Re: [hlds] Master Server Move
206.123.95.51 My Dallas server but geoip shows it in New York, a bit off imo. Seems whois is showing a dallas address. - Original Message - From: Michael Krasnow mnk...@gmail.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Tuesday, April 13, 2010 8:20 PM Subject: Re: [hlds] Master Server Move it doesn't matter, its still more accurate, On Tue, Apr 13, 2010 at 9:05 PM, msleeper mslee...@ismsleeperwrong.comwrote: What about ISPs and IP providers whose GeoIP data are not even in the same area? Most GeoIP lookups are based on whois data of the IPs in question, so if your IPs are owned by a company on the west coast, but the datacenter you are in is in the east coast, then you're going to be getting some pissed off west coasters with high ping. On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote: GeoIP has been accurate enough. Even if it's off by 500 miles it's still far better than the octets of the IP which is what they do right now. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL Sent: Tuesday, April 13, 2010 8:36 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Master Server Move I hope all your IP addresses of both your clients and your servers have the correct geo IP data. On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com wrote: I think I love you Zoid, Kyle. On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com wrote: That was broken anyways in TF2 I believe... On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote: So it will no longer sort by ip similarity? Thank the dragons! On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com wrote: On Wednesday April 14th we will be moving the HL2Master servers to a new set of IP addresses. One of the major new features is the new Masters should return dedicated servers ordered by their geographical distance from the player requesting the server list, making for lower latency and better connections. Dedicated server operators will generally have to restart their dedicated servers after this move to ensure they will correctly pick up the new addresses of the these Masters. The server browser in the Steam client and in games such as Team Fortress 2 will automatically move to the new Masters. Server operators that manually set their master servers (we recommend against this practice however) please use hl2master.steampowered.com to refer to them instead of the IPs directly. This name returns all Master addresses. We will update once the move is complete. -- /// Zoid. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Master Server Move
Just list the servers and sort by ping imo, closest should ping the lowest. - Original Message - From: DontWannaName! ad...@topnotchclan.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Tuesday, April 13, 2010 9:05 PM Subject: Re: [hlds] Master Server Move Perhaps there should be a way for server operators to change their location settings like download settings in Steam. Granted, people could abuse that. There are still regional settings, why not location. How do we know where our servers will be listed, going on the list only approximates it. On Tue, Apr 13, 2010 at 6:57 PM, Steven Crothers steven.croth...@gmail.comwrote: They are right next to each other in that case... It wouldn't make sense to announce /32's so your point is moot. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Michael Krasnow Sent: Tuesday, April 13, 2010 9:47 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Master Server Move it doesn't matter its still better than 5000 miles! the current way is that the master servers think that if the client's ip address is 123.456.789.1 and the server's address is 123.456.789.2 that they are next to each other but in fact they could be on the other side of the world! this is still a lot better and probably the most accurate way we have. On Tue, Apr 13, 2010 at 9:41 PM, Mike Vail mike_v...@boomgaming.net wrote: Msleeper brings up a good very good point. His is iisue si very real. Fo r instance, my dedicated box is in San Jose, Ca. but it shows on Google maps as being in Dallas, Tx. If the list uses the Geo info, it could cripple us and show our server several 1000's of miles away. We are near the top of the list now on the west coast. Yikes! Ziod, have you taken this into account and are there work-arounds in place. I believe a lot of servers will be affected by this. Regards Lt. Maverick BOOM! Gaming Community -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of msleeper Sent: Tuesday, April 13, 2010 6:06 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Master Server Move What about ISPs and IP providers whose GeoIP data are not even in the same area? Most GeoIP lookups are based on whois data of the IPs in question, so if your IPs are owned by a company on the west coast, but the datacenter you are in is in the east coast, then you're going to be getting some pissed off west coasters with high ping. On Tue, 2010-04-13 at 20:49 -0400, Spencer 'voogru' MacDonald wrote: GeoIP has been accurate enough. Even if it's off by 500 miles it's still far better than the octets of the IP which is what they do right now. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL Sent: Tuesday, April 13, 2010 8:36 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Master Server Move I hope all your IP addresses of both your clients and your servers have the correct geo IP data. On Tue, Apr 13, 2010 at 5:38 PM, Kyle Sanderson kyle.l...@gmail.com wrote: I think I love you Zoid, Kyle. On Tue, Apr 13, 2010 at 2:54 PM, DontWannaName! ad...@topnotchclan.com wrote: That was broken anyways in TF2 I believe... On Tue, Apr 13, 2010 at 2:27 PM, 1nsane 1nsane...@gmail.com wrote: So it will no longer sort by ip similarity? Thank the dragons! On Tue, Apr 13, 2010 at 5:19 PM, Zoid Kirsch z...@valvesoftware.com wrote: On Wednesday April 14th we will be moving the HL2Master servers to a new set of IP addresses. One of the major new features is the new Masters should return dedicated servers ordered by their geographical distance from the player requesting the server list, making for lower latency and better connections. Dedicated server operators will generally have to restart their dedicated servers after this move to ensure they will correctly pick up the new addresses of the these Masters. The server browser in the Steam client and in games such as Team Fortress 2 will automatically move to the new Masters. Server operators that manually set their master servers (we recommend against this practice however) please use hl2master.steampowered.com to refer to them instead of the IPs directly. This name returns all Master addresses. We will update once the move is complete.
Re: [hlds] High Ping Players Lag Server?
Meh, I ping about 30-40 constantly in my server, I had a guy join with 200+ ping, all I noticed out of him was stalling and occasional skipping, I have never really noticed that pings rise due to that one guy, it would make all sense that if you cannot keep up with the tick you will just skip it, hence the pullback or something when your running. I dunno... my opinion on the matter. - Original Message - From: Stuart Stegall [EMAIL PROTECTED] To: hlds@list.valvesoftware.com Sent: Thursday, May 04, 2006 11:28 AM Subject: Re: [hlds] High Ping Players Lag Server? The server does not wait. This is why higher lag players being to jump around. There's a lag compensation part to it that attempts to smooth out movement and shots, but eventually it begins to not work due to insufficient information from the client with high ping. Do you honestly beieve the server packet handling thread(or however the internal architecture is) just sits there and waits for one client for 500ms? Steve Dawson wrote: -- [ Picked text/plain from multipart/alternative ] OK I have heard high pingers do lag the server by 1 person and the rest said that they dont. When thinking about it for second, what I want to know is how can they not lag the server. Think about this scenario: 10 players all with 30 ping, rate 2, update and cmd rates of 101, ex_interp .01, server: 200 fps, maxupdate 101, max rate 2, sv_maxunlag 0.5 On the server, a frame, or a world update, can be be finalized and sent to the players only after it has recieved all player data relating to that frame. Since the server recieves data from all players within 40ms from each player, it can calculate and send that world update immediately after But if there is a player with 300 ping, doesnt the server have to wait to recieve that players packet for it to be able to finalize the world update and send it to the players? up to .5 seconds because of max unlag? Let me give an example: you have 3 players. players a and b have 30 ping, rate 2, update and cmd rates of 101, ex_interp .01. player c has 350 ping, update and cmd rates of 20, ex_interp .1. Lets say that at a specific point in time, player A shoots at player B's head. The server recieves the update packet for both of those players for that point in time and is able to calculate that player a killed player b. the server is able to determine this 40ms after it happened. But even so, it cant finalize that kill and send it in a world update because what happens if 10 ms before player A shot player B, player C shot player A and killed him? So i figure that the world data must be stored in a timeline and that any givin point on the timeline can only be finalized after all client data for that specific has been recieved, or 500ms has passed because sv_maxunlag is 500ms. Considering all of this, wouldnt it be better to set sv_maxunlag .2 so that world updates would be sent at maximum 200ms after they occured? Please let me hear feedback on my assumptions and let me know how i am wrong or how i am right. Thank you. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.392 / Virus Database: 268.5.3/331 - Release Date: 5/3/2006 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds