Guys I did some tests lately and I found the issue. Which was an intended 
change which became a problem.


This change actually affects all games that use steam server browser. Issue is, 
it's more noticeable on CS:GO because of the amount of my servers. The tests I 
did to reach this conclusion:

NOTE: I am from UK. Also all this tests were done around 23:30 GMT+0 (BST)


Went on CS:GO searched for servers, only 1000 pops up and none of them are from 
US  or Asia (started to notice on the late night on Europe due to many empty 
servers), when I noticed that I wondered why it kept doing that. So I found 
this: 
https://github.com/ValveSoftware/halflife/issues/769#issuecomment-14911881 , I 
thought it was only on 1.6 but I found that it happens on all games.


Decided to do more research, games such has DoD 1.3, DoD:S , and such games 
that has a lower server number it showed up all servers including the ones from 
US and Asia and such.


Went back to TF2, CS:S, 1.6 also had such issues, since the total server number 
is really high. From there I noticed it only happens on games that it has a 
high amount of servers, it starts to filtering for some odd reason. According 
to that link I posted above it seems it only shows servers near your IP 
Geolocation with some rare exceptions.


So since such issue happens I found that I should force to LOWER the amount of 
servers it’s being asked to the masterserver to update. So I decided to set my 
filters to "No Password”, it didn’t work at all, WHEN I tried to setup “Has 
users playing” I found that the game/steam server browser (Started first with 
CS:GO but I did also on TF2, CS:S, 1.6, also in steam server browser not only 
in game) starts showing servers from US, China, and so on, and I compared to 
the list presented on Game Monitor which I know it’s not accurate but it gives 
a perception of what you are missing (also used www.serverbrowser.com), so I 
wonder why is not working with “No password” and it is with “has users 
playing”??


So I ended up ticking off the box from “No password” and it showed up servers 
with password, but when I unticked “Has users playing” I noticed it didn't 
update anything. So I came to the conclusion when you use “Has users playing” 
masterserver ignores all empty servers, which causes your list to have a lot 
less servers and starting to require more to keep a certain threshold which I 
don’t know what it is, since differs from game and from day time.


After this next day, around 19:00 which is CS:GO peak time and I noticed same 
didn't happen anymore. Since many EU servers are populated and are more than 
enough to show up in the server it never showed up more than the usual nearby 
EU servers (even start filtering servers from Sweden, Finland, and so on even 
near me).



So with this I found this is a issue with the new Steam Server Protocol which 
is terrible for mod communities.

Some keypoints  and conclusions about this research, more of TL;DR:


Issue is NOT on CS:GO but it is on Steam Server Browser protocol since lastest 
update to ignore sv_region and it happens on games total server numbers is 
really high


Filtering what you request from the masterserver seems to work quite perfectly.


External websites such as Game-Monitor, ServerBrowser seems to work as they use 
different ways to refresh servers from the master servers


on CS:GO test if you do on Steam Server Browser NEVER works because it shows 
all Valve servers on it, which causes to be a large number of servers being 
retrieved therefore you are never able to get more servers than the ones near 
you


The only setting to far to seem to fix is “Has users playing” others such as No 
password, tag filtering, map filtering, ping, location, part of the world, is 
not full does not work.




So Valve needs seriously to rethink what they have done, this can hurt many 
communities on the long run, not only on CS:GO but also in others games, gladly 
small player base games such as DoD don’t have that problem or the game would 
die quickly.




Sent from Windows Mail





From: Gamemann
Sent: ‎Monday‎, ‎November‎ ‎24‎, ‎2014 ‎9‎:‎13‎ ‎PM
To: [email protected]





Dear Counter-Strike: Global Offensive developers and server owners,


I need to address the current state of the modding community and why things 
must change. The modding community is lacking major functionality at the 
moment. First, I want to talk about how important the CS:GO modding community 
is. Counter-Strike: Source and Counter-Strike are still alive due to the 
modding community. Server owners put time and effort into creating servers and 
providing a unique gaming experience for players. Ever since CS:GO launched, 
the modding community hasn’t gone anywhere due to the modding community not 
having the right tools to prosper.


The first major issue in CS:GO is the unfinished community server browser. This 
issue has been discussed multiple times but Valve has been quiet about the 
issue. The community server browser will one day display 500-1000 servers and 
the next day display only 10-60 servers. These servers usually have a password 
or are Valve official servers. The CS:GO’s community server browser should be 
similar to CS:S’s community server browser where it will show all community 
servers (5000+ servers), with the default region set to “ALL”. It should also 
filter all Valve’s official servers since they will flood the server browser 
results. Many well-done community servers lack population and the unfinished 
community server browser is to blame.


    The next major issue in CS:GO is the “qconnect” attack. There have been 
servers down for months straight from the “qconnect” attack. Many communities 
have sent e-mails to Valve about the attack but no useful responses were sent 
back. These attacks disguise themselves as legitimate packets, therefore 
blocking the attack through the firewall blocks all legitimate traffic. These 
IPs are spoofed, therefore we cannot filter per IP address through the 
firewall. The command “sv_max_queries_sec_global” doesn’t work correctly, when 
at a ridiculously high value (9999999999), the server doesn’t use extra CPU and 
rejects legitimate packets. The e-mail sent to Valve with more information is 
here: http://pastebin.com/kLKi6fjm


    The final issue is the model precache limit, usually the amount of models 
isn’t an issue, but the table includes materials. There have been servers 
crashing with errors such as

“Warning:  Table modelprecache is full, can't add materials/XXXX.vtf”. There 
should be a separate material precache table for materials only. The limit at 
1024 maximum models/materials is not enough for the modding community and 
restricts the modding community from enabling unique features that worked fine 
in CS:S.


I hope these major issues can be addressed.


Thanks.
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