Also, if you send them MDMPs, this is the closest you can get to real
debugging without having a debugger attached to the process itself.

On Tuesday, March 30, 2010, Mark Gunnett <[email protected]> wrote:
> Indeed. But do they run code that has special debugging embedded in it? And
> there is always the problem that your debugging code "fixes" the problems
> temporarily. While the chance for the debug code fixing these exploits is
> very very slim, I've seen it before, especially in the HLStatsX:CE Daemons.
> The Daemon would run fine with logging levels set to finer, or a ludicrous
> output, but would vary in errors when logging was disabled.
>
> Also, some of the problems are well documented. For instance, the ability of
> a client to overwrite files/directories by calling them the same name as the
> file/dir that is to be overwritten. There's a simple solution to the problem
> that can be done server side to fix it, however Valve has not touched that
> one other then a minor change that really doesn't solve the problem.
>
> As far as what is visible to the public eye, Valve isn't doing anything. Not
> such a big surprise seeing as various games are getting older like CS:S.
> Those dev's have probably been pulled and put on other projects so that
> valve can continue to make money. The economy isn't so great right now.
> Having programmers work on a game that is only trickling in revenue is not
> such a great business model. Sure, it sucks for us customers who have payed
> for the game, and there is a chance that we won't purchase future titles
> because of this. But that chance is slim, and we're probably going to
> purchase their new title anyways.
>
> It's also distinctly possible that they are working on a solution to quite a
> few of the problems, but valve is one of them companies that is notorious
> for keeping quiet about release dates, until the product is actually done.
> That is what is great about valve is that they like to polish a product and
> ensure most of the bugs are out of it before release. It just sucks that
> they haven't kept up with the bug's as they've cropped up. If they had
> patched everything as it popped up, we might not have this problem of a
> million exploits ruining the fun. Or, it's distinctly possible that the
> client needs to be fixed instead of the servers, and valve hasn't gotten
> around to that.
>
> W/e. Just my 2 cents.
>
> tl;dr
>
> Valve is busy trying to make money. They have other titles they need to work
> on, and anyone that gets vac'd buys a new steam account with CS:S being so
> cheap.
>
> On Mon, Mar 29, 2010 at 10:03 PM, Matt Hoffman
> <[email protected]>wrote:
>
>> They do run TF2 and L4D servers as far as I know.
>>
>> On Mon, Mar 29, 2010 at 8:57 PM, Carl <[email protected]> wrote:
>>
>> > I have noticed that a lot of server admins here are somewhat displeased
>> > with Valve's lax approach to some of the more recent server exploits.
>> > While this may be hogwash, I think it might be due to Valve not being
>> > able to replicate the the bugs.  I also have noticed that debugging
>> > srcds is not very fruitful for us since we don't have a special debug
>> > version of srcds.
>> >
>> > Thus, I propose that Valve starts a few honeypot servers, that get
>> > regular traffic.  These honeypot servers would allow Valve to run the
>> > special debug version of srcds so that when crashes and other exploits
>> > occur, they have all the information they need to properly investigate
>> > the bug.  I realize this is easier said than done, but it would allow
>> > for Valve to see that said bugs DO in fact exist.
>> >
>> > Just an Idea
>> >
>> > _______________________________________________
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>> >
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>
>
>
> --
> "All programmers are playwrights and all computers are lousy actors."
>  - Unknown
>
> "When I do good, I feel good; when I do bad, I feel bad, and that is my
> religion."
>  - Abraham Lincoln
>
> Mark J. Gunnett
> [EoE]SniperFodder{AL}
> _______________________________________________
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>

-- 

Thanks,
 - Saul.

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