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_linux