Someone official can correct me if I am wrong, but from everything I 
have read, lagging clients have absolutely no effect on the server, or 
on any player other than themselves (other than in certain cases with 
extremely low update rates where the client may appear to "skip").  High 
ping and low update kickers in general though only serve to reinforce an 
unwarranted bias against those who may be connecting to a server from a 
distance, or whose hardware, or connection might not be ideal.

If your aim is to create an "in-crowd" of rich players with the latest 
hardware and perfect connections, then this sort of plugin will 
accomplish that admirably.  If your aim is to create a competitive 
server environment which provides the best possible technical support, 
in terms of bandwidth and update rates, for your clients, this sort of 
plugin will have no effect whatsoever.  If your aim is to create a fun, 
competitive server with a great atmosphere, this kind of plugin will 
have the opposite effect...

Cheers, Drek

css wrote:
> 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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