I like this idea, but the only problem I see is that it takes control of 
the servers, instead of the server admins controlling the server.
If this system were to be implemented, it needs to have at least a 
variable, or startup parameter, so that if a server admin does NOT want 
their server automatically updating (for whatever reason), it won't.

Ronny Schedel wrote:
> 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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>>
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