The autoupdate does not work for L4D.

> Linux Has an autoupdate feature.
>
> When will the windows guys get -autoupdate and -fork for l4d?
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of David Cousins
> Sent: Saturday, January 24, 2009 2:39 PM
> To: [email protected]
> Subject: [hlds] Server/client updating and L4D matchmaking
>
> *ahem* This is a bit long, so TL;DR: Matchmaking breaks for hours after
> every update because of the automatic nature of client updates and the
> manual nature of Server updates. It needs fixing by making the hldsupdate
> automatic too, but with some intelligence..
>
> ------
>
> Non-TLDR version:
>
> Everyone knows the drill by now. Whenever an update is released, 
> matchmaking
> suddenly becomes useless when trying to find a server. It's also a problem
> for other games, but at least with a server browser you can see and choose
> servers that have been updated.
>
> People already playing when the update drops are fine, but anyone they
> invite gets the new update and can't play with them, and if a group logs 
> out
> and back in to grab the update, because of how servers are updated they
> wouldn't be able to find many freshly updated servers to actually play on.
>
> What needs to happen is for steam to be a heck of a lot more intelligent
> about updating clients and servers need to self update.
>
> When an update is released, it should start off by being distributed to
> servers only, but not applied, and trickled down slowly so as not to 
> disrupt
> the gameplay of people on that server currently. For major updates with a
> large filesize they would have to be released a couple of hours before
> pushing the client update, but for most patches it could be done an hour 
> or
> so before.
>
> When a server has downloaded all of the update, it should then tell the
> master server it has done so and is ready to update itself, but it 
> continues
> to run until given the go-ahead to update. When a certain percentage of
> servers have reported to the master server that they are ready, then the
> master server should tell them to update.
>
> When the servers are told to restart, they don't instantly shutdown (this
> would be annoying for anyone playing and potentially cause a massive load 
> on
> the content servers with players from thousands of servers all updating
> their client). Instead, servers wait until they are empty, change maps, or
> end a campaign (depending on the game). This helps spread the load of
> clients grabbing updates, as well as allowing people to finish their game.
> Shortly before the server shuts down, it sends the players a message 
> telling
> them a game update is available and that they can grab it at the end of 
> the
> map/campaign when the server updates itself.
>
> At the same time as the master server tells servers to update, the steam
> content servers begin to release the update to clients in the normal way.
>
> This way, anyone in a game can continue playing and anyone looking for a
> game can continue playing without having an update forced on them and then
> needing to hunt for an updated server. When the client update is pushed 
> out,
> anyone in a game can continue without worry that the server will boot 
> them,
> but anyone launching a game will get the update and will have servers to 
> use
> (any that were empty will update instantly, and gradually as games finish
> and maps change servers will update themselves). Anyone invited to join a
> game in progress will be fine for the most part, and only inconvenienced 
> for
> a short time while the game they were invited to is completed.
>
> It's probably a hard system to implement, but the current system just
> renders matchmaking unusable and really needs fixing. And even in games
> without matchmaking, it can be frustrating when you want a game but can't
> find any empty local servers because everyone who has updated only has a 
> few
> updated servers to choose from.
>
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