Re: [hlds] Master Server Move

2010-04-13 Thread Alkaline
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.
 
 
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Re: [hlds] Master Server Move

2010-04-13 Thread Alkaline
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?

2006-05-04 Thread Alkaline

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.
--

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