"Ticket canceled" means (almost all of the time) that the *client* told Steam 
that they were leaving your server.

This is the sequence of events that we think is happening:

1.) Network disruption begins on the gameserver.
2.) Client drops, or leaves the game.  (This is obviously a common thing that 
players do when their experience is suddenly degraded.)  The client isn't 
experiencing any network problems on his end, so he tells Steam he is leaving 
the gameserver, and Steam immediately receives this message and cancels the 
auth ticket for the client on that gameserver.
3.) Gameserver restores network connectivity.  It hasn't heard anything back 
from the client, but has not timed the client out, either.
4.) Gameserver receives message from steam auth that the client canceled their 
ticket.

So Steam auth system in this case is just the messenger telling your server 
that the client dropped, it is not actually "kicking" the client.  The 
client-server is UDP, so there's no TIME_WAIT state to immediately notify the 
gameserver and terminate the connection if the server tries to contact the 
client soon after connectivity is restored.  The client will simply discard 
such communications --- so the server has to rely on a (relatively generous) 
timeout.

We did fix a problem with the auth system around the New Year, but it would 
only account for problems surrounding the relatively infrequent occasion that 
we prop all of our servers.  The reports we have investigated have not shown 
anything unusual on the back end.  So this is our current theory.  We think 
that steam auth has been getting the blame for "kicking" players, when in fact 
it's just the first mechanism by which the game server is notified that the 
player left.

I think we should stop trying to debug auth problems, and instead look at what 
sorts of basic network disruption might cause clients to leave or quit.  
Obviously, this could most definitely be in the realm of a Source dedicated 
server bug or design flaw --- but it could also be a plugin blocking.  I'm 
working on some suggestions for the best ways to debug this.  I think it's 
basically just "use vprof", but I want to get specific instructions and know 
that they work.

Your humble servant,
- Fletch


-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Saturday, February 04, 2012 10:25 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No Steam Logon - massive lag

In relation to this, i've previously seen major lagging time to time that hits 
when the round starts. At this time, one or more players drop off with message 
"no steam logon" (everyone propably remembers the case when server basically 
emptied out due to this) but due to recent change, it now says:

Player Herra Troot left the game (Client left game (Steam auth ticket has been 
canceled)) Player Oliolli left the game (Client left game (Steam auth ticket 
has been canceled))

The lagging (timeout timer comes up) only lasts about 2-10 seconds and 
immediately ends when one or more players drop off and everything is back to 
normal.

My question is, can a client that has issues cause the whole server to lag 
untill it gets the reply from steam to drop the player off and why do these 
players drop off  in the first place as they have been on the game like every 
other guy next to them for couple of maps before this? 
Shouldn't those tickets automatically renew during gameplay? Atleast thats what 
i think my game is sometimes doing when it does a 1-2 seconds screenjam & 
soundloop.

-ics

31.1.2012 2:20, Fletcher Dunn kirjoitti:
> Steam auth sometimes gets the blame when in fact the problem is just a 
> plain-old-fashioned client timeout.  We have changed the messaging recently 
> to make this more clear, but if you are running old binaries.
>
> I do seem to remember that we fixed a similar DoS attack recently.
>
> Can you confirm that you are running the latest binaries?  When you boot your 
> server, does it spit out your public IP next to the message when your server 
> connects to Steam?  Can you verify your files and make sure it doesn't pull 
> anything down?
>
> Your humble servant,
> - Fletch
>
> -----Original Message-----
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael 
> Johansen
> Sent: Saturday, January 28, 2012 7:25 AM
> To: hlds_linux@list.valvesoftware.com
> Subject: [hlds_linux] No Steam Logon - massive lag
>
>
> Hi guys,
> I'm running 6 TF2 servers which are quite popular. Anyhow, my server laggs, 
> badly sometimes, and right after the spike a lot of players d/c with the "No 
> Steam Logon" message. This is not related to a machine or any plugins I am 
> running. This has happened a lot of times now, and I'm sick of it. What is 
> wrong and why is it happening? Me and a friend were playing on two of our 
> servers when we both lag out (red message in the top right corner) and then 
> it stops and returns to normal, but half of the players are now gone.
> Help?                                         
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