Re: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
On 27/12/2013 01:25, Jesse Molina wrote: Every other day it seems that half the people playing TF2 on my friend's list are actually asleep and not playing TF2. Isn't looking like you must be asleep when playing TF2 just normal behaviour for pub players? -- Dan ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
Oh, that's interesting. Was this announced anyware? This explains a lot of wrongness that I've seen from the perspective of a player: lots of inaccuracy of what is being reported by my game client vs what server counts actually are. Every other day it seems that half the people playing TF2 on my friend's list are actually asleep and not playing TF2. On 12/26/13, 15:32, Kyle Sanderson wrote: 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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.
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_linux
[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