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Providing support for logging in and downloading games is really the least they could do. Fixing up things like matchmaking APIs so IP addresses aren't hardcoded to be uint32 (i.e. a 32-bit IPv4 address) is a thing which also has to be tackled at some point too, but just getting the client working at all is good enough for a lot of single-player games and even multiplayer games which don't use Steam's APIs.
Edit see posts #3/4 for why I striked comment out
I think you have the wrong end of the stick. The suggestion is that if you have a network which only has IPv6 connectivity, that Steam will work on that network, as well as working on networks which have both IPv4 and IPv6 connectivity, and networks with only IPv4 connectivity.
So I did, my bad, seem to have got stuck on the wording of the topic.
Read that as only for IPv6 networks not so much as prioritise only IPv6 over IPv4 when IPv6 is available.
As I clearly got the topic wrong I've striked it out
Comon', it's 2023, put a public dns with A record will not lead to security issue, especially if we talking about ipv4, which is public, and should be already scanned millions times a day...
As of July 2024 IPv4 is the minority protocol used for Internet traffic. It would be in Steam/Valve's best interest to support the majority protocol.
This 50% margin is critical as this means half the traffic served on the Internet is now over IPv6 rather than IPv4. If Valve wants to keep ahead of the curve and prevent unnecessary disruptions to their user base they should strongly consider rolling out IPv6-only support so that as more ISPs turn to CGNAT the Steam userbase that HAS enabled IPv6 can continue to enjoy online video games.
Additionally, Akamai is showing just under 50% [2] for the US. So major CDNs are also backing this data up. Google sees the majority of Internet traffic by far so I am willing to wager that their tracking is much more accurate given their breadth and ties into almost every web property.
Valve can easily promote IPv6 and be a forerunner by allowing the Steam clients to use 464XLAT through Steam servers. This would allow users to be on networks where only IPv6 is available to still play online games but the connection would be tunneled over their existing IPv6 connection to a translated IPv4 destination on Valve servers.
[1] https://www.google.com/intl/en/ipv6/statistics.html#tab=per-country-ipv6-adoption
[2] https://www.akamai.com/internet-station/cyber-attacks/state-of-the-internet-report/ipv6-adoption-visualization
What's kind of interesting is Steam runs a relay network, Steam Datagram Relay, the function of which is to allow connections to be tunnelled via Valve's network. The "Fake IP" system which SDR has is actually kind of similar in purpose to translation mechanisms like 464XLAT because it allows software which can't be updated to use SteamNetworkingIdentity for addressing to use fake IPv4 addresses which are then translated by the system.
So, it would be possible for games which use Steam's networking APIs to transparently connect to servers which are IPv4 only from clients which are IPv6 only, except that none of Valve's relays have an IPv6 address. So close, yet so far.
Also baffling: Valve hasn't updated their own matchmaking APIs to support SteamNetworkingIdentity, so the use of SDR Fake IPs is necessary to use Steam's networking APIs and Steam's matchmaking APIs together. See previous comment about Valve generally being behind the curve; they're not even keeping their own stuff up to date with themselves.
Ideally, ISteamMatchmaking and ISteamMatchmakingServers would be updated so that anywhere they currently use a uint32 IP address, they'd have a SteamNetworkingIdentity instead, because then the same matchmaking APIs would work for SDR with SteamIDs for identifiers, as well as IPv6 and IPv4.
The only place ISteamMatchmaking uses IP addresses is the method that puts the game server IP address in the public lobby information. Something that defeats the entire purpose of SDR. The same method also allows you to specify a SteamID if you really want to put that in your public lobby information rather than using the internal message sending functions like every Valve game with lobbies does.
And the legacy ISteamMatchmakingServers interface doesn't work at all with the concept of SDR. You can't protect a server from denial of service attacks if anyone is allowed to contact it at any time without even joining. If you want to have publicly accessible dedicated servers with SDR, you use the lobby-based matchmaking API and put the information that would require server queries in the lobby data. Or write your own API for the servers you run. Using the Steam API doesn't prevent you from using other APIs.
There not being any SDR entry points that are available to someone with no IPv4 connectivity is a problem, but the lobby-based ISteamMatchmaking and legacy ISteamMatchmakingServers APIs are not broken.
Please consider supporting IPv6-only in Steam. Thanks