Interesting. Why the game doesn't pick the lowest ping server in
custom server list and inform the master server? I rarely get no
available slots if I join games from quick search. It seems to me that
GeoIP is pretty inefficient since shorter distance doesn't guarantee
fast connection. I ran a traceroute to Valve Seattle servers the hop
before the last one(on Qwest) has almost 90ms+ ping, which directly
contributes to 120ms+ ping for most players.

On Mon, Apr 25, 2011 at 5:59 PM, ics <i...@ics-base.net> wrote:
> You mean preferring "official dedicated" over best available dedicated? That
> used to be other way around, best available being the default but the server
> owners that set up crappy mods and such made the steampowered user forums
> community whine enough so it was changed to official dedicated about a year
> ago. Both are to blame, server owners and Valve for listening the whiners.
> Now Valve servers have some custom campaigns (the featured lucky picked
> ones) and official campaigns and rest custom ones are literally "left 4
> dead".
>
> I had a discussion off list last summer with Milton from Valve about ending
> up on a US server from Europe and as i recall, he said something about
> master servers using geo-ip system where the lobby assigns nearest server
> possible. Obviously if the IP has wrong information about it's location, it
> can be a mess. However, i have no idea what the situation is today as i have
> not played L4D2 but i do run servers for it along with custom campaigns,
> lots of them.
>
> All i know is that there is 10000 L4D2 players and whenever i initiate a
> server serch of lobby or ongoing game on L4D2, i see about 2 games available
> by average. The whole system seems somehow broken as no proper servers are
> assigned that actually would have the custom campaign installed that the
> player is trying to play and there aren't games available for those who
> would play it. I guess the situation is different on US continent.
>
> -ics
>
> 26.4.2011 0:38, Christoffer Pedersen kirjoitti:
>>
>> I have tried ending out on a US l4d server because no european were
>> available. I know this because of the ping, and i have also tried to lookup
>> the ip on infosniper and do some traceroutes.
>>
>> I have really never understanded the idea of preferring their own servers
>> instead of the other thousands of severs around the world, when they
>> certainly doesn't have enough capacity to handle all the players..
>>
>> And playing a l4d game with 150~ ping is a no-go..
>>
>> /Chris
>>
>> Sent from my iPhone 4
>>
>> Den 25/04/2011 kl. 14.47 skrev ics<i...@ics-base.net>:
>>
>>> The system (lobby server search) doesnt even work all the time as it
>>> should. It searches from all servers out there close to one that started the
>>> search, if they have certain campaign installed and give the first server
>>> that is free and is a match (has campaign installed that is searched for).
>>> Or Should give. Some Valve person can correct me if i am wrong but i
>>> remember someone saying that the one who performs the lobby search, gets
>>> data (list of available servers) from master server in fragments.
>>>
>>> Then the data shown in sv_showtags output is read (or the master server
>>> has already that and it can be looked into on the fly) and if there is a
>>> match, all head full.  If the fragment of servers does not contain valid
>>> servers, server searcher gets more of those fragments from master server (it
>>> was 50 servers per fragment or so). This keeps going at what, 30 seconds? At
>>> this time, usually 2 things happen. No servers are found from the ~200-300
>>> it can go through before the search timeouts and local host game is started
>>> automatically or the search will never end and no free servers are found
>>> that has particular campaign installed that the user wants to play.
>>>
>>> So, if there are only few servers around with particular custom
>>> map/campaign that the players want to play and search server for it, it will
>>> never get to that point and ends up being played localhost instead. Also the
>>> search fails if the players are from US and the servers that has that addon
>>> installed, are from Europe. I have a good example of this. I got many
>>> friends over US that end up being playing on localhost because there are no
>>> free servers in their continent and the search fails. I know for a fact that
>>> there are 11 servers on Europe, some that were even free at that time when
>>> the server search was initiated.
>>>
>>> -ics
>>>
>>> 25.4.2011 13:58, Eric Riemers kirjoitti:
>>>>
>>>> I know bullit 2 is true. It sends the addons map to the master server,
>>>> so
>>>> that public players wanting to play a certain custom map can also end up
>>>> on
>>>> your server (which is a good thing because customs hardly have enough
>>>> servers sometimes) I have not seen that message of "too much" but I only
>>>> have  a few, there are some addon maps which crash and make your server
>>>> 100%
>>>> cpu or even give other characters strange habbits (like floating zoey)
>>>>
>>>> -----Original Message-----
>>>> From: hlds_linux-boun...@list.valvesoftware.com
>>>> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
>>>> realdreams
>>>> Sent: maandag 25 april 2011 8:12
>>>> To: Half-Life dedicated Linux server mailing list
>>>> Subject: [hlds_linux] L4D/L4D2 Lobby reservation
>>>>
>>>> Hi,
>>>> I don't know how exactly lobby reservation works. Yesterday I saw a
>>>> couple
>>>> lines in console saying reservation failed because map doesn't exist.
>>>> Can
>>>> someone explain how lobby match making system works in l4d/l4d2?
>>>>
>>>> 1. How does master server pick server for lobby? When does it happen?
>>>> I notice mm_dedicated_force_servers doesn't not reserve a server until
>>>> the
>>>> game starts. And no reservation information in console unless there is
>>>> an
>>>> error.
>>>>
>>>> 01:58:02 L 04/25/2011 - 01:58:00: World triggered "Round_Start"
>>>> 01:58:02 L 04/25/2011 - 01:58:00: [META] Loaded 0 plugins (1 already
>>>> loaded)
>>>> 01:58:02 L 04/25/2011 - 01:58:00: Preventing spawning
>>>> 01:58:03 L 04/25/2011 - 01:58:00: server_message: "quit"
>>>> 01:58:03 L 04/25/2011 - 01:58:00: Log file closed
>>>> 01:58:03 L 04/25/2011 - 01:58:00: server_message: "restart"
>>>> 01:58:03 L 04/25/2011 - 01:58:00: Log file started (file
>>>> "logs/.................log") (game "left4dead2/left4dead2") (version
>>>> "4490")
>>>> 01:58:03 L 04/25/2011 - 01:58:00: Loading map "c1m1_hotel"
>>>> 01:58:03 L 04/25/2011 - 01:58:00: server cvars start
>>>>
>>>> 2. I used to have a lot of addon maps and every time I restart the
>>>> server
>>>> console says something like too many addon maps, not advertising
>>>> blahblah
>>>> map. So servers actually send available map list to master server? And
>>>> those
>>>> maps not advertised normally never get used? What can explain that lobby
>>>> reservation failure(map doesn't exist on server)
>>>>
>>>> 3. Does server have control over lobby reservation? I know lobby
>>>> reservation
>>>> can be removed with sm plugins. Can server modify lobby information like
>>>> permission(friend only/ public), game mode( from what I remember if
>>>> lobby
>>>> reservation exists, forcing game mode change on server sends all players
>>>> back to lobby) and full/ not-full. I am not sure if there is a flag for
>>>> full
>>>> or only number matters. If a server has more than 8 slots, can players
>>>> join
>>>> the server via quick search in game? l4dtoolz can patch match making and
>>>> shows more available slots in steam group servers. Will master server
>>>> send
>>>> players to a server that already has 8 players(like 8/16)?
>>>>
>>>> Thanks.
>>>>
>>>> _______________________________________________
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>>>>
>>>>
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>>>
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