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.
>>
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