Hello.

I've been running a public CS:S server for few years now, and throughout 
the years players have complained about laggy "low raters". From the 
beginning there have been sv_mincmdrate and sv_minupdaterate set to match 
the tickrate on the server. According to the information related to these 
variables, they should enforce the lowest acceptable update rate for 
players. Unfortunately that's not true if player's computer is unable to 
achieve the desired rate. (Also it was only about year ago when the 
server's sv_*rate settings were actually patched to do what they were 
supposed to do.)

Some time ago I came up with pretty neat solution to find "low raters" 
from the diverse bunch of players. The solution is to measure the real 
update rate by Linux's iptables. Obviously the Linux server itself sees 
every packet that comes and goes from the game server. That's why it's 
possible to measure the true rate for all players - and get rid of laggy 
"low raters". Looking just at player's cl_*rate settings is not reliable 
at all - and mostly useless because the server can enforce the rates.

I've been amazed to see how many players are not achieving the solid 66 
updates per second. I've set limit on my server to 25/s, but still couple 
players per hour get kicked due to low rate.

Requirements for the system:

* Linux server with root access
* Semi-optional: Mani / Beetles / SourceMod plugin

The system can be used on for example public "hi-performance" 66/100 tick 
servers to make sure that all players achieve the solid ~66 updates per 
second. It could be also used on match servers to ensure that all 
competitors have solid update rate.

It's still under development. Having feedback from other server admins 
would be useful.

Download:
http://css.setti.info/code/ratetables/ratetables2.pl

More information and talk at srcds.com forums:
http://forums.srcds.com/viewtopic/7255

--
Ghost

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