Re: [hlds_linux] [Regression] Horribly inaccurate player counts from Steam.

2013-12-29 Thread dan

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.

2013-12-26 Thread Jesse Molina


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.

2013-12-26 Thread Fletcher Dunn
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.

2013-12-26 Thread Kyle Sanderson
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