Problem with CSGO is the connectivity between server and steam. Right now, if you connect to a server that is has slots free, it might deny your access because "this session is no longer available" error or "server/session is full" (while it's not but steam thinks it is and steam wont trust server data over itself like it does for example on TF2). You can have like 11/16 players in the server and still steam won't allow player to join.

Weird errors like this usually go away after mapchange but sometimes server restart is required. This will "reset" everything by making sure steam keeps up with the data server reports to it.

I'm quite surprised that steam can even go off sync since if server reports the players to it and after the change was made in TF2 to clients report the actual playercount to the steam also, to get rid of fakeplayers, then why CSGO behaves likes this and denies players from joining even though there is nothing wrong at our or players end?

-ics

Emil Larsson kirjoitti:
Welp, not sarcastic but I admit my experience from using it was basically just one night when my gaming group wanted to try out a few custom maps for CS:GO. So I admit I didn't experience it's problems firsthand (but I'm curious what those would be).


On Thu, Jul 10, 2014 at 5:20 AM, Kyle Sanderson <[email protected] <mailto:[email protected]>> wrote:

    The Steam integration with CS:GO is by far one of the worst,
    persistent, problem causing things I've seen to date. I'm not sure if
    you're being sarcastic or not, but that would be absolutely awful in
    it's present, or even a tweaked state. At the very least it needs to
    be rewritten, if not entire implementation rethought.

    Thanks,
    Kyle.

    On Wed, Jul 9, 2014 at 7:52 PM, Emil Larsson <[email protected]
    <mailto:[email protected]>> wrote:
    > The CS:GO map workshop system being tweaked and ported to other
    Source
    > engine games (Especially TF2) would be so very awesome and
    handles updates
    > much better than the old system we still have to work with. The
    main quirk I
    > remember that i sorta disliked is that you had to make your own
    workshop
    > collection for it to work if you wanted your own mapcycle and
    this made you
    > require to have all maps you wanted to add to be in the workshop
    (but I
    > might remember wrong about this).
    >
    >
    > On Thu, Jul 10, 2014 at 4:42 AM, Ryan Stecker
    <[email protected] <mailto:[email protected]>>
    > wrote:
    >>
    >> As far as I can remember, clients have had a tendency to leave
    unfinished
    >> (.ztmp?) files in their downloads directory if their downloads
    don't
    >> successfully complete. That'll leave the client unable to join
    any server
    >> running that map.
    >>
    >> Honestly the entire download process should be reworked now
    that the 2013
    >> engine supports the `download` directory. Servers should be able to
    >> overwrite what a client has already downloaded, as there are
    countless cases
    >> where mappers have released new versions of maps but never
    changed the file
    >> name. It would solve this entire problem.
    >>
    >>
    >> On Wed, Jul 9, 2014 at 9:26 PM, Jason <[email protected]
    <mailto:[email protected]>> wrote:
    >>>
    >>> I've seen this before as well, map downloads (same as what's
    on the
    >>> server) and it still gives that error....ended up removing
    those maps from
    >>> the mapcycle.... had my wife test this once (made sure she
    didn't already
    >>> have the map), it downloaded from our fast download server and
    sure enough,
    >>> she got that error -- happened to about 50% of those who tried
    to connect.
    >>> Cannot remember the map names (since I've removed them a while
    ago) -- but
    >>> you may want to see about re-bzipping them and reuploading
    them....might be
    >>> some sort of minor file size discrepancy maybe?  *shrugs*
    >>>
    >>>
    >>> On Wed, Jul 9, 2014 at 10:17 PM, Obi <[email protected]
    <mailto:[email protected]>> wrote:
    >>>>
    >>>> Your player has a different version of the map than what you
    have on the
    >>>> server. Have them delete or move their local copy and reconnect.
    >>>>
    >>>> On Jul 9, 2014 9:01 PM, Drone Marviraptor
    <[email protected] <mailto:[email protected]>> wrote:
    >>>> >
    >>>> > I'm running a TF2 server, and every once in a while, some
    player
    >>>> > report that they can't join the server when it's running a
    custom map. The
    >>>> > map started downloading like normal for them but when it's
    done they get
    >>>> > disconnect and get this message "Missing map maps/map_name.bsp,
    >>>> > disconnecting" .
    >>>> > This happen for both Mac and Window player, I would be
    grateful for
    >>>> > some help.
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    >>>
    >>>
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    >>
    >>
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    >
    >
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