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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by PapaCharlie9*:

 

ETA on the dispersion list fixes? That is causing some issues on our servers right now.

Well, since I have to fix #83 immediately, I might as well fix #82 at the same time.

 

BUT, I still haven't heard if anything I did by request in the previous release works. Doing a release is disruptive, since hundreds of servers have to update and restart Procon, and I don't want to release these fixes and find out the next day that something from the previous release needs fixing also.

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Originally Posted by ColColonCleaner*:

 

Well, since I have to fix #83 immediately, I might as well fix #82 at the same time.

 

BUT, I still haven't heard if anything I did by request in the previous release works. Doing a release is disruptive, since hundreds of servers have to update and restart Procon, and I don't want to release these fixes and find out the next day that something from the previous release needs fixing also.

I'll have it tested within the next 3 hours, just keep moving forward :smile:
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Originally Posted by ColColonCleaner*:

 

Ok, the disable unswitcher works...kinda. The disable and enable aspect works, however, how long I need to wait before enabling it again seems completely random. I disable unswitcher, issue the move, wait some time, then enable it again. Sometimes 2 seconds is enough, sometimes it needs longer to detect the move. I don't want to hold up other move processing to monitor that state. Maybe having a method for just disabling the unswitcher until it detects a team switch, then automatically enable it again would be best.

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Originally Posted by PapaCharlie9*:

 

Ok, the disable unswitcher works...kinda. The disable and enable aspect works, however, how long I need to wait before enabling it again seems completely random. I disable unswitcher, issue the move, wait some time, then enable it again. Sometimes 2 seconds is enough, sometimes it needs longer to detect the move. I don't want to hold up other move processing to monitor that state. Maybe having a method for just disabling the unswitcher until it detects a team switch, then automatically enable it again would be best.

That's not deterministic unless you specify which player to wait for -- since some random player may switch himself during the same interval, and even in that case, it can take up to 3 minutes for a move to complete. That's the timeout value I use for detecting a failed move. MB treats moving players as best effort, not a guarantee by any means.

 

Just leave unswitcher disabled for as long as necessary to track everything you need, then re-enable it. Worst that can happen is some random other players switch, but that seems preferable to adding a bunch of new code to track one player through the system.

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Originally Posted by PapaCharlie9*:

 

Here's an idea, similar to how I track move timeouts. When you are ready to do your admin moves, disable unswitcher and save DateTime.Now as a timestamp (member variable). Each time you admin move a player, update the saved timestamp to DateTime.Now. Elsewhere, in your main event processing loop or perhaps after each kill, spawn or serverInfo event, check the timestamp, and if it is 3 minutes or more, re-enable the unswitcher and unset the timestamp or set some other flag to stop checking. That guarantees that the unswitcher will be re-enabled no sooner than 3 minutes after the last admin move. You don't have to track anything other than the timestamp and checking flag.

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Originally Posted by ColColonCleaner*:

 

Here's an idea, similar to how I track move timeouts. When you are ready to do your admin moves, disable unswitcher and save DateTime.Now as a timestamp (member variable). Each time you admin move a player, update the saved timestamp to DateTime.Now. Elsewhere, in your main event processing loop or perhaps after each kill, spawn or serverInfo event, check the timestamp, and if it is 3 minutes or more, re-enable the unswitcher and unset the timestamp or set some other flag to stop checking. That guarantees that the unswitcher will be re-enabled no sooner than 3 minutes after the last admin move. You don't have to track anything other than the timestamp and checking flag.

Already implemented this way :smile:. Unfortunate that it takes so long...
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Originally Posted by PapaCharlie9*:

 

Already implemented this way :smile:. Unfortunate that it takes so long...

Tell me about it. I was dead surprised when I was doing testing on BF3. What the heck is the server doing? I guess its kind of like the chat delay bug.
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Originally Posted by PapaCharlie9*:

 

Dude, what the hell....the balancer refused to balance anyone and let teams sit with a difference of 7 PEOPLE, just because it was waiting for people to join?

 

It's also spamming chat...like, a lot.

 

http://pastebin.com/raw.php_i=jUny00Np

The chat is triggered on every listPlayers event, so I guess you get a lot of listPlayers events. :smile:

 

But spam is a good thing, right? Especially if you have a difference of 7, players want to be reassured that help is on the way.

 

You can disable waiting for new players by setting the Balance Speed to Fast. If you set it to Adaptive, it will automatically change to Fast (internally) after Seconds Until Adaptive Speeds Becomes Fast. So waiting for new players is under your control.

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Originally Posted by ColColonCleaner*:

 

The chat is triggered on every listPlayers event, so I guess you get a lot of listPlayers events. :smile:

 

But spam is a good thing, right? Especially if you have a difference of 7, players want to be reassured that help is on the way.

 

You can disable waiting for new players by setting the Balance Speed to Fast. If you set it to Adaptive, it will automatically change to Fast (internally) after Seconds Until Adaptive Speeds Becomes Fast. So waiting for new players is under your control.

Strange, this only happened when i switched to version 1.1.3.0 from 1.1.2.0.

 

Guess some settings got mangled in the process?

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Originally Posted by Frogtooth*:

 

But spam is a good thing, right? Especially if you have a difference of 7, players want to be reassured that help is on the way.

Actually, no. A common complaint (and one of mine) is servers that spam chat and make it useless for sharing information with your team or squad. It's pretty infuriating to take the time to type a message to my team, and then have it scroll off in 6 seconds before anybody has read it because some plugin picks that moment to spam chat.

 

Something really simple, like recording the timestamp the last "preparing to autobalance" message went out and not sending another until 30 sec has elapsed, say, sounds worthwhile.

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Originally Posted by PapaCharlie9*:

 

Actually, no. A common complaint (and one of mine) is servers that spam chat and make it useless for sharing information with your team or squad. It's pretty infuriating to take the time to type a message to my team, and then have it scroll off in 6 seconds before anybody has read it because some plugin picks that moment to spam chat.

 

Something really simple, like recording the timestamp the last "preparing to autobalance" message went out and not sending another until 30 sec has elapsed, say, sounds worthwhile.

Check your private messages for an important message. :smile:

 

Well, true, but there's spam and then there is spam, spam, spam, spam, spam and spam. If it was sending a message every second continuously I'd have to fix it, but looks like worst case it sends 3 messages within 1 second, but then there are several seconds that go by before another one comes. The shortest time between blocks was 5 seconds, longest was 16.

 

Figuring out why there are so many listPlayers events might be a good general investigation. They are expensive, particularly on a full 64 player server with multiple clients hooked to a layer. Each of those listPlayer events has to be transmitted to every client.

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Originally Posted by ColColonCleaner*:

 

[23:32:36 87] [MULTIbalancer]:5 (SWITCH) Player team switch: pyrofox1313 from Neutral team to US team

[23:32:36 87] [MULTIbalancer]:5 (SWITCH) FORBIDDEN: immediately unswitch pyrofox1313 from US back to Neutral

[23:32:36 87] [MULTIbalancer]:3 UNSWITCHING pyrofox1313 from US back to Neutral

[23:32:36 87] [MULTIbalancer]:4 YELL to pyrofox1313: You can't switch to the US team: switching to the winning team is not allowed, sending you back!

[23:32:36 87] [MULTIbalancer]:4 CHAT to pyrofox1313: pyrofox1313, you can't switch to team US: switching to the winning team is not allowed, sending you back ...

[23:32:36 87] [MULTIbalancer]:4 MOVING pyrofox1313 from US to Neutral to unswitch player

[23:32:37 10] [MULTIbalancer]:4 Move of pyrofox1313 failed with error: PlayerIsCommander

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Originally Posted by PapaCharlie9*:

 

[23:32:36 87] [MULTIbalancer]:5 (SWITCH) Player team switch: pyrofox1313 from Neutral team to US team

[23:32:36 87] [MULTIbalancer]:5 (SWITCH) FORBIDDEN: immediately unswitch pyrofox1313 from US back to Neutral

[23:32:36 87] [MULTIbalancer]:3 UNSWITCHING pyrofox1313 from US back to Neutral

[23:32:36 87] [MULTIbalancer]:4 YELL to pyrofox1313: You can't switch to the US team: switching to the winning team is not allowed, sending you back!

[23:32:36 87] [MULTIbalancer]:4 CHAT to pyrofox1313: pyrofox1313, you can't switch to team US: switching to the winning team is not allowed, sending you back ...

[23:32:36 87] [MULTIbalancer]:4 MOVING pyrofox1313 from US to Neutral to unswitch player

[23:32:37 10] [MULTIbalancer]:4 Move of pyrofox1313 failed with error: PlayerIsCommander

What version was that on? 1.1.3.1? Looks like a bug. What happened before? Did pyrofox join as commander and this was the first recognition of him joining?
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Originally Posted by Hodor*:

 

@PapaCharlie9, I have a question. I have BF4 conquest large server 34 slots. 32 players and 2 spectators. Which number I should to specify in two places?

 

6f061b1c673431bae6de6c40b17d9fe9e8a748e2.jpg

 

f182afdc86f39bd6fa4d79ef70b5898ce07b1f12.jpg

 

 

It makes no sense to enable this option because not present BattlelogCash for BF4?

 

919ba2003527277c4f2b3113a80c7f4d7954aae9.jpg

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Originally Posted by tarreltje*:

 

Actually, no. A common complaint (and one of mine) is servers that spam chat and make it useless for sharing information with your team or squad. It's pretty infuriating to take the time to type a message to my team, and then have it scroll off in 6 seconds before anybody has read it because some plugin picks that moment to spam chat.

 

Something really simple, like recording the timestamp the last "preparing to autobalance" message went out and not sending another until 30 sec has elapsed, say, sounds worthwhile.

The spam of a balance message depends on the type of server i think. On my server, a mixed mode, people get furious if the balance gets off. Pleople are asking for a balance then and would leave if they think nothing is happening.

 

The test version im running is spamming a few messages if the balance gets of, and i do NOT see any complaints any more.

 

Since its an option you also can turn it off!

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Originally Posted by ColColonCleaner*:

 

The spam of a balance message depends on the type of server i think. On my server, a mixed mode, people get furious if the balance gets off. Pleople are asking for a balance then and would leave if they think nothing is happening.

 

The test version im running is spamming a few messages if the balance gets of, and i do NOT see any complaints any more.

 

Since its an option you also can turn it off!

I ended up turning on quiet mode since the last patch. That seems to be working out pretty well. There was a lot of spam happening before then.
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Originally Posted by PapaCharlie9*:

 

@PapaCharlie9, I have a question. I have BF4 conquest large server 34 slots. 32 players and 2 spectators. Which number I should to specify in two places?

 

6f061b1c673431bae6de6c40b17d9fe9e8a748e2.jpg

 

f182afdc86f39bd6fa4d79ef70b5898ce07b1f12.jpg

 

 

It makes no sense to enable this option because not present BattlelogCash for BF4?

 

919ba2003527277c4f2b3113a80c7f4d7954aae9.jpg

Your player settings look correct.

 

You should set Enable Battlelog Requests to True, unless you don't care about clan tags for anything. MB uses BattlelogCache if it is active/working, but if it isn't, it uses Battlelog directly, but in a low impact way so it is safe.

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Originally Posted by ColColonCleaner*:

 

What version was that on? 1.1.3.1? Looks like a bug. What happened before? Did pyrofox join as commander and this was the first recognition of him joining?

Latest, just randomly noticed it in the plugin console.
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Originally Posted by Hodor*:

 

@PapaCharlie9, what's wrong with my balance? Very often ends the round with a large margin...I'll show you my screenshots

 

Server BF4 Conquest Large 32 slots Operation locker only 1000 tickets

 

Posted Image

Posted Image

 

Settings:

 

Posted Image

Posted Image

Posted Image

Posted Image

 

 

Please help me, I just want a good game.

 

Attached Files:

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Originally Posted by tarreltje*:

 

@PapaCharlie9, what's wrong with my balance? Very often ends the round with a large margin...I'll show you my screenshots

 

Server BF4 Conquest Large 32 slots Operation locker only 1000 tickets

 

Posted Image

Posted Image

 

Settings:

 

Posted Image

Posted Image

Posted Image

Posted Image

 

 

Please help me, I just want a good game.

Stop unstacking and scramble on roundscore. I have this also and most of the time i get games with a few tix differance!
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Originally Posted by ColColonCleaner*:

 

Explain with human words ... I've got Battlelog SPM

Where turn off, where turn on, where to change

Please ask question with human words.

 

srs, i have no idea what you mean.

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Originally Posted by Hodor*:

 

Please ask question with human words.

 

srs, i have no idea what you mean.

I showed my balance settings, they are very often the round ends with a large difference in the ticket, I need some help in the settings!
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Originally Posted by ColColonCleaner*:

 

Enable Unstacking - False

Top Scorers - False

Scramble By - RoundSPM

Forbid Switching After Autobalance - False

Forbid Switching To Biggest Team - False

Disperse Evenly By Rank - 140 (Disables this setting)

Keep Clan Tags In Same Team - False

Keep Friends in Same Team - False

Keep Squads Together - True

Quiet Mode - True

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Originally Posted by IAF-SDS*:

 

Forbid Switching After Autobalance - False

Forbid Switching To Biggest Team - False

Disperse Evenly By Rank - 140 (Disables this setting)

When you allow them to switch back after being autobalanced and to switch back to the bigger team per your settings above, doesn't that undermine what you want MB to do with keeping matches tight?

 

I assume you're trying to minimize complaints by letting them switch back.

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Originally Posted by ColColonCleaner*:

 

When you allow them to switch back after being autobalanced and to switch back to the bigger team per your settings above, doesn't that undermine what you want MB to do with keeping matches tight?

 

I assume you're trying to minimize complaints by letting them switch back.

They already can't switch to the winning team, so if people want to switch to the losing team to help it, why stop them? Blocking biggest team also doesn't make sense, as a big team really means nothing in terms of how the team is performing, unless the difference is 5+. Winning team is the only one that makes sense to block. Blocking switch to the strong team would be a nice feature, for example if a team has all the flags in conquest, don't let a player join that team, you can use ticket loss rate for that.

 

And dispersing evenly by rank, especially for 100+, doesn't work nearly as well in BF4 as in BF3.

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