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 > >
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