RE: [hlds] ServerList Destroyed

2004-09-14 Thread -GB-Carpy
Why do you assume the problem is my side? I have tried all the internet
speed settings, various times. Does not the thousands of other people having
this problem lead you to believe that just perhaps this is a problem with
Steam ?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of TMRh20 .
Sent: 14 September 2004 03:16
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

I completely agree with Steven. Try lowering ur connection speed setting in
steam. -- remember ur 3mb connection is probably not the same speed upload
as download -- in which case ur probably just maxing our ur connection.


From: Steven Hartland [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed
Date: Mon, 13 Sep 2004 22:53:11 +0100

Before stupidly demanding things get changed back. Find out what the
problem
is. Have you done a trace on the connection? What's the packet dump you
are seeing. Is there any loss? Are you seeing out of order packets? Is the
MTU correct on all parts of the network between you and the master servers?
Obviously leaving it over night is not needed the results should not pause
for
more than few seconds.

Have a look at the above and lets see if we can be more constructive
and find the cause of the problem so that it can be fixed.

Steve / K
- Original Message -
From: -GB-Carpy [EMAIL PROTECTED]


Impatient? Well I have left it overnight before and its never got to more
than 2000.

I have never had any trouble with my 3mb cable connection either.

No other online game has these troubles.

CS 1.5 didn't have these troubles.

Its just Steam, and its not just for me, its for THOUSANDS of other people
aswell so please don't try and belittle us by presuming it is user error.

Maybe you are one of the lucky ones who has no trouble. Most other people
are not so lucky..

Change the damn thing back before its too late Valve.




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Re: [hlds] ServerList Destroyed

2004-09-14 Thread Steven Hartland
Right lets see if we cant get some info out of this.
On both ur machines get a copy of ethereal installed.
Just before you hit refresh all in steam start a capture.
once the refresh is complete stop the capture.
Save both captures to disk zip em and email me and
I'll have a look see if I can see what's going on.
Another test to try is to grab winmtr and run a trace
through to the steam master see if you are seeing any
packet loss. I've got a feeling its something to do with
either fragmentation, MTU or possibly dodgy firewall
code.
Lets work together to find out what's wrong so valve
can fix it.
   Steve / K
- Original Message -
From: Peter Aldrich [EMAIL PROTECTED]

OK so here is a scenario.  I have multiple locations where I play from.  My
office where my server is located on a dedicated line (3xT1).  Refresh of
the master list give me Thousands of server approx 9000+  I teach at a local
academy (Cisco Stuff) refresh there gives me 823 servers (also T1).  I am
going to check at my home (DSL) also to see what I get but that is a major
difference... Am I wrong.  And, yes I was patient and waited for a complete
refresh :)  Just stopped after 823... So... Is there a prob?  You got
me...but... 2+2=


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Re: [hlds] ServerList Destroyed

2004-09-14 Thread Steven Hartland
Oh very helpful. Time to go back to your kinder garden now.
   Steve / K
- Original Message -
From: -GB-Carpy [EMAIL PROTECTED]

Well I analysed all the data and network traffic and the result that came
back is that Steam is gay.


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RE: [hlds] ServerList Destroyed

2004-09-14 Thread -GB-Carpy
Thought you'd appreciate that one ;)

Its just what Steam reduces me to sometimes.

I will get a copy of ethereal and get recording.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: 14 September 2004 05:54
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Oh very helpful. Time to go back to your kinder garden now.

Steve / K
- Original Message -
From: -GB-Carpy [EMAIL PROTECTED]


 Well I analysed all the data and network traffic and the result that came
 back is that Steam is gay.




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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Peter Aldrich
Steve:

Thanks for the offer but I am not going to send you captures. It violates
every security policy on the networks I manage.  Sorry.

It is interesting that this was never a problem until the change valve
currently put in place.  So.. Like I mentioned 2+2=4...  Since these are
major networks, and are completely managed, we would see any consistent
packet loss... It would impact our business...

Thanks
Paldie

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, September 14, 2004 12:53 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Right lets see if we cant get some info out of this.
On both ur machines get a copy of ethereal installed.
Just before you hit refresh all in steam start a capture.
once the refresh is complete stop the capture.
Save both captures to disk zip em and email me and I'll have a look see if I
can see what's going on.
Another test to try is to grab winmtr and run a trace through to the steam
master see if you are seeing any packet loss. I've got a feeling its
something to do with either fragmentation, MTU or possibly dodgy firewall
code.

Lets work together to find out what's wrong so valve can fix it.

Steve / K
- Original Message -
From: Peter Aldrich [EMAIL PROTECTED]


 OK so here is a scenario.  I have multiple locations where I play
 from.  My office where my server is located on a dedicated line
 (3xT1).  Refresh of the master list give me Thousands of server approx
 9000+  I teach at a local academy (Cisco Stuff) refresh there gives me
 823 servers (also T1).  I am going to check at my home (DSL) also to
 see what I get but that is a major difference... Am I wrong.  And, yes
 I was patient and waited for a complete refresh :)  Just stopped after
 823... So... Is there a prob?  You got me...but... 2+2=





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Re: [hlds] ServerList Destroyed

2004-09-14 Thread Steven Hartland
Strange policies u have there publicly accessible information
captured in a packet dump should not have any issues.
If you are worried about other information being in it there's
a simple solution just filter on the master server ip. That way
the only info in the capture will be that of the chat between
your machine and the master.
As an alternative I will look at updating qstat's steam master
support ( seems to be broken atm ) and we may be able
to tell from the debug output from that what's going on.
   Steve / K
- Original Message -
From: Peter Aldrich [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Tuesday, September 14, 2004 3:31 PM
Subject: RE: [hlds] ServerList Destroyed

Steve:
Thanks for the offer but I am not going to send you captures. It violates
every security policy on the networks I manage.  Sorry.
It is interesting that this was never a problem until the change valve
currently put in place.  So.. Like I mentioned 2+2=4...  Since these are
major networks, and are completely managed, we would see any consistent
packet loss... It would impact our business...
Thanks
Paldie


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information contained in it.
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Re: [hlds] ServerList Destroyed

2004-09-14 Thread Cian Sweeney
I only have 5500 servers, a lot less than normal. I would be happy to
send you a capture off list.


On Tue, 14 Sep 2004 17:06:34 +0100, Steven Hartland
[EMAIL PROTECTED] wrote:
 Strange policies u have there publicly accessible information
 captured in a packet dump should not have any issues.
 If you are worried about other information being in it there's
 a simple solution just filter on the master server ip. That way
 the only info in the capture will be that of the chat between
 your machine and the master.

 As an alternative I will look at updating qstat's steam master
 support ( seems to be broken atm ) and we may be able
 to tell from the debug output from that what's going on.

Steve / K
 - Original Message -
 From: Peter Aldrich [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Tuesday, September 14, 2004 3:31 PM
 Subject: RE: [hlds] ServerList Destroyed

  Steve:
 
  Thanks for the offer but I am not going to send you captures. It violates
  every security policy on the networks I manage.  Sorry.
 
  It is interesting that this was never a problem until the change valve
  currently put in place.  So.. Like I mentioned 2+2=4...  Since these are
  major networks, and are completely managed, we would see any consistent
  packet loss... It would impact our business...
 
  Thanks
  Paldie




 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the person 
 or entity to whom it is addressed. In the event of misdirection, the recipient is 
 prohibited from using, copying, printing or otherwise disseminating it or any 
 information contained in it.

 In the event of misdirection, illegible or incomplete transmission please telephone 
 (023) 8024 3137
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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
Not to nit pick, but transmitted on a network is no more (or less)
public than a phone conversation. Network sniffs would show email
conversations, ftp, telnet, smtp, and snmp passwords. It is not the
expectations of any uses of that network their information will be
published. Just as not expects transcripts of a phone conversation to be
published.

May I suggest instead when testing the server browser people note the
following:

- Time of day (in GMT)
- Region they are querying (East USA, WORLD, etc)
- Mod they are querying for (cstrike etc)
- The internet connection speed steam is set to (ex: DSL 256k)
- The upstream and downstream of their internet connection (ex: 3mbits
down 386kbits up).
- Number of servers found.

These should be all the variable need to isolate the problem.

I just did one for the following:
Time: 19:31 GMT
Region: East USA
Mod: cstrike
Steam Speed: DSL 256k
ISP: 3mbits down 386kbits up
Servers: 227


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, September 14, 2004 12:07 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Strange policies u have there publicly accessible information
captured in a packet dump should not have any issues.




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Re: [hlds] ServerList Destroyed

2004-09-14 Thread k2_1971
Noticing something here... because this is an issue on Valve's end (and yes,
it is a problem, things are not what they once used to be, there may have been
issues in the past with the MSL, but they are worse now) shouldnt Valve be
addressing the issue, or 'potential' issue? It's great that some of you wish
to do the leg work on this, but it seems to me that Valve should be, and that
they should be in discussion with us about it. Havent heard a peep from them
regarding the MSL... have any of you?

- K2
http://www.hardfought.org




Deadman Standing [EMAIL PROTECTED] wrote:

 Not to nit pick, but transmitted on a network is no more (or less)
 public than a phone conversation. Network sniffs would show email
 conversations, ftp, telnet, smtp, and snmp passwords. It is not the
 expectations of any uses of that network their information will be
 published. Just as not expects transcripts of a phone conversation to be
 published.

 May I suggest instead when testing the server browser people note the
 following:

 - Time of day (in GMT)
 - Region they are querying (East USA, WORLD, etc)
 - Mod they are querying for (cstrike etc)
 - The internet connection speed steam is set to (ex: DSL 256k)
 - The upstream and downstream of their internet connection (ex: 3mbits
 down 386kbits up).
 - Number of servers found.

 These should be all the variable need to isolate the problem.

 I just did one for the following:
 Time: 19:31 GMT
 Region: East USA
 Mod: cstrike
 Steam Speed: DSL 256k
 ISP: 3mbits down 386kbits up
 Servers: 227


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
 Sent: Tuesday, September 14, 2004 12:07 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [hlds] ServerList Destroyed

 Strange policies u have there publicly accessible information
 captured in a packet dump should not have any issues.




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Re: [hlds] ServerList Destroyed

2004-09-14 Thread Cian Sweeney
Time: 19:38 GMT
Region: World
Mod: cstrike
Steam Speed: LAN/T1 1Mib
ISP: 5 mbits down 1mbits up
Servers: 


On Tue, 14 Sep 2004 16:15:27 -0400, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 Noticing something here... because this is an issue on Valve's end (and yes,
 it is a problem, things are not what they once used to be, there may have been
 issues in the past with the MSL, but they are worse now) shouldnt Valve be
 addressing the issue, or 'potential' issue? It's great that some of you wish
 to do the leg work on this, but it seems to me that Valve should be, and that
 they should be in discussion with us about it. Havent heard a peep from them
 regarding the MSL... have any of you?

 - K2
 http://www.hardfought.org




 Deadman Standing [EMAIL PROTECTED] wrote:

  Not to nit pick, but transmitted on a network is no more (or less)
  public than a phone conversation. Network sniffs would show email
  conversations, ftp, telnet, smtp, and snmp passwords. It is not the
  expectations of any uses of that network their information will be
  published. Just as not expects transcripts of a phone conversation to be
  published.
 
  May I suggest instead when testing the server browser people note the
  following:
 
  - Time of day (in GMT)
  - Region they are querying (East USA, WORLD, etc)
  - Mod they are querying for (cstrike etc)
  - The internet connection speed steam is set to (ex: DSL 256k)
  - The upstream and downstream of their internet connection (ex: 3mbits
  down 386kbits up).
  - Number of servers found.
 
  These should be all the variable need to isolate the problem.
 
  I just did one for the following:
  Time: 19:31 GMT
  Region: East USA
  Mod: cstrike
  Steam Speed: DSL 256k
  ISP: 3mbits down 386kbits up
  Servers: 227
 
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
  Sent: Tuesday, September 14, 2004 12:07 PM
  To: [EMAIL PROTECTED]
  Subject: Re: [hlds] ServerList Destroyed
 
  Strange policies u have there publicly accessible information
  captured in a packet dump should not have any issues.
 
 
 
 
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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
Well step one would be proving there is a problem (if one exists) and
identifying potential causes. If all you do is post crying I would not
be surprised if it fell on deaf ears.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Tuesday, September 14, 2004 4:15 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Noticing something here... because this is an issue on Valve's end (and
yes,
it is a problem, things are not what they once used to be, there may
have been
issues in the past with the MSL, but they are worse now) shouldnt Valve
be
addressing the issue, or 'potential' issue? It's great that some of you
wish
to do the leg work on this, but it seems to me that Valve should be, and
that
they should be in discussion with us about it. Havent heard a peep from
them
regarding the MSL... have any of you?

- K2
http://www.hardfought.org




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Re: [hlds] ServerList Destroyed

2004-09-14 Thread Z Teknology HLDS List
Cian Sweeney wrote:
Time: 19:38 GMT
Region: World
Mod: cstrike
Steam Speed: LAN/T1 1Mib
ISP: 5 mbits down 1mbits up
Servers: 

Time:  14:20 PST
Region: World
Mod:  cstrike
Steam Speed:  LAN/T1  1mbit
ISP:  3 mbit down 384 kpbs up
Servers:  19224
--
Zack Sloane
http://zteknology.com
We Put Personal Back in Personal Computer!
You Dream it, We Build It!
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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
Time: 22:30 GMT
Region: World
Mod: cstrike
Steam Speed: DSL 256k
ISP: 3 mbits down 386 kbits up
Servers: 4129

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cian Sweeney
Sent: Tuesday, September 14, 2004 4:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Time: 19:38 GMT
Region: World
Mod: cstrike
Steam Speed: LAN/T1 1Mib
ISP: 5 mbits down 1mbits up
Servers: 




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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Matthew White
Time: 23:21 GMT
Region: World
Mod: Counter-Strike
Steam speed: DSL  256
ISP: 512k down 256k up
Servers: 1714

Hope this helps

Regards,

Matt White
[ [EMAIL PROTECTED] ]
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: 14 September 2004 22:30
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ServerList Destroyed

Time: 22:30 GMT
Region: World
Mod: cstrike
Steam Speed: DSL 256k
ISP: 3 mbits down 386 kbits up
Servers: 4129

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Cian Sweeney
Sent: Tuesday, September 14, 2004 4:40 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Time: 19:38 GMT
Region: World
Mod: cstrike
Steam Speed: LAN/T1 1Mib
ISP: 5 mbits down 1mbits up
Servers: 




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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
I am now confused. I look at status at www.steampowered.com and is
says there are 39,335 Counter-Strike servers at 22:52 GMT. In the game I
query all the regions and get the following info:

Time: 22:45 GMT
Mod: cstrike
Steam Speed: DSL 256k
ISP: 3 mbits down 386 kbits up

Region: World
Servers: 4438

Region: Africa
Servers: 0

Region: Middle East
Servers: 0

Region: Australia
Servers: 16

Region: Asia
Servers: 458

Region: Europe
Servers: 1967

Region: South America
Servers: 1

Region: US-West
Servers: 496

Region: US-East
Servers: 503
-
Total Servers: 7879

Where are the other 31,456 servers?



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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Timothy Lynn
Deadman Standing wrote:
 I am now confused. I look at status at www.steampowered.com and is
 says there are 39,335 Counter-Strike servers at 22:52 GMT. In the
 game I
 query all the regions and get the following info:

snip

 Region: US-West
 Servers: 496

 Region: US-East
 Servers: 503
 -
 Total Servers: 7879

 Where are the other 31,456 servers?

You guys that are reporting so few servers--do you Refresh All only
once, or do you do it a few times? I've found that each Refresh All will
produce a number more servers.

--
Tim


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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Matthew White
I have taken game specificness off to see how many in total there are:

Game: All
Location: All
Latency: All
Total servers found: 1944
Steam connection DSL  256
My Connection DSL 512/256

Regards,

Matt White
[ [EMAIL PROTECTED] ]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: 14 September 2004 23:13
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ServerList Destroyed

I am now confused. I look at status at www.steampowered.com and is
says there are 39,335 Counter-Strike servers at 22:52 GMT. In the game I
query all the regions and get the following info:

Time: 22:45 GMT
Mod: cstrike
Steam Speed: DSL 256k
ISP: 3 mbits down 386 kbits up

Region: World
Servers: 4438

Region: Africa
Servers: 0

Region: Middle East
Servers: 0

Region: Australia
Servers: 16

Region: Asia
Servers: 458

Region: Europe
Servers: 1967

Region: South America
Servers: 1

Region: US-West
Servers: 496

Region: US-East
Servers: 503
-
Total Servers: 7879

Where are the other 31,456 servers?



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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Matthew White
Ok... 3rd reply in 3 mins but last 2 posts were my bad and shouldn't be
there!

Actual Results are as follows:

Steam speed: DSL 256
My speed: DSL 512/256
Location: All

All - 18907

CS - 15038

DoD - 1180

TFC - 564

DMC - 19

OppForces - 28

Ricochet - 12

HL - 195

CS:CZ - 1072

Regards,

Matt White
[ [EMAIL PROTECTED] ]

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Deadman Standing
Sent: 14 September 2004 23:13
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ServerList Destroyed

I am now confused. I look at status at www.steampowered.com and is
says there are 39,335 Counter-Strike servers at 22:52 GMT. In the game I
query all the regions and get the following info:

Time: 22:45 GMT
Mod: cstrike
Steam Speed: DSL 256k
ISP: 3 mbits down 386 kbits up

Region: World
Servers: 4438

Region: Africa
Servers: 0

Region: Middle East
Servers: 0

Region: Australia
Servers: 16

Region: Asia
Servers: 458

Region: Europe
Servers: 1967

Region: South America
Servers: 1

Region: US-West
Servers: 496

Region: US-East
Servers: 503
-
Total Servers: 7879

Where are the other 31,456 servers?



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Re: [hlds] ServerList Destroyed

2004-09-14 Thread Steven Hartland
Ok I have a debug version of qstat with fixed steam master server
support up and running. Can everyone download and run with the
following command line:
qstat -stm,game=cstrike 207.173.177.12
URL:
http://gaming.multiplay.co.uk/downloads/qstat-steam_debug.zip
Note: This is purely a debug version and will not actually query
the servers its is ONLY testing the master server response.
The output will be something like:
No servers = 232, 1
No servers = 463, 2
...
No servers = 29610, 129
Total servers = 29609, 129
The source code is there for anyone who wants to compile it
under linux etc.
For those on linux or who have a packet capture program
installed you may wish to run it up while running this test.
What we are looking for is the number of packets
sent / recieved from the master 207.173.177.12.
If the number of packets recieved differs from the
second number reported by qstat in the last line we could
be looking at an out of order issue. Currently on the
reciept of a packet ending in a NULL address qstat
will terminate processing. Im not sure if steam does the
same thing or not but this may running it will at least
provide us with a good idea on what is going on.
   Steve / K

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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
AT least for me the more Refresh All I do the fewer servers it
reports, but never reports more than 4,000.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Timothy Lynn
Sent: Tuesday, September 14, 2004 6:23 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlds] ServerList Destroyed

You guys that are reporting so few servers--do you Refresh All only
once, or do you do it a few times? I've found that each Refresh All will
produce a number more servers.

--
Tim


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RE: [hlds] ServerList Destroyed

2004-09-14 Thread Deadman Standing
I get:

No servers = 29143, 126
No servers = 29374, 127
No servers = 29605, 128
No servers = 29776, 129
Total servers = 29775, 129

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Tuesday, September 14, 2004 7:38 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlds] ServerList Destroyed

Ok I have a debug version of qstat with fixed steam master server
support up and running. Can everyone download and run with the
following command line:
qstat -stm,game=cstrike 207.173.177.12
URL:
http://gaming.multiplay.co.uk/downloads/qstat-steam_debug.zip

Note: This is purely a debug version and will not actually query
the servers its is ONLY testing the master server response.

The output will be something like:
No servers = 232, 1
No servers = 463, 2
...
No servers = 29610, 129
Total servers = 29609, 129

The source code is there for anyone who wants to compile it
under linux etc.

For those on linux or who have a packet capture program
installed you may wish to run it up while running this test.
What we are looking for is the number of packets
sent / recieved from the master 207.173.177.12.

If the number of packets recieved differs from the
second number reported by qstat in the last line we could
be looking at an out of order issue. Currently on the
reciept of a packet ending in a NULL address qstat
will terminate processing. Im not sure if steam does the
same thing or not but this may running it will at least
provide us with a good idea on what is going on.

Steve / K



This e.mail is private and confidential between Multiplay (UK) Ltd. and
the person or entity to whom it is addressed. In the event of
misdirection, the recipient is prohibited from using, copying, printing
or otherwise disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission
please telephone (023) 8024 3137
or return the E.mail to [EMAIL PROTECTED]


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[hlds] Re: ServerList Destroyed

2004-09-14 Thread jv_128
Your issue may be your local firewall limiting the number of UDP/TCP sessions. The 
server update will set most home/consumer firewalls off as an attack (udp flood) and 
it can easily quit accepting new connections until the old ones are gone. I have the 
same issue when I game on my Netscreen firewall since it limits to 2000 active 
sessions. I just simply connect to my Pix firewall and get the full list.



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