Page 3 of 3 FirstFirst 123
Results 21 to 26 of 26

Thread: Go to CODE BEIGE. (Server potentially in danger!)

  1. Registered TeamPlayer Arreo's Avatar
    Join Date
    06-01-07
    Posts
    13,940
    Post Thanks / Like
    Stat Links

    Go to CODE BEIGE.  (Server potentially in danger!) Go to CODE BEIGE.  (Server potentially in danger!) Go to CODE BEIGE.  (Server potentially in danger!) Go to CODE BEIGE.  (Server potentially in danger!) Go to CODE BEIGE.  (Server potentially in danger!)
    Gamer IDs

    Gamertag: TheCynicalOne Steam ID: Arreo
    #21

    Re: Go to CODE BEIGE. (Server potentially in danger!)

    I'm going to go ahead and move this into LoneStar Issues since, you know, that's what it is :P

  2. Registered TeamPlayer
    Join Date
    10-29-07
    Posts
    4,953
    Post Thanks / Like
    Stat Links

    Go to CODE BEIGE.  (Server potentially in danger!)
    #22

    Re: Go to CODE BEIGE. (Server potentially in danger!)

    A player can be in one of two states: connecting and in-game

    When a player starts the server loading screen, it "connects" to the remote server and LoneStar is aware of that person. This is the moment when you see the message above the chat window where "SomeGuy connected".

    When that person's loading screen goes away, then the state of the client changes to "in-game".


    Now the complicated part...

    LoneStar does reserved slots by steam ID. Clients don't connect with their steam ID already validated, Valve does that in the background while the client is connecting. So when a client first connects all LoneStar has is their IP address... that's it. As everyone's IP address is generally dynamic in nature, you can't really base the reserved slot system off of that as people's IPs would be constantly changing. So in other words lonestar has to let them connect because they might be a reservist, or they might not, there's just no way to know yet.

    Eventually while the client is still loading the steam ID gets validated. Most of the time this occurs before the client is put in-game, but if the steam ID takes longer than normal to validate, then the client will get in-game before it validates and lonestar will kick them then. Basically the moment the client has a valid Steam ID, that's when it evaluates a person for a reserved slot.

    So this whole conversation really hinges on: at what point in time does Valve deduct the 15 points?

    1) If it's when a client first connects when LoneStar only has an IP address, then the entire reserved slot system will tank the ranking of the server and we'll have to come up with a new system.
    2) If it's when a client gets put in-game, then most of the time LoneStar will kick the person before that point and we'll only occasionally lose 15 points due to the reserved slot system.

  3. Registered TeamPlayer
    Join Date
    06-06-08
    Posts
    158
    Post Thanks / Like
    #23

    Re: Go to CODE BEIGE. (Server potentially in danger!)

    Maybe we should ask Robin Walker? Sending him an email couldn't hurt, but it might take a while for him to get back to us. In the mean time, we can bug him about having a Valve-endorsed reserve slot implementation.

  4. Registered TeamPlayer
    Join Date
    09-19-08
    Posts
    268
    Post Thanks / Like
    #24

    Re: Go to CODE BEIGE. (Server potentially in danger!)

    Ah yes, that could be an issue.

    I'd send the E-Mail. As Zen says, it couldn't hurt.

  5. Registered TeamPlayer
    Join Date
    06-06-08
    Posts
    158
    Post Thanks / Like
    #25

    Re: Go to CODE BEIGE. (Server potentially in danger!)

    I just sent an email since I <3 you guys so much:

    Dear Mr. Walker,

    Hi! I'm a member of TexasTeamPlayers.com, and I play regularly on their TF2 server. They run an in-house admin mod called "LoneStar," and it has functionality for reserving 2 out of our 24 slots. It works like this: when our server is "full" at 22/24, and if a reservist joins, he enters one of the two buffer slots and boots out a non-reservist. Now, I'm concerned about our server, because before the ranking system, it didn't matter that our server didn't appear "full" when it really was "full," meaning at 22/24. It used to be passable that people trying to connect in those 2 slots were forbidden a connection. Now, I'm worried those people will show up on the ranking system as people who quit infuriated they join, instead of people that were simply refused a slot because of the way we're implementing reserve slots.

    The implementation is explained in the post by Ewok here, and I will reproduce it in this email:

    =====================
    A player can be in one of two states: connecting and in-game

    When a player starts the server loading screen, it "connects" to the remote server and LoneStar is aware of that person. This is the moment when you see the message above the chat window where "SomeGuy connected".

    When that person's loading screen goes away, then the state of the client changes to "in-game".


    Now the complicated part...

    LoneStar does reserved slots by steam ID. Clients don't connect with their steam ID already validated, Valve does that in the background while the client is connecting. So when a client first connects all LoneStar has is their IP address... that's it. As everyone's IP address is generally dynamic in nature, you can't really base the reserved slot system off of that as people's IPs would be constantly changing. So in other words lonestar has to let them connect because they might be a reservist, or they might not, there's just no way to know yet.

    Eventually while the client is still loading the steam ID gets validated. Most of the time this occurs before the client is put in-game, but if the steam ID takes longer than normal to validate, then the client will get in-game before it validates and lonestar will kick them then. Basically the moment the client has a valid Steam ID, that's when it evaluates a person for a reserved slot.

    So this whole conversation really hinges on: at what point in time does Valve deduct the 15 points?

    1) If it's when a client first connects when LoneStar only has an IP address, then the entire reserved slot system will tank the ranking of the server and we'll have to come up with a new system.
    2) If it's when a client gets put in-game, then most of the time LoneStar will kick the person before that point and we'll only occasionally lose 15 points due to the reserved slot system.

    =====================

    Basically, we'd like to know when those -15 points kick in. As Ewok explained, we're going to have to change our implementation to prevent our server from tanking, and it would be great to know when exactly we get penalized.

    Ideally, I'd think it would be spectacular if you guys could support reserve slots, but you've already given us so much that I feel guilty demanding more. That being said, we'd like some help so we can keep our reputation high; I don't even code for TTP, and I'm genuinely concerned for their reputation just because I really love the environment on the server.

  6. Registered TeamPlayer Arreo's Avatar
    Join Date
    06-01-07
    Posts
    13,940
    Post Thanks / Like
    Stat Links

    Go to CODE BEIGE.  (Server potentially in danger!) Go to CODE BEIGE.  (Server potentially in danger!) Go to CODE BEIGE.  (Server potentially in danger!) Go to CODE BEIGE.  (Server potentially in danger!) Go to CODE BEIGE.  (Server potentially in danger!)
    Gamer IDs

    Gamertag: TheCynicalOne Steam ID: Arreo
    #26

    Re: Go to CODE BEIGE. (Server potentially in danger!)

    http://www.texasteamplayers.com/index.php?topic=57547.0

    They just explained how it works a little more. I'm still not sure that LoneStar's reserved slot is safe, but the explanation makes me less worried.

Page 3 of 3 FirstFirst 123

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Title