Same with 14 TF2 servers (24/32 slots). I get a ghost player from time to
time but never more than 1, maybe 2 at the most.


On Thu, Dec 26, 2013 at 8:47 PM, Doctor McKay <[email protected]> wrote:

> 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.
>> >>>
>> >>> _______________________________________________
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>> >>>
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