That's wonderful. But again, I'm not talking about the current 
autoupdate system (which apparently doesn't work on L4D), but the one 
that David Cousins pitched.

Cc2iscooL wrote:
> Um... There's two options. Either you use autoupdate or you don't.
> Take your pick.
>
> On 1/24/09, Jonah Hirsch <[email protected]> wrote:
>   
>> 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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>>>>
>>>>         
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>>     
>
>   

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