"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.
>
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