Unfortunately, I haven't had the resources to hack on this. It's still
very much a problem with players reporting they're hitting it near
daily. What seemed to temporarily halt the reports is to disconnect
them with a custom message (printing slots). That doesn't fix the
queuing regression in the slightest, though.

Kyle.

On Fri, Jan 3, 2014 at 1:50 PM, ics <i...@ics-base.net> wrote:
> I have to pop in here and say that this doesn't work in CSGO so does it
> really work with TF2? Right now i have a CSGO server where there are 19/24
> players and every player gets "Failed to join session. Session is full" .
> Not even direct connect works.
>
> -ics
>
> Fletcher Dunn kirjoitti:
>
>> The server browser queries the server and then checks the numbers from the
>> ping against authenticated player counts from Steam.  If there is a
>> difference, then it performs a reconciliation according to some logic that
>> is not totally brain-dead.  For example, one of the heuristics it uses is
>> that if the server reports that it is full, then it will trust the server,
>> no matter what Steam says.  (Because of the exact problem you describe.)
>>
>> So I'm not sure that the problem is that Steam service is intermittent.  I
>> think the problem is that the server is not reporting itself as full?  When
>> you use a tool such as HLSW, which doesn't talk to Steam at all, does the
>> data in the ping show the server as full?
>>
>> -----Original Message-----
>> From: hlds_linux-boun...@list.valvesoftware.com
>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle
>> Sanderson
>> Sent: Thursday, December 26, 2013 3:33 PM
>> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
>> Win32 server mailing list
>> Cc: Eric Smith
>> Subject: [hlds_linux] [Regression] Horribly inaccurate player counts from
>> Steam.
>>
>> So a few weeks (probably months now, actually) ago all of the in-game
>> client tabs were moved to rely on data from Steam, instead of querying the
>> actual server. Which is fine, this most likely hurt fake players users quite
>> significantly.
>>
>> However, from what started off as a few players incorrect (4~) has greatly
>> increased. We're up to 14~ phantom slots, as the players clients are broken,
>> or Steam is having trouble keeping up. This results in an actually full
>> server (64/64) showing as 50/64. Client's are now unable to externally queue
>> to join the server, it's actually pretty horrible. If servers are given an
>> unverified leeway of 15% of their verified players, it might be enough to
>> span the gap for those broken steam clients.
>>
>> We run some pretty large servers, so this doesn't impact us as much.
>> Well, besides an endless amount of player reports, which is starting to
>> take it's toll. However, if you're running a TF server with 24 slots, and 10
>> of them are empty... that's quite the thing.
>> Alternatively, if the max-player defines are increased, that would work as
>> an interim solution.
>>
>> A revert, or fix would be much appreciated. I don't believe this is easily
>> fixable, as Steam's actual up time is around 80%.
>>
>> Kyle.
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds

Reply via email to