
> out.)  At this point, third party clients will need to be updated if they 
> wish to communicate with those servers who have decided to use the new 
> protocol.
>
> If there are any opensource projects that seek assistance in making these 
> changes, feel free to email me or contact me on github:
> https://github.com/fletcherdvalve
>
> -----Original Message-----
> From: csgo_servers@list.valvesoftware.com 
> <csgo_servers@list.valvesoftware.com> On Behalf Of Tim Anderson
> Sent: Thursday, December 3, 2020 9:56 PM
> To: csgo_servers@list.valvesoftware.com
> Subject: [External Mail] [Csgo_servers] RE: Changes to A2S_INFO - take 2
>
> So this is where you can actually talk to a Valve employee. It is sad to see 
> such an important change only being talked about here.
>
> I have to agree with Kyle Sanderson here. This is rather strange seeing 
> precious Valve employee time being devoted to a small ddos vector when there 
> are countless >20x methods that will never be fixed.
>
> Switching from the padding method to the challenge method is just pushing the 
> burden of change to another set of people. You will break countless 
> middleware that depend on it like this:
> https://github.com/blastehh/SourceQueryCacheMono and requiring stateful 
> firewalls to block a2sinfo spam.
>
> I think it would be a better solution to tell the game server providers to 
> stop their strict filtering. They are used to frequent game updates anyway.
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