Is testing help needed for Dota 2 or SKYNET Server? #21
Replies: 14 comments 3 replies
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Thanks, testing help is welcome! Enabling Issues with bug report and feature request templates now so reports (AppID, SKYNET revision, repro steps, logs, expected/actual) can be tracked properly instead of mixing into Discussions. |
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Thanks! The issue templates will help a lot. Before I start testing AppID 570, could you clarify which flows currently need the most attention? For example:
Please also let me know which branch or revision I should test and whether there are any known failing scenarios I should try to reproduce first. If specific logs, console commands or debug settings are required, please mention those as well. |
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Good question. For AppID 570, the flows I would prioritize are the ones I have not been able to validate myself, since they require a second player and I have not had anyone available to test with:
Everything upstream of that (client startup/connection, GC login/session, profile/inventory/matchmaking data, queue and match startup) has been exercised solo and looks correct from the logs, but the two items above are the actual blind spot right now, so that is where testing help would be most valuable. Revision-wise, master at HEAD should be fine. If you hit anything, the new issue templates (bug report) are the right place, with AppID, revision, repro steps and logs attached. |
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Thanks, that gives me clear testing targets! Funny enough, I’m currently in a similar situation and cannot test co-op with a second player either. (LoL 🥲) I may have an opportunity to test it in about a month. If I do, I’ll prioritize:
I’ll use the latest master revision and report any findings through the issue templates with the AppID, revision, reproduction steps and logs. After that, however, I expect to have very limited connectivity for a short period and then no access to a PC for roughly a year, so I unfortunately cannot promise continued testing or repository work during that time. I’ll try to validate and report as much as possible during the window I have. |
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I tested Dota 2 with the updated master revision. SDR relay discovery works correctly with both a single relay and two configured relay servers, and I have not noticed any SDR-related problems so far. I did notice two unhandled routes/messages: 8209 and 9107. They do not appear to prevent Dota 2 from working |
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https://github.com/Svenmax/gbe_fork |
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A slightly Dota 2 question 😁 Do you know which fields/values in the SKYNET database are responsible for:
I'd like to raise those values for my local test account, but I'm not sure which DB fields the current Dota implementation actually reads. For example, are these stored directly in If you know the relevant table/column names (and whether a server restart or cache refresh is needed after changing them), that would save me quite a bit of digging 😁 |
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Checked the actual code (DotaStatsStore.cs, GetConduct): Behavior/Communication Score: there's no dedicated column for it, it's computed fresh from other tables every time it's requested:
Formula: Dota Plus Shards: not implemented at all server-side. The protobuf fields exist (generated/dota.ts has |
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Started a dedicated thread for compatibility reports: #38. Would be great to have your Dota 2 findings (SDR relays, 8209/9107) logged there too, and any future testing when you get the chance. |
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Just as a heads-up: my fork hasn't been updated with the latest Dota 2 fixes yet. Yesterday I was testing SKYNET with a friend and we managed to fix the lobby flow locally. Both clients could get into the lobby/room, but we hit another problem at the match connection stage: I could enter the match as the host, while my friend's client appeared to ignore -insecure with SDR Certificates enabled, so we stopped there for now. This message was translated and reformulated with an LLM. |
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Good catch, this was a real gap, not intended behavior. Root cause: lobbies and game servers only get pruned as a side effect of a matchmaking browse call ( Fixed in 61d3ffc (master): the admin overview now prunes stale lobbies (owner+members offline) and stale game servers (missing/expired heartbeat lease) before listing, and expired game-server registrations are removed outright now instead of just being hidden from the matchmaking browse result. Old entries already sitting in your Also opened #38 for general compatibility feedback (any game, not just Dota) - would be great to have your Left 4 Dead and Dota lobby-fix results logged there when you get a chance. On the L4D crash and the SDR/ |
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There is another compatibility issue I've noticed with the current Valve/Source 2 games. So far we've been unable to get the The exact behavior varies a little between tests:
The interesting part is that we've now seen essentially the same class of problem across all three Source 2 games, so I'm starting to suspect this may be a shared Source 2 / Steam networking or authentication behavior rather than three unrelated game-specific problems. I initially thought NetHook captures might help us understand it, especially by comparing a normal Steam connection against the same flow through SKYNET. However, I'm not sure the relevant part is actually GC traffic. There may be a separate connection/authentication handshake between the client and game server that determines whether the peer is considered secure/insecure. So at the moment I don't really understand where that state is established or how the two sides agree on it. A useful comparison might eventually be: This is not a request to implement a workaround yet. I mainly wanted to document that the same issue appears in Dota 2, CS2, and Deadlock, and ask whether you already know which part of SKYNET / If not, I think the next useful step on my side would be capturing one known-good connection and one failing connection and comparing where their authentication/connection state starts to diverge. |
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Found a concrete root cause for this, and it explains why it's the same across Dota 2, CS2 and Deadlock - they all go through the same launcher/gameserver code, so this isn't a per-game GC issue.
The bug: the client's own launcher only appended Fixed in f897b52 (master): Could you pull latest and retest Dota 2/CS2/Deadlock when you get a chance? Would help a lot to know whether this actually clears it up, or if there are new/different symptoms once this mismatch is out of the way. |

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Hi! Do you currently need any help finding or reproducing problems with Dota 2 support or with the SKYNET Server itself?
I can help test specific flows, collect logs and report reproducible problems.
If that would be useful, could you enable GitHub Issues and add structured templates, at least for:
That would make it easier to provide the affected AppID, SKYNET revision, reproduction steps, logs, expected behaviour and actual behaviour without mixing unrelated reports into Discussions.
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