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BalanceServerSeeders (4.0.0.4 - 21-April-2014): Distribute server seeding players


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Originally Posted by Flyswamper*:

 

Thanks for the explanations. That helps a lot!

 

To be honest, I'm having a hard time understanding why you are concerned with and distinguishing known seeders that will never actively play with known seeders that will play sometime. If a seeder never plays and he is in the server, the idle detection time limit won't really matter for his account since (other than when he first joins the server) his idle time will be really large anyway. I'm not certain, but I think I even have the plugin start a new seeder that has joined with an idle time of 1 hour or more which shouldn't get reset until he spawn/chats/scores.

 

It does seem like you might want to treat your group 3 (random/unlisted people that are idle for a long time) differently with different time thresholds for designating as idle and perhaps different time/limits to kick them.

 

Conceptually, here's what going through my head for possible plugin code addition

 

- Create and keep up-to-date a plugin-local player list, obviously detecting the time since last activity (spawn, score, chat).

- Allow admin/you to set a separate time threshold for designating a player as being afk/idle

- Allow admin/you to set designate whether or not unlisted/random idle players are kicked if server population criteria is met

- *AFTER* the listed/known seeders are balanced in the code, start moving any idle players onto teams using same logic/method that is used to distribute the seeders.

- idle players are removed from squads as soon as they are detected as idle.

 

If kicking is enabled for both listed/known seeders and random player that have been idle for a given period of time, which ones should be kicked first (the known seeders, the random idle players, or configurable via a setting)?

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Originally Posted by Flyswamper*:

 

Need more info to know anything for sure.

 

Are you certain it was the BalanceServerSeeders plugin that is responsible for the kicks? If you turn the debug level to something like 5 and watch the plugin console as this happens you will see a message from my plugin indicating it is kicking you. If you don't see this, I'd look in the main console or the plugin console for other plugins that might be kicking you.

 

Assuming for a moment that it *IS* this plugin kicking you, the obvious questions include

- What version of the plugin are you using?

- Do you have the plugin set to kick seeders? If so, what is the player count threshold for kicking?

- Can you set debug to at least level 5 and send me a copy of the plugin console output for the pertinent time period when your soldier gets kicked? (setting debug to 10 would be even better, but it generates a lot of extra lines that *probably* aren't necessary if you do that).

- What are the settings for this plugin?

- What was the situation when you got kicked? (e.g. full or almost empty server? )

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Originally Posted by jking54*:

 

Need more info to know anything for sure.

 

Are you certain it was the BalanceServerSeeders plugin that is responsible for the kicks? If you turn the debug level to something like 5 and watch the plugin console as this happens you will see a message from my plugin indicating it is kicking you. If you don't see this, I'd look in the main console or the plugin console for other plugins that might be kicking you.

 

Assuming for a moment that it *IS* this plugin kicking you, the obvious questions include

- What version of the plugin are you using?

- Do you have the plugin set to kick seeders? If so, what is the player count threshold for kicking?

- Can you set debug to at least level 5 and send me a copy of the plugin console output for the pertinent time period when your soldier gets kicked? (setting debug to 10 would be even better, but it generates a lot of extra lines that *probably* aren't necessary if you do that).

- What are the settings for this plugin?

- What was the situation when you got kicked? (e.g. full or almost empty server? )

3.6.0.0

No, player threshold is 30

Idle detection Logic: 5, Yes, Yes, Yes

Kick Logic:No, 360, 30, 10, 360, 15

 

I'll go in game, server is empty, will sit in vehicle then I'm killed shortly thereafter, at menu, then I will be disconnected for being idle too long. I'm sure it's settings...

 

[17:23:27 29] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[17:23:27 29] BalanceServerSeeders: Counted 1 inactive seeders on team 2

[17:23:27 29] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 1

[17:23:27 30] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[17:23:27 30] BalanceServerSeeders: ServerInfo reported player count is: 1, player kick threshold is 30

[17:23:57 11] BalanceServerSeeders: OnServerInfo event detected

[17:23:57 12] BalanceServerSeeders: ServerInfo Event - Team Count from server: 2, plugin team count: 2

[17:23:57 12] BalanceServerSeeders: Updating scores for team 1, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:23:57 12] BalanceServerSeeders: Updating scores for team 2, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:23:57 12] BalanceServerSeeders: Fraction of round complete: 0

[17:23:57 13] BalanceServerSeeders: Plugin game mode set to: Conquest

[17:23:57 13] BalanceServerSeeders: Round Elapsed Time: 2 minutes

[17:23:57 13] BalanceServerSeeders: Updating team scores. Team 1 Score: 300, Team 2 Score:300

[17:23:57 31] BalanceServerSeeders: ---------

[17:23:57 31] BalanceServerSeeders: Player count 1

[17:23:57 32] BalanceServerSeeders: Seeder: Froz3nTundraTeam: 2, Current Score: 0,Minutes since last activity: 62.20215929,, status: Inactive

[17:23:57 32] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 1, Team 1+2: 1, All:1

[17:23:57 32] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[17:23:57 33] BalanceServerSeeders: Counted 1 inactive seeders on team 2

[17:23:57 33] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 1

[17:23:57 34] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[17:23:57 34] BalanceServerSeeders: ServerInfo reported player count is: 1, player kick threshold is 30

[17:24:27 60] BalanceServerSeeders: OnServerInfo event detected

[17:24:27 61] BalanceServerSeeders: ServerInfo Event - Team Count from server: 2, plugin team count: 2

[17:24:27 61] BalanceServerSeeders: Updating scores for team 1, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:24:27 61] BalanceServerSeeders: Updating scores for team 2, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:24:27 61] BalanceServerSeeders: Fraction of round complete: 0

[17:24:27 62] BalanceServerSeeders: Plugin game mode set to: Conquest

[17:24:27 62] BalanceServerSeeders: Round Elapsed Time: 2 minutes

[17:24:27 62] BalanceServerSeeders: Updating team scores. Team 1 Score: 300, Team 2 Score:300

[17:24:27 84] BalanceServerSeeders: ---------

[17:24:27 84] BalanceServerSeeders: Player count 1

[17:24:27 84] BalanceServerSeeders: Seeder: Froz3nTundraTeam: 2, Current Score: 0,Minutes since last activity: 62.7108883883333,, status: Inactive

[17:24:27 84] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 1, Team 1+2: 1, All:1

[17:24:27 85] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[17:24:27 85] BalanceServerSeeders: Counted 1 inactive seeders on team 2

[17:24:27 85] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 1

[17:24:27 86] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[17:24:27 86] BalanceServerSeeders: ServerInfo reported player count is: 1, player kick threshold is 30

[17:24:56 89] PB Hack Logger Now watching for hackers!

[17:24:57 95] BalanceServerSeeders: OnServerInfo event detected

[17:24:57 95] BalanceServerSeeders: ServerInfo Event - Team Count from server: 2, plugin team count: 2

[17:24:57 96] BalanceServerSeeders: Updating scores for team 1, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:24:57 96] BalanceServerSeeders: Updating scores for team 2, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:24:57 96] BalanceServerSeeders: Fraction of round complete: 0

[17:24:57 96] BalanceServerSeeders: Plugin game mode set to: Conquest

[17:24:57 97] BalanceServerSeeders: Round Elapsed Time: 3 minutes

[17:24:57 97] BalanceServerSeeders: Updating team scores. Team 1 Score: 300, Team 2 Score:300

[17:24:58 15] BalanceServerSeeders: ---------

[17:24:58 15] BalanceServerSeeders: Player count 1

[17:24:58 15] BalanceServerSeeders: Seeder: Froz3nTundraTeam: 2, Current Score: 0,Minutes since last activity: 63.216050615,, status: Inactive

[17:24:58 15] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 1, Team 1+2: 1, All:1

[17:24:58 15] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[17:24:58 16] BalanceServerSeeders: Counted 1 inactive seeders on team 2

[17:24:58 16] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 1

[17:24:58 16] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[17:24:58 16] BalanceServerSeeders: ServerInfo reported player count is: 1, player kick threshold is 30

[17:25:28 39] BalanceServerSeeders: OnServerInfo event detected

[17:25:28 40] BalanceServerSeeders: ServerInfo Event - Team Count from server: 2, plugin team count: 2

[17:25:28 40] BalanceServerSeeders: Updating scores for team 1, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:25:28 40] BalanceServerSeeders: Updating scores for team 2, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:25:28 40] BalanceServerSeeders: Fraction of round complete: 0

[17:25:28 40] BalanceServerSeeders: Plugin game mode set to: Conquest

[17:25:28 41] BalanceServerSeeders: Round Elapsed Time: 3 minutes

[17:25:28 41] BalanceServerSeeders: Updating team scores. Team 1 Score: 300, Team 2 Score:300

[17:25:28 70] BalanceServerSeeders: ---------

[17:25:28 70] BalanceServerSeeders: Player count 1

[17:25:28 71] BalanceServerSeeders: Seeder: Froz3nTundraTeam: 2, Current Score: 0,Minutes since last activity: 63.7252964083333,, status: Inactive

[17:25:28 71] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 1, Team 1+2: 1, All:1

[17:25:28 71] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[17:25:28 71] BalanceServerSeeders: Counted 1 inactive seeders on team 2

[17:25:28 71] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 1

[17:25:28 71] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[17:25:28 72] BalanceServerSeeders: ServerInfo reported player count is: 1, player kick threshold is 30

[17:25:35 94] BalanceServerSeeders: Seeder Froz3nTundra set to offline

[17:25:36 19] BalanceServerSeeders: ---------

[17:25:36 20] BalanceServerSeeders: Player count 0

[17:25:36 20] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 0, Team 1+2: 0, All:0

[17:25:36 20] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[17:25:36 20] BalanceServerSeeders: Counted 0 inactive seeders on team 2

[17:25:36 21] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 0

[17:25:36 21] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[17:25:36 21] BalanceServerSeeders: ServerInfo reported player count is: 0, player kick threshold is 30

[17:25:58 78] BalanceServerSeeders: OnServerInfo event detected

[17:25:58 78] BalanceServerSeeders: ServerInfo Event - Team Count from server: 2, plugin team count: 2

[17:25:58 79] BalanceServerSeeders: Updating scores for team 1, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:25:58 79] BalanceServerSeeders: Updating scores for team 2, starting score: 300, current score: 300, score_to_win: 0, fraction_of_round_complete: 0

[17:25:58 79] BalanceServerSeeders: Fraction of round complete: 0

[17:25:58 79] BalanceServerSeeders: Plugin game mode set to: Conquest

[17:25:58 80] BalanceServerSeeders: Round Elapsed Time: 4 minutes

[17:25:58 80] BalanceServerSeeders: Updating team scores. Team 1 Score: 300, Team 2 Score:300

[17:25:58 91] BalanceServerSeeders: ---------

[17:25:58 92] BalanceServerSeeders: Player count 0

[17:25:58 92] BalanceServerSeeders: Player count - Team 1: 0, Team 2: 0, Team 1+2: 0, All:0

[17:25:58 92] BalanceServerSeeders: Counted 0 inactive seeders on team 1

[17:25:58 92] BalanceServerSeeders: Counted 0 inactive seeders on team 2

[17:25:58 93] BalanceServerSeeders: Inactive Seeder count - Team 1: 0, Team 2: 0

[17:25:58 93] BalanceServerSeeders: Real Player count - Team 1: 0, Team 2: 0

[17:25:58 93] BalanceServerSeeders: ServerInfo reported player count is: 0, player kick threshold is 30

[17:26:03 98] BalanceServerSeeders Disabled =(

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Originally Posted by Flyswamper*:

 

I see you going offline there, but it doesn't look like it is my plugin that is kicking you.

 

If my plugin did the kicking *AND* you have debug set to at least level 1 (or higher) you should see a message saying something like the following:

 

Player count exceeds threshold of {0}, Seeder {1} has been idle {2} minutes and is being kicked due to server being populated

 

where {0}, {1}, and {2} get replaced with appropriate numbers from your settings. I'm not seeing this in the logs which indicates to me that another plugin or perhaps the game server's idle kick is turned on and doing the kicking. Would suggest checking the server config to see if idle kicking is turned on/off. Also, perhaps give try disabling other plugins that might be doing it until you find which one causes the kick.

 

Another way to verify that my plugin shows the message I said it would is to temporarily set the kick and idle thresholds really low so it essentially kicks you immediately. You should see the kick-related message in the plugin console just to verify it's doing it. Then you can put the settings back to whatever you like.

 

Lastly, all the settings seem fairly reasonable except one. If I read it right, for the following:

Do not kick seeders until round is at least how many minutes old? (you've set it to 360)

 

If you've set that one to 360, then I'm thinking it will take a 6 hour round before any seeder would ever have a chance of being kicked. I don't think that is probably what you intend. I would probably set that to a fairly small value. It is just there so that seeders won't get kicked in the first couple of minutes as a round is just starting (like at the VERY beginning when everyone leaves enmasse). A setting of 2-5 would probably make sense. 360 will effectively turn off the idle kicking.

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Originally Posted by dyn*:

 

To be honest, I'm having a hard time understanding why you are concerned with and distinguishing known seeders that will never actively play with known seeders that will play sometime. If a seeder never plays and he is in the server, the idle detection time limit won't really matter for his account since (other than when he first joins the server) his idle time will be really large anyway.

Sorry for having trouble explaining exact thoughts. The different idle times is not necessary for players / seeders who are connected for a long time, but when they first join up.

 

Often times we will send an email / sms out telling our seeders that population is low, but not completely zero. When this happens they connect their accounts to the server and then have to wait "number of minutes since last activity for seeder to be considered idle" before they are moved to different teams by your plugin. So the setting I'm talking about is on the short end; how long it takes for a seeder to be identified as idle. If the we're having to bring more seeders in you can bet that one side is destroying the other. Since the side that is losing will (usually) have less players the seeders will be auto assigned to that team and will be there until "number of minutes since last activity for seeder to be considered idle".

 

Hopefully that makes better sense?

 

 

If kicking is enabled for both listed/known seeders and random player that have been idle for a given period of time, which ones should be kicked first (the known seeders, the random idle players, or configurable via a setting)?

My thought is that we want the known seeders kicked first since they are the ones we can contact again to reconnect should population get low.
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Originally Posted by Flyswamper*:

 

When this happens they connect their accounts to the server and then have to wait "number of minutes since last activity for seeder to be considered idle" before they are moved to different teams by your plugin.

I'm not at home so I can't test as I type this so I can't test if what I'm about to tell you is correct or not. But, I *THINK* that they will be considered idle after joining the server right away. Only if they spawn-in, score, or type something in chat will they be detected as having a new time-since-last-activity. So, they *shouldn't* have to wait like you are thinking they are before being moved around by the plugin.

 

If it doesn't work this way already (which I *think* it does) it would probably be relatively easy to update the code to force it to do this. My memory is that even if you start/stop the plugin and/or ProCon it will start them off with something like 60 minutes of time since last activity.

 

Hopefully I'll remember to check/test this when I get home tonight, but if you want to test it just be watching in ProCon when you join the server with your seeder account. Have the debug level turned up fairly high and after you get into the server you should see a message in the plugin console log indicating how long it assumes you've been since last activity (and whether or not you are deemed as idle right from the start).

 

Now... *IF* you spawn-in or type chat in.... then it will reset the timer and you'll have to wait. But that is as designed.

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  • 2 weeks later...

Originally Posted by _gp_*:

 

I do not want to push to hard, but with the release of BF4 Beta, I find myself adding/removing more players to seeder list manually than before. Not sure why people are joining server just to go idle, but with fewer populated servers players just looking for a place to be.

 

I would like to see all players added and removed from seeder list as they join and leave server.

 

also, for your idle kick, like to see players kicked 1 at a time, when it is needed, server full or reaching a set number of players, longest idle first, but using VIP list to shield some seeders from getting kicked at all. I am using the idle kick from adaptive server size and it kicks all idles at same time, which is not a good thing...

 

I intend to keep '-WalkInDead-' running BF3 as long as it is utilized on a daily basis.

 

_gp?

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Originally Posted by Flyswamper*:

 

For the idle kicking, have you had a look at my idle-kicker plugin? It has a whitelist and I am 99% certain kicks players one at a time. When I say "one at a time" I suppose what I really mean is that for each time a playerlist event is received, it can kick one player. It will wait until the event is triggered again before kicking the next player that qualifies. I suppose if you have other plugins creating/spamming playerlist events really really fast then it might kick quite a few players in a short period of time. But I don't think the event would normally occur *THAT* fast, so it will probably kick players every 15-30 seconds or so.

 

The plugin is here: showthread....0-31-Dec-2012)*

 

 

As far as treating all idlers as seeders and balancing them, I do have good intentions to do that. Obviously it hasn't happened yet. Perhaps your prompting will speed me up a bit.... depends a bit on that motivation as well as how real life stuff treats me in the short term. :smile:

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Originally Posted by Flyswamper*:

 

Ok..... I spent some time this evening and maybe/possibly have something that *MIGHT* work. Because of the danger of this thing I've added a simulate-only mode to the plugin. So you can set it to simulate only and it won't actually kick or move anybody for balancing.

 

I was afraid if I didn't do this, that because all players now *COULD* be treated as seeders if you tell it to... that it could kick everybody in the server. Not exactly a good outcome if I'm testing on servers of others that have been so gracious to let me have access. I connected to one server tonight (thanks ebassie) and watched it in simulate mode. It seemed like it probably is going to work. I suspect there are still some things that are weird though.

 

For instance, it is successfully adding any/all players to the seederlist. But.... it looks like it is deleting a few of those seeders and then quickly adding them back. I really need to investigate why that appears to be happening. Can't do anymore tonight though.... gotta head to the airport.

 

so.... if you are an adventurous type, here is the plugin. I would strongly suggest running it in simulate-only mode for a bit and pay attention to the kick/move messages. If it is moving and kicking as you think it should it would probably be safe to enable it in live-mode. But I'd watch it carefully at first...

 

Attached Files:

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Originally Posted by Flyswamper*:

 

Uploaded 4.0.0.2 to the prior page's post. Should have a few more bug fixes and perhaps I've solved the issue that was causing the plugin to repeatedly delete and add players to it's internal seeder list for balancing/kicking. Would still recommend watching it in simulatemode for a bit before unleashing this thing...but it's getting closer I think.

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Originally Posted by _gp_*:

 

FlySwamper,

 

*** the in game balancer must be used for hard core mode, if not server is set to custom mode and will not be found on server list.***

 

I am using version 4.0.0.2 unleashed and appear to be running into an issue with seeders being distributed properly.

 

I also run PC9's multibalancer on server, which appears to work well with seeder balancer, as multibalancer moves players when killed only, the way I have it set up.

 

I run 4 times as many GM maps as any other map, as server is GM prefered...(votemap used)

 

when I first start up server and drop myself and another account I have into server, I manually put them on same team and they will be separated, as expected. But after server starts filling get in scenarios where I can have 2 more idles on same team and idles are not balanced.

 

I see scenario: (plugin sees idles also)

 

6 players on server: 3 active on team 1 and 1 active + 2 idle on team 2 - seeders need to be balanced and are NOT, if I move 1 seeder manually to team 1, multibalancer will move an active player to team 2 from team 1 on next death. Server is balanced.

 

I see scenario:

 

5 players on server: 2 active on team 1 and 1 active and 2 idles on team 2, the 2 idles need to be seperated and are not, another player joins and we have the scenario of 6 players as described earlier...

 

If there are more than 2 idlers difference an idler needs to be moved to other team, multibalancer will balance the teams if needed.(Idlers always need to be split, multibalancer takes care of rest)

 

another situation I see happening, not sure if you can fix it easily.

say there are 11 players on server, 10 active and 1 idle,

 

6 active on team 1 and 4 active + 1 idle on team 2 , multibalancer and serverseeder sees this as balanced which it is not as it is 6 vs 4 (trust me players notice), Idle needs to be moved to team 1 and multibalancer would balance the actives as needed to 5 active + 1 idle team 1 and 5 active team 2.(if I manually move idle, multibalancer balances).

 

If you still need access to server can give it to you.. via procon or using teamviewer...(teamviewer might be better as you could upload files to procon and restart procon as needed.)

 

thanks

_gp?

 

 

BTW the 2nd post area that is blank and saved, might be where you need to add donate button, would like to buy you a beer...

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Originally Posted by _gp_*:

 

""when I first start up server and drop myself and another account I have into server, I manually put them on same team and they will be separated, as expected. But after server starts filling get in scenarios where I can have 2 more idles on same team and idles are not balanced.""

 

this is no longer true, just finished checking again and seeders are not being seperated... plugin is seeing both players as being idle tho...

 

if I manually add my 2 players to seeder list they are balanced almost immediayely...

 

_gp?

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Originally Posted by Flyswamper*:

 

All I can say is that I will try to look into it.

 

If you can zip-up a plugin-console.log file when these scenarios are occurring and perhaps the main console.log file, that might get me what I need. I'll have some time this weekend to mess with it, so hopefully we can see if the plugin is behaving in a strange way or as designed.

 

It probably would be helpful to take you up on your offer to connect your ProCon layer as well as with Teamviewer. I assume you'll want to get me details via a PM. Or if you have a TeamSpeak and would like to chat about it I can probably do that as well.

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Originally Posted by _gp_*:

 

I have been watching the console more than normal of late, appears that GunMaster might be/is the issue. Conquest Domination, seeder plug in is balancing, need to see other game modes in action.

 

I have found I am getting a PB error in consol also, from what I have read on ProCon forums, need to get that reinstalled by provider.

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Originally Posted by Flyswamper*:

 

Sounds good.

 

Perhaps you are already doing this, but make sure logging is turned on for the console and the plugins. Also have the debug turned on for the plugin. Higher up to 10 is better, but level 5 *probably* gives enough info...just depends on what turns out to be the situation/problem.

 

Then when you notice a problem has occurred, you can grab a copy of the logs and we can see what the plugin is "thinking" at that time from the debug output.

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Originally Posted by Flyswamper*:

 

Managed to hookup with GP (many thanks fella!) and found the problem.

 

Previously my plugin only considered 3 gamemodes within it's logic. It detected Rush mode, conquest mode, and all other modes were treated as "other". Balancing logic was setup so that each of the 3 modes that could be detected by my plugin would be treated slightly differently. This all worked well so long as my plugin only tracked 3 modes (rush, conquest, other).

 

But my recent code additions I started tracking more game modes but failed to update a spot in the balancing logic. Essentially if it meant that some game modes were being detected within the plugin but there was no code section to balance for that mode. The fix was super simple and has been made with version 4.0.0.3.

 

Thanks for your access to your procon and your help GP. It was VERY helpful in squishing this bug.

 

4.0.0.3 has been put into the first post of this thread. I've left the prior version there just in case there are unforeseen bugs and somebody needs to revert back to something older.

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Originally Posted by _gp_*:

 

all is good, TGiF and the day off...

 

BTW I remembered had a back up copy of ProCon on thumb drive, had all settings needed..

 

thx again

 

still would like to buy you a beer.

 

_gp?

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Originally Posted by Flyswamper*:

 

He he... appreciate the offer, but it's all good. I just do this for the fun of it.

 

You know.... with the new capability, the name of this plugin really could be changed I suppose. If you enable the option to do all players, it really becomes more of an Idle Player Manager. Will have to think about that though....

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Originally Posted by Flyswamper*:

 

Perhaps it is just my inner narcissist that wants to know, but.....

 

I noticed that something like 5 of you guys (or 5 servers) appear to be running the newest version. I know _gp? is using the newly added feature to treat all players as if they are seeders. I'm curious as to whether any others of you are also using this feature. I will have to assume silence is a good sign, but it does leave me a bit curious about whether any unexpected or unwanted behaviour has been noticed.

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Originally Posted by dyn*:

 

I uploaded the newest version... when I asked our other guys if they worked on the settings yet they replied that there were no newer settings. Turns out I forgot to restart the layer.

 

I don't think I've blocked myrcon.com on the layer... yet... so you should see a few more servers coming up in a just a few moments.

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Originally Posted by _gp_*:

 

Started using the idle kick in this, appears to work as intended, have it set to kick only after server is full, it seems to be kicking 1 at a time as I was hoping...

 

thx again for the hard work,

 

_gp?

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Originally Posted by Flyswamper*:

 

Anybody running this with BF4? Or has the inability to turn off idle-kick on the server prevented anyone from running/trying this? I have no way of checking the plugins behavior since I'm not in the server-game (i.e. I don't rent them) anymore.

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  • 2 weeks later...

Originally Posted by EBassie*:

 

Anybody running this with BF4? Or has the inability to turn off idle-kick on the server prevented anyone from running/trying this? I have no way of checking the plugins behavior since I'm not in the server-game (i.e. I don't rent them) anymore.

Hey Fly,

 

I did not test it yet, because we can only do max 300 secs idle at the moment.

Let's hope this will change soon.

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  • 2 weeks later...

Originally Posted by mase*:

 

From R11 changelog: "idle time out can now be set up to 86 400 (24 hours)"

so it would be great if you could update the plugin for BF4 :smile:

 

that's atleast in the patchnotes, but it seems that i can't set it above 300 on my server...

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