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.
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