--
I'm not speaking about network latency or quality.
I'm speaking about IP order in the steam browser.

For example, I have to wait the end of the server list refresh if I want
to see the servers of my country. Even with good filters, this is very
long, and it does have a real impact on the servers popularity.

--
Johann

On Apr 24, 14:18, Scott Long wrote:
> Hopefully, the GSP has researched which backbone/colo providers have the
> best transit. There are some game server providers who have servers 9 hops
> off of the major backbone/s in the area. There are others who are able to
> place their servers one hop off the backbone. The IP range doesn't matter.
> It is the transit that can make or break a GSP IMHO.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Thiesson
> Johann
> Sent: Saturday, April 22, 2006 2:04 PM
> To: [email protected]
> Subject: Re: [hlds_linux] Analysis: why servers with good latencies show up
> last in Steam's servers list
>
> --
> And this solution is still not really good, as GSP IP ranges have no
> relation with gamers ISP ranges, even in a same country.
>
> --
> Johann
>
> On Apr 22, 12:39, BlueHawk^4u wrote:
> > It used to be that way, going from lowest ip to highest, it was changed a
> > long time ago, they are now in IP order (starting from the clients IP
> > address, walking the list of servers both forward and backwards).
> >
> > Gavin Rodgers
> > (BlueHawk^4u)
> > 4u-servers.co.uk
> > 4u-servers.co.uk/forums (forums, now with 500+ FREE arcade games)
> > 4u-mobile.co.uk (ringtones logos ..)
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Grievah
> > Sent: 22 April 2006 12:21
> > To: [email protected]
> > Subject: [hlds_linux] Analysis: why servers with good latencies show up
> last
> > in Steam's servers list
> >
> > Apologies for the long post, it is a complex issue, which affects some
> > hosting providers in a hard way.
> >
> >
> > The situation, as I gathered it (corrections welcomed):
> > -------------------------------------------------------
> > When a srcds is launched, it contacts Steam's master servers, which adds
> > the IP:port to a database.
> >
> > Then, when a Steam browser asks for a list of servers in the "Internet"
> > tab, Steam master servers return the full list it has in its database to
> > the Steam client, where IP addresses are ordered from the lowest to the
> > highest.
> >
> > As the Steam browser starts receiving this ordered list, it checks for
> > the latency of each IP:port, one after the other. This leads to hundred
> > of packets per second being sent and received (in my case, 150 packets/s
> > sent, 90 packets/s received).
> >
> > The Steam browser shows the servers for which it receives latencies
> > results back.
> >
> >
> >
> >
> > The problem:
> > ------------
> > Most home modems/routers/ethernet interfaces and DSL connections are
> > unable to process this large amount of packets per second and as a result:
> > - servers with a low IP address are queried first and are more likely to:
> >     a. reply
> >     b. and with a low latency
> > - server with a high IP address are queried last and are more likely to:
> >     a. see their reply packet dropped
> >     b. or have the query or reply packet stay in output queues somewhere
> > along the way, which leads to high latencies
> >
> > Note I am not speaking about bit/s, here, but about packets/s - changing
> > the "Internet speed" in the Steam browser has, therefore, no impact
> > whatsoever.
> >
> > Note also I am not the only one affected by this issue, which is
> > reported on many Steam/Source games forums.
> >
> >
> >
> > The solutions:
> > --------------
> > 1. for Source games hostings providers: make sure you are being
> > allocated low IP addresses ranges. Unfortunately, this is not practical,
> > since IP ranges are allocated by Local Internet Registries, which get
> > them from Regional Internet Registries (RIPE, ARIN, AfriNIC, APNIC,
> > LACNIC), which have their own ranges from already depleted IPv4 blocks.
> > To summarize, allocations to a given Provider are not random, yet
> > Providers cannot request addresses in a "low" range.
> >
> > In other words, providers of Public Source servers do not have much
> > choice: either they are being allocated low IP ranges and their servers
> > will fill more easily (whether it is a good thing or not to them), or
> > they are allocated high IP ranges, and their public servers will
> > struggle filling up.
> >
> >
> > 2. for people wishing to rent/own a Public Source game server, filling
> > up easily: just make sure its IP address is as low as possible. You may
> > ask the provider which IP ranges he uses/has, before spending your money.
> >
> >
> > 3. for Valve: this situation gives unfair advantages to some providers
> > over others. As I see it, there are two relatively easy ways Valve could
> > address this:
> >  * on Steam's master servers, have a scheduled job (every 10 minutes,
> > for instance) than randomly reorders the lists that are sent to Steam
> > browsers.
> >  * in Steam's browsers, throttle the outputing of packets that check for
> > latency, to a low default value that do not cause problem with most home
> > hardware (50 packets/s?). Either hide this, or make it a parameter in
> > the "Internet" tab.
> >
> >
> > Thoughts?
> >
> > _______________________________________________
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> >
> >
> >
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> please visit:
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