From my own findings re. disconnect messages, the client still accepts
the buffer from the server on net_disconnect, it just overrides the
reason regardless. It's a bit of a hack job considering that there's
non-user disconnect behaviour that uses that function (eg srcds quit) to
display a different disconnect reason.
I'm not sure why there isn't a convar check in there to see if the
server is part of the MM pool - I'm fairly sure there's similar checks
for some client behaviour such as activating contracts on the client.
It is true that most SrcDS games are, to a degree, somewhat dependent on
Steam servers eg. master server for server browser, GC/items and so
forth. On the flipside, those can be mitigated to an extent by
serverside mods and some convar changes, although you could also argue
that with virtually all gameserver traffic directed at Valve through the
use of Casual MM, it doesn't really matter much either way in regards to
the current atmosphere and image of community-run game servers.
That's a whole other topic though, so I won't delve into that...
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-------- Original Message --------
From: sigsegv [mailto:sigs...@sigpipe.info]
Sent: Thursday, October 28, 2021, 11:24 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Mandatory Team Fortress 2 update released
A quick devil’s advocate argument (more of a food for thought thing,
than an attempt to push any particular position really):
One could perhaps reasonably argue that you’re already reliant on
Steam’s servers being up anyway, even as an independent TF2 community
server: if the TF2 GC is down, items don’t function properly; and since
the scope of items covers not just cosmetics but large swaths of
weapons, it has a pretty significantly deleterious impact on gameplay.
So—arguably—you’re sorta already in the dependent-on-Steam-servers
situation you’re saying you don’t want to be in; and it wouldn’t
necessarily be a substantially different situation in the event that all
community servers were required to use SDR.
(It’s true though that the GC being up, and the SDR servers being up,
aren’t exactly equivalent in impact: items not loading is less impactful
than possibly being unable to connect to, or stay connected to, a
server. And since these servers are distinct from the GC servers, it’s
in reality an additional point of failure / degree of freedom that
expands the potential outage “shadow” so to speak, rather than lining up
perfectly such that there’s no difference.)
Anyway… I just figured that was worth bringing up. Of course, all of
this is moot if SDR does not in fact end up being mandatory.
I believe CS:GO has been quite a bit ahead of TF2 in adopting SDR; so
perhaps surveying the community server situation over there (such as it
is) might be a useful exercise.
(Incidentally: Now I want to look into the server disconnect reason
thing more thoroughly. There’s no doubt the chat messages were being
abused; but I’m wondering now if maybe there’s a legitimate reason for
removing the rest of it too. (Not giving a convar to revert to the old
behavior does seem ill-advised; maybe there were also client-side
changes which made that infeasible…? Maybe not, dunno.) Anyhow… time to
go dumpster diving into publicly available cheat source code and dig
thru all the game-disconnect-related crap…)
Justin / sigsegv
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