> Sure hope someone finally looks into this. I played around a bit about a week ago (finally). When the Steam queries were off by four, the Server queries were off by two. There were 64 players connected, 4 not fully in-game (presumably transferring). Considering how new (and prevalent the problem suddenly became), I don't believe there's anything I can do. It looks like most of the functions were inlined somewhere along the way (presumably to make this more difficult; or I'm looking in the wrong places), so I've given up for now.
Kyle. On Mon, Jan 13, 2014 at 3:27 PM, BOOM! Support <supp...@boomgaming.net> wrote: > I believe this is the same issue I reported here a few times many months ago > on the list as “Ghost Players” that keep appearing in a couple of my TF2 > servers. These two TF2 servers report anywhere from 1 to 4 empty player > slots every day during a 24-hour period and the servers appear full even > though there are only 20-24 real players in them. Neither of the servers > have bots in them when the problem occurs. > > > > The issue only occurs on my servers that I run stock Valve maps on and have > registered with Quick-play. The other servers I run with custom maps and are > not registered never the problem. It’s almost like players are attempting to > connect to the server via Quick-play and if the connection fails to complete > leaving their assigned slot un-usable by anyone else but them.. I suppose > this could be either because of a problem with the player’s TF2 client or > they simply cancel their connection while they are getting the server info > and the map is loading. The slot is taken and never released when they fail > to connect completely. I did however learn that if the same player > successful connects after retrying, they grab the empty slot that was > originally created for them and the slot is cleared upon a graceful exit > from the server. > > > > Currently, the only way to resolve it is by restarting the server and > kicking all the players ever morning in order to clear the empty slots. > > > > Sure hope someone finally looks into this. > > Happy New Year… > > > > From: Doctor McKay [mailto:mc...@doctormckay.com] > Sent: Thursday, December 26, 2013 5:47 PM > > > To: Half-Life dedicated Win32 server mailing list > Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player > counts from Steam. > > > > Just for the record, I have not noticed any player count discrepancies in my > TF servers, nor have any players reported any discrepancies to me. > > > > > Dr. McKay > > www.doctormckay.com > > > > On Thu, Dec 26, 2013 at 8:33 PM, Fletcher Dunn <fletch...@valvesoftware.com> > wrote: > > I'd start my investigation by confirming that the raw ping from your server > is correct and what you want it to be (using hlsw or something similar). > > > > -------- Original message -------- > From: Kyle Sanderson > Date:2013/12/26 5:25 PM (GMT-08:00) > To: Fletcher Dunn ,Half-Life dedicated Linux server mailing list ,Half-Life > dedicated Win32 server mailing list > Cc: Eric Smith > Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player > counts from Steam. > >>and your server contains bots. > No bots (not even STV). > >> totally based on the visible max. > Ah, so I'm presuming that's the case too with the GMS (the actual > field is ignored)? > > I'll try gaming our queries to Steam and see if that declines in user > reports. > > Thanks, > Kyle. > > > > On Thu, Dec 26, 2013 at 5:20 PM, Fletcher Dunn > <fletch...@valvesoftware.com> wrote: >> The server browser doesn't know anything about the actual max, it is >> totally based on the visible max. >> >> -----Original Message----- >> From: Kyle Sanderson [mailto:kyle.l...@gmail.com] >> Sent: Thursday, December 26, 2013 5:19 PM >> To: Fletcher Dunn; Half-Life dedicated Linux server mailing list; >> Half-Life dedicated Win32 server mailing list >> Cc: Eric Smith >> Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player >> counts from Steam. >> >> Is that the visible max, or the actual max? We only recently removed >> sv_visiblemaxplayers as a result from this about a week and a half ago; no >> improvement. >> >> Kyle. >> >> On Thu, Dec 26, 2013 at 5:15 PM, Fletcher Dunn >> <fletch...@valvesoftware.com> wrote: >>> "full" should mean that the player count in the ping >= the max player >>> count in the ping. >>> >>> -----Original Message----- >>> From: Kyle Sanderson [mailto:kyle.l...@gmail.com] >>> Sent: Thursday, December 26, 2013 5:14 PM >>> To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated >>> Linux server mailing list; Fletcher Dunn >>> Cc: Eric Smith >>> Subject: Re: [hlds] [hlds_linux] [Regression] Horribly inaccurate player >>> counts from Steam. >>> >>> There may be logic missing from cstrike if being full is the case (or >>> missing from the GMS, if it's implemented there). My C++ classes, >>> CheckValve, and the collection of PHP querying classes from xPaw all show >>> the server as being full from the old masters. >>> >>> It may also not be staying full (just under, from our AFK Manager), and >>> players are thinking they shouldn't encounter it as the GMS is returning 10+ >>> free slots. The human element may be wrecking the full implementation. Maybe >>> we'd be better off faking being full if we've passed a threshold? Client's >>> that return true from IsClientFullyAuthenticated should be part of the list; >>> right? >>> >>> Kyle. >>> >>> On Thu, Dec 26, 2013 at 4:56 PM, Fletcher Dunn >>> <fletch...@valvesoftware.com> wrote: >>>> 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds