Henry, this sounds good. Is Valve going to be taking an active role in syncing the engine bins? HPE is pretty quiet for the most part in terms of updates (even with the beta they pushed, reading comments and testing is not their strong suit). With what happened last time to Episode 1, the situation was beyond bad.
The only reason I mentioned GarrysMod 9 is because that's the first place that I had seen a similar remote execution exploit. Someone randomly showed me it in TF2 over a year ago and I was astonished. As far as I know, this is no longer a problem with GMod 10/11/Whatever and Source 2009. However, this is still an issue in L4D and L4D2 (after it's been public knowledge for over a year, client's cannot do anything to stop it). I honestly hope you're correct, Henry. I'm sure no one wants to repeat the past. The neglect was pretty bad then. Kyle. On Tue, Oct 18, 2011 at 7:25 PM, Henry Goffin <[email protected]>wrote: > I understand the concern, but it's based on an incorrect assumption. Yes, > CS:S now stores its own binaries in a different folder. However, it has not > actually branched away from the Source 2009 engine, and it still compiles > from the same source code. We have simply gained the option of updating the > binaries independently, so that for example, if an engine change is required > for a TF feature but ends up causing a bug in CS:S, we can still deploy TF2 > without updating CS:S. Updates will continue to come for both games, and the > engine will be roughly in sync between the two, except for periods of > instability. > > For example, given the problems with the very latest Team Fortress update, > I would assume that CS:S admins are quite happy to not be impacted. We will > still be updating CS:S with all the Source 2009 engine fixes, just not at > the exact same time. > > > > From: [email protected] [mailto: > [email protected]] On Behalf Of Kyle Sanderson > Sent: Tuesday, October 18, 2011 7:13 PM > To: Half-Life dedicated Linux server mailing list; Half-Life dedicated > Win32 server mailing list > Subject: [hlds] The Premature Death of Counter-Strike Source. > > So, as some of you may have noticed... The last, and apparently final > shared Engine/Game update (Manniversary... don't even get me started) moved > Counter-Strike Source off of Source 2009 and into it's own engine branch. > This was a deliberate change. > > What does this mean for the end user? No more shared binaries between > HL2DM, DOD:S, and TF2. If you use MM:S, SM (including extensions), ES, or > any sort of VSP, the author will now have to compile a binary built against > the CSS "SDK" instead of Source 2009. This is needlessly increasing work for > plugin authors. Another issue with this is after the 12th of November, 2007 > until the 23rd of June, 2010. Fixes were being backported days, weeks, or > even months after they're more then public knowledge and are exploited. A > decent example of this is sv_soundscape_printdebuginfo, after 5 months it > was back ported to Episode 1... That was really gross then, who would want > it to happen again? > > Just to reiterate how serious this is. On June 25th of 2010, Valve fixed > the .dll loading exploit on Source 2009 (Which included CSS, thank god). To > this date (I just remembered this existed from looking at old patch notes > for OB, there's probably a number of exploits that were never fixed), the > exploit still functions perfectly on L4D, L4D2 (requires -insecure on the > client), and of course the older engines. The exploit allows for servers to > run arbitrary code on clients. This can include anything from infecting them > via the built in lobby system (they'd have to join a server, if it's a > versus match even better). From there, the .dll could do something as simple > as inviting friends to join them to play a match, then start downloading and > executing code on the client whenever it wants. If CS:S wasn't part of the > Source 2009 pact, I highly doubt it would have received this fix (HL2DM sure > didn't have it for three months until it was ported). Everyone knows how bad > GarrysMod 9 had gotten when GMod 10 came out, this can be L4D today and we > would be none the wiser. > > What do we gain from this change? Slightly faster download speeds for > HL2DM, DODS, and TF2 as CSS is no longer part of the update package (Mind > you it's not like CSS was not the game getting the constant material/model > updates...). Sure, this is nice. However, killing Counter-Strike Source > before CS:GO comes out really can't be the goal here, right? > > VoiceHook is already broken because of the last required update, and needs > to be built against the old SDK for server admins to be able to use it. > Everything other plugin will follow as the Source 2009 engine continues to > be updated. > > Hate me if you want for saying this, I haven't told a lie though. > Kyle. > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

