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