I have to pop in here and say that this doesn't work in CSGO so does it
really work with TF2? Right now i have a CSGO server where there are
19/24 players and every player gets "Failed to join session. Session is
full" . Not even direct connect works.
-ics
Fletcher Dunn kirjoitti:
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]] 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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