The 'less dramatic moving servers' reason is about the only one for DNS 
implementation. You can already point to a dns+port, that should be good enough 
to advertise your servers with (which is already possible).

That kind of beats my steam communities statement as well. Ah well, I hope they 
continue developing it anyway.

Saint K.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Claudio Beretta
Sent: Monday, May 10, 2010 9:46 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 Support

They could start allowing clients to save favorites by domain name rather
than IP.
A DNS lookup now returns the A record, and when the switch will be done will
return the AAA record.
This also makes much less dramatic moving servers to other hosts.

On Mon, May 10, 2010 at 9:29 PM, Steven Crothers
<[email protected]>wrote:

> Hello List,
>
> With the loss of IPv4 expected in the next few years, and the requirement
> that everyone starts to adopt IPv6 in the next couple years what is the
> plan
> for Valve games currently?
>
> I assume there will be an almighty update allowing for native IPv6
> networking that will be here in the next year or so, but how do we as
> gamers
> and server managers plan on handling this change?
>
> Obviously running an advertisement in game to say "Please join
> [2006:fe32::0123::f032]:27015 for another great game!" is out of the
> question... So what are your plans to support this later on?
>
> I know TS3 released a "virtual host" system, that basically removes the
> port
> if you connect to sub.domain.tld by using the hostname header of the
> connect
> - is this something we as gamers are looking for with our IPv6 update from
> Valve?
>
> If we start talking about it now, perhaps Valve will take some notes or
> it'll be in the back of somebody's mind when they go to layout this
> relatively large project of allowing dual stack IPv4/IPv6 to our servers.
>
> Food for thought!
> Steve
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