Valve implemented initial and final values for the accuracy recovery rate. Previous to this update, the accuracy recovery rate was a fixed value however, that is no longer the case. The accuracy recovery rate is the time interval passed before the accuracy returns to that baseline value. Following a short period of not firing, the accuracy returns to a baseline value. After a player shoots their gun, the gun’s accuracy value is reduced. To understand the new update, you first must know how the shooting mechanics work in Counter Strike: Global Offensive. Any changes to them will undoubtedly greatly influence the state of Counter Strike: Global Offensive. Anyone familiar with Valve’s highly successful shooter will know that those are some of the main rifles within the game. Note that this only affects a server in “shared socket mode” – meaning the game port and the query port are the same.A recent update to Counter Strike: Global Offensive introduced a new accuracy recovery method and new recovery rates for the AK-47, M4A1-S, and M4A4. Turning on this environment variable will bypass this serialization and thread context switch, which makes these calls, much, much faster. A dedicated server does not communicate with a steam client (there usually isn’t one running), but the same basic design is used – there are two threads, and all API calls are serialized and executed in the Steam thread. In the Steamworks SDK, most API calls are serialized over an IPC, and in fact execute in the steam client process. If this variable is set, then the Steamworks packet handling calls will use a “fast path”. By default, rate limiting is disabled, but a reasonable value might be somewhere around 25-75. This will drop any connectionless packets (A2S_INFO, A2S_RULES, A2S_PLAYERS) from a given IP after more than N are received in a 200ms window. We will post again when the vast majority of users are running clients that understand the new protocol, and enabling the new protocol is safe. Since not all players may have an updated Steam client and understand this handshake, it is not recommend to enable this at this time, except for testing. At this time, it is primarily intended for testing 3rd party query clients. This will opt into the new handshake for A2S_INFO packets to address the reflection attack. STEAM_GAMESERVER_A2S_INFO_REQUIRE_CHALLENGE=1. Additional experimental improvements are available by setting environment variables, but are not enabled by default: First, challenge generation was hardened against attacks designed to fill the challenge table and crowd out legitimate challenge requests. ![]() The binaries released with the client today also include changes relevant to how the gameserver handles these packets. The new client understands this reply, and can resubmit the A2S_INFO request, authenticated with the server's challenge, thus proving that it is not spoofing the source IP address. If the server desires (see below for how to opt in), the server may reply with a S2C_CHALLENGE challenge request, instead of replying with the S2A_INFO_SRC data packet. When a client queries a server, it will begin by sending an A2S_INFO packet, formatted exactly as before. ![]() Unless you run servers these changes do not affect you. ![]() For anyone running servers, from fletcherd at ( via csgo_servers list )
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