You should see spew about "reservations" before they connect.

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DontWannaName!
Sent: Tuesday, August 21, 2012 2:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] [hlds] MvM server browser player counts and improtant 
note regarding replay

Is there something we will see in console when it tries to send players to our 
passworded servers?

On Tue, Aug 21, 2012 at 2:39 PM, doc <drga...@gmail.com> wrote:
> Did any of you set mp_allowspectate to 0 ?
>
> On Tue, Aug 21, 2012 at 2:32 PM, Cameron Munroe
> <cmun...@cameronmunroe.com>wrote:
>
>> I know my server @ 66.212.17.44:27016 has a password, is that one on 
>> the list?
>>
>>
>>
>> On 8/21/2012 1:58 PM, Fletcher Dunn wrote:
>>
>>> I could really use some help understanding how to reproduce this problem.
>>>
>>> What *should* be happening, and what I reproduced when I tested it, 
>>> was if you have sv_password set, it would immediately set tf_mm_servermode 
>>> 0.
>>>
>>> Can anybody explain how a server is in the matchmaking pool with a 
>>> password set?
>>>
>>>
>>>
>>> From: 
>>> hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>[mailto:
>>> hlds-bounces@list.**valvesoftware.com<hlds-bounces@list.valvesoftwar
>>> e.com>]
>>> On Behalf Of Alastor Raynes
>>> Sent: Tuesday, August 21, 2012 1:20 PM
>>> To: Half-Life dedicated Win32 server mailing list
>>> Subject: Re: [hlds] MvM server browser player counts and improtant 
>>> note regarding replay
>>>
>>>
>>> Fletch,
>>>
>>> I wanted to bring a bug to your attention. You guys probably already 
>>> know about this, but I thought I'd make you aware of it.
>>>
>>> Boot Camp matchmaking has the capability to connect to servers who 
>>> have passwords set. This results in a rather frustrating 20 minute 
>>> wait, followed by a Bad Password error and the need to re-queue.
>>>
>>> Please ignore this if it has been fixed.
>>> On Aug 21, 2012 1:56 PM, "Fletcher Dunn" 
>>> <fletch...@valvesoftware.com<** mailto:fletcherd@**valvesoftware.com 
>>> <fletch...@valvesoftware.com>>>
>>> wrote:
>>> We made some changes in today's update to make MvM player counts in 
>>> the server browser make as much sense as possible within the current 
>>> framework.
>>>
>>> Here's how it works:
>>>
>>> Bots should do not show at all in any client-visible way.  
>>> (Although, they still show in the "status" output.)
>>>
>>> sv_maxvisibleplayers is slammed to 6 + {number of spectators}.
>>>
>>> In this scheme, your server appears to have space if a player can 
>>> join and play on the defending team, it appears to be full if this 
>>> is not the case.  The existing server browser framework does not 
>>> make it straightforward to clients connected as spectator from the player 
>>> count.
>>>  This logic was the best compromise.
>>>
>>> One final note: We discovered a small problem with today's update.  
>>> If you have replay enabled, the above logic will think replay is a 
>>> "spectator"
>>> and your server will show 7 max players.  We'll fix this in an 
>>> upcoming update.
>>>
>>> - Fletch
>>>
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>>
>>
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