Just for the record, I have not noticed any player count discrepancies in
my TF servers, nor have any players reported any discrepancies to me.


Dr. McKay
www.doctormckay.com


On Thu, Dec 26, 2013 at 8:33 PM, Fletcher Dunn
<[email protected]>wrote:

>  I'd start my investigation by confirming that the raw ping from your
> server is correct and what you want it to be (using hlsw or something
> similar).
>
>
> -------- Original message --------
> From: Kyle Sanderson
> Date:2013/12/26 5:25 PM (GMT-08:00)
> To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list
> ,Half-Life dedicated Win32 server mailing list
> Cc: Eric Smith
> Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
> counts from Steam.
>
>  >and your server contains bots.
> No bots (not even STV).
>
> > totally based on the visible max.
> Ah, so I'm presuming that's the case too with the GMS (the actual
> field is ignored)?
>
> I'll try gaming our queries to Steam and see if that declines in user
> reports.
>
> Thanks,
> Kyle.
>
>
>
> On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn
> <[email protected]> wrote:
> > The server browser doesn't know anything about the actual max, it is
> totally based on the visible max.
> >
> > -----Original Message-----
> > From: Kyle Sanderson [mailto:[email protected] <[email protected]>]
> > Sent: Thursday, December 26, 2013 5:19 PM
> > To: Fletcher Dunn; Half-Life dedicated Linux server mailing list;
> Half-Life dedicated Win32 server mailing list
> > Cc: Eric Smith
> > Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player
> counts from Steam.
> >
> > Is that the visible max, or the actual max? We only recently removed
> sv_visiblemaxplayers as a result from this about a week and a half ago; no
> improvement.
> >
> > Kyle.
> >
> > On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn <
> [email protected]> wrote:
> >> "full" should mean that the player count in the ping >= the max player
> count in the ping.
> >>
> >> -----Original Message-----
> >> From: Kyle Sanderson [mailto:[email protected] <[email protected]>]
> >> Sent: Thursday, December 26, 2013 5:14 PM
> >> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
> >> Linux server mailing list; Fletcher Dunn
> >> Cc: Eric Smith
> >> Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate
> player counts from Steam.
> >>
> >> There may be logic missing from cstrike if being full is the case (or
> missing from the GMS, if it's implemented there). My C++ classes,
> CheckValve, and the collection of PHP querying classes from xPaw all show
> the server as being full from the old masters.
> >>
> >> It may also not be staying full (just under, from our AFK Manager), and
> players are thinking they shouldn't encounter it as the GMS is returning
> 10+ free slots. The human element may be wrecking the full implementation.
> Maybe we'd be better off faking being full if we've passed a threshold?
> Client's that return true from IsClientFullyAuthenticated should be part of
> the list; right?
> >>
> >> Kyle.
> >>
> >> On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn <
> [email protected]> wrote:
> >>> The server browser queries the server and then checks the numbers
> >>> from the ping against authenticated player counts from Steam.  If
> >>> there is a difference, then it performs a reconciliation according to
> >>> some logic that is not totally brain-dead.  For example, one of the
> >>> heuristics it uses is that if the server reports that it is full,
> >>> then it will trust the server, no matter what Steam says.  (Because
> >>> of the exact problem you describe.)
> >>>
> >>> So I'm not sure that the problem is that Steam service is
> intermittent.  I think the problem is that the server is not reporting
> itself as full?  When you use a tool such as HLSW, which doesn't talk to
> Steam at all, does the data in the ping show the server as full?
> >>>
> >>> -----Original Message-----
> >>> From: [email protected]
> >>> [mailto:[email protected]<[email protected]>]
> On Behalf Of Kyle
> >>> Sanderson
> >>> Sent: Thursday, December 26, 2013 3:33 PM
> >>> To: Half-Life dedicated Linux server mailing list; Half-Life
> >>> dedicated
> >>> Win32 server mailing list
> >>> Cc: Eric Smith
> >>> Subject: [hlds_linux] [Regression] Horribly inaccurate player counts
> from Steam.
> >>>
> >>> So a few weeks (probably months now, actually) ago all of the in-game
> client tabs were moved to rely on data from Steam, instead of querying the
> actual server. Which is fine, this most likely hurt fake players users
> quite significantly.
> >>>
> >>> However, from what started off as a few players incorrect (4~) has
> greatly increased. We're up to 14~ phantom slots, as the players clients
> are broken, or Steam is having trouble keeping up. This results in an
> actually full server (64/64) showing as 50/64. Client's are now unable to
> externally queue to join the server, it's actually pretty horrible. If
> servers are given an unverified leeway of 15% of their verified players, it
> might be enough to span the gap for those broken steam clients.
> >>>
> >>> We run some pretty large servers, so this doesn't impact us as much.
> >>> Well, besides an endless amount of player reports, which is starting
> to take it's toll. However, if you're running a TF server with 24 slots,
> and 10 of them are empty... that's quite the thing.
> >>> Alternatively, if the max-player defines are increased, that would
> work as an interim solution.
> >>>
> >>> A revert, or fix would be much appreciated. I don't believe this is
> easily fixable, as Steam's actual up time is around 80%.
> >>>
> >>> Kyle.
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Reply via email to