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MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


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Originally Posted by IAF-SDS*:

 

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.

Stacking a team to have more than 2 extra players often generates complaints on my servers, at least until they notice it (even if the weaker team has the excess), so I try to avoid that. But if you have balance speed set to fast and allow them to move back, it will just pick another player to move away from the excess quantity, and it will keep doing that until the person who is moved stays. If you're not on fast speed for balance, then one side will have the excess players a lot longer of course.

 

I like the benefit I see of letting an unhappy switched player go back (provided it's not to the winning team). Im curious, what do you have the following set to:

 

Sec 1 - Unlimited Team Switching During First Minutes Of Round

Sec 2 - Minutes After Joining

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Originally Posted by ColColonCleaner*:

 

Stacking a team to have more than 2 extra players often generates complaints on my servers, at least until they notice it (even if the weaker team has the excess), so I try to avoid that. But if you have balance speed set to fast and allow them to move back, it will just pick another player to move away from the excess quantity, and it will keep doing that until the person who is moved stays. If you're not on fast speed for balance, then one side will have the excess players a lot longer of course.

 

I like the benefit I see of letting an unhappy switched player go back (provided it's not to the winning team). Im curious, what do you have the following set to:

 

Sec 1 - Unlimited Team Switching During First Minutes Of Round

Sec 2 - Minutes After Joining

Depends on the map.

 

For metro

 

1

90

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Originally Posted by PapaCharlie9*:

 

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

Hmmm, these seem to be based on assumptions that don't match mine.

 

You are assuming that the game server prevents team switching to the winning team. My logs don't support that assumption. True enough, the game server does seem to have some kind of anti-team switching logic, since it never seems to let me switch to the team my friends are on, winning or losing, but apparently that's just me. I've seen logs with players switching in droves from the losing team to the winning team.

 

Here's one from yesterday, note that US (team 1) is winning:

Code:

[12:17:51] [MULTIbalancer]:0 Status: Plugin state = Active, game state = Playing, Unstacking Disabled, Logging Only Mode Enabled
[12:17:51] [MULTIbalancer]:0 Status: Map = Operation Locker, mode = Conquest Large, time in round = 00:08:25, tickets = 1886/1624 <- [2000]
[12:17:51] [MULTIbalancer]:0 Status: Ticket difference = 262, ticket ratio percentage is 116%, score 36741/20800
[12:17:51] [MULTIbalancer]:0 Status: Autobalance is not active, phase = Mid, population = High, speed = Adaptive, unstack when ratio >= 120%
[12:17:51] [MULTIbalancer]:0 Status: 0/9 raged, 3 reassigned, 0 balanced, 0 unstacked, 0 unswitched, 37 excluded, 0 exempted, 0 failed; of 309 TOTAL
[12:17:51] [MULTIbalancer]:0 Status: Team counts [63] = 31(US) vs 32(RU), with 1 unassigned, 1 commanders, 0 spectators
[12:17:51] [MULTIbalancer]:0 Status: Team difference = 1
[12:17:51] [MULTIbalancer]:6 Got OnPlayerTeamChange: REDF1GHT 1 0
[12:17:51] [MULTIbalancer]:5 (SWITCH) Player team switch: REDF1GHT from RU team to US team
[12:17:51] [MULTIbalancer]:5 (SWITCH) FORBIDDEN: immediately unswitch REDF1GHT from US back to RU
[12:17:51] [MULTIbalancer]:3 (SIMULATING) UNSWITCHING [AnK]REDF1GHT from US back to RU
[12:17:51] [MULTIbalancer]:4 (SIMULATING) YELL to REDF1GHT: You can't switch to the US team: switching to the winning team is not allowed, sending you back!
Also, consider this scenario. The winning teams needs players, so MB moves a weak player to the winning team. With your settings, that weak player can switch himself back to the losing team. That player isn't "helping" the losing team, he's making things worse for them. Granted, this probably doesn't happen very often, barring wanting to be with friends, etc., but SDS is right, there is some risk of undermining the actions taken by MB to balance.

 

The setting forbidding switching to the bigger team is for the special case where the desirable team isn't necessarily the winning team. Consider a server that's only half full and teams are balanced and evenly matched. Team 1 is losing, but not disastrously so. Now a handful or pros, or even just one, joins team 1. Guess what happens next? A bunch of opportunistic players from team 2 switch to team 1, in order to be on the side with the pro, throwing balance completely out of whack. It's true that eventually the bigger team also becomes the winning team, but by the time that logic kicks in, it's too late, the teams are lopsided.

 

Again, the game server is supposed to have logic that prevents this, but my logs say otherwise. For example, note that the CN (team 2) is the biggest team and also happens to be the losing team:

 

Code:

[04:56:38] [MULTIbalancer]:0 Status: Plugin state = Active, game state = Playing, Unstacking Disabled, Logging Only Mode Enabled
[04:56:38] [MULTIbalancer]:0 Status: Map = Sunken Dragon, mode = Conquest Large, time in round = 03:53:57, tickets = 1533/431 <- [2504]
[04:56:38] [MULTIbalancer]:0 Status: Ticket difference = 1102, ticket ratio percentage is 356%, score 37089/40179
[04:56:38] [MULTIbalancer]:0 Status: Autobalance is not active, phase = Mid, population = High, speed = Fast, unstack when ratio >= 120%
[04:56:38] [MULTIbalancer]:0 Status: 0/50 raged, 0 reassigned, 4 balanced, 0 unstacked, 0 unswitched, 231 excluded, 57 exempted, 0 failed; of 578 TOTAL
[04:56:38] [MULTIbalancer]:0 Status: Team counts [36] = 17(US) vs 19(CN), with 0 unassigned, 0 commanders, 0 spectators
[04:56:38] [MULTIbalancer]:0 Status: Team difference = 2
[04:56:42] [MULTIbalancer]:6 Got OnPlayerTeamChange: lNomad 2 0
[04:56:42] [MULTIbalancer]:5 (SWITCH) Player team switch: lNomad from US team to CN team
[04:56:42] [MULTIbalancer]:5 (SWITCH) FORBIDDEN: immediately unswitch lNomad from CN back to US
[04:56:42] [MULTIbalancer]:3 (SIMULATING) UNSWITCHING lNomad from CN back to US
[04:56:42] [MULTIbalancer]:4 (SIMULATING) YELL to lNomad: You can't switch to the CN team: switching to the biggest team is not allowed, sending you back!
Finally, Disperse Evenly By Rank can be disabled by setting it to 0. This is true for all of the settings that take a threshold value, rather than true/false.

 

EDIT: I forgot to mention, there is a less drastic setting you can use if you don't like the unswitcher being so rigid. It's not True/False in any case. The settings are Always/Never/LatePhaseOnly. By False I guess you meant Never, but you can use LatePhaseOnly instead. It means that switching is forbidden only during the Late phase. That means its allowed during early and mid, which is most of the game.

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Originally Posted by tarreltje*:

 

I set TrueBalancer 0.5.3.0 and now I have no problems with the balance on the server. Somehow MULTIbalancer allows too much difference in the tickets.

That is because you are letting Multibalancer doing things that arent needed. Turn of unstacking in section 0, and use the wizzard to do all the setting for you.
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Originally Posted by ColColonCleaner*:

 

[16:10:03 11] [MULTIbalancer]:3 EXCEPTION: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.

at System.ThrowHelper.ThrowInvalidOperationException( ExceptionResource resource)

at System.Collections.Generic.List`1.Enumerator.MoveN extRare()

at System.Collections.Generic.List`1.Enumerator.MoveN ext()

at PRoConEvents.MULTIbalancer.OnListPlayers(List`1 players, CPlayerSubset subset) in d:\Servers\DANIELB\GameServers\TC61748688081333144 738543\Plugins\BF4\Temp\cbncytmx.0.cs:line 4092

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Originally Posted by PapaCharlie9*:

 

[16:10:03 11] [MULTIbalancer]:3 EXCEPTION: System.InvalidOperationException: Collection was modified; enumeration operation may not execute.

at System.ThrowHelper.ThrowInvalidOperationException( ExceptionResource resource)

at System.Collections.Generic.List`1.Enumerator.MoveN extRare()

at System.Collections.Generic.List`1.Enumerator.MoveN ext()

at PRoConEvents.MULTIbalancer.OnListPlayers(List`1 players, CPlayerSubset subset) in d:\Servers\DANIELB\GameServers\TC61748688081333144 738543\Plugins\BF4\Temp\cbncytmx.0.cs:line 4092

Which version is this from? Was it a one-time error, or spam of errors? Do you have Debug Level 7 log lines immediately before that exception?

 

There are only three enumerations of generic lists in the OnListPlayers function. Two are of List that is past in, and no modification of that list is happens in MB code. The third is of fSettingWhitelist, which is not modified in that function, but is modified in other parts of MB code, notably in SetPluginVariable for "Whitelist". Is it possible some other thread was changing the whitelist setting while this listPlayers event was being handled?

 

If the whitelist is modified by SetPluginVariable or if the reserved slots list is updated and the setting for merging the lists is true, there is a Debug Level 7 log entry of "Updating Whitelist data model". That would be a smoking gun.

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Originally Posted by ColColonCleaner*:

 

Which version is this from? Was it a one-time error, or spam of errors? Do you have Debug Level 7 log lines immediately before that exception?

 

There are only three enumerations of generic lists in the OnListPlayers function. Two are of List that is past in, and no modification of that list is happens in MB code. The third is of fSettingWhitelist, which is not modified in that function, but is modified in other parts of MB code, notably in SetPluginVariable for "Whitelist". Is it possible some other thread was changing the whitelist setting while this listPlayers event was being handled?

 

If the whitelist is modified by SetPluginVariable or if the reserved slots list is updated and the setting for merging the lists is true, there is a Debug Level 7 log entry of "Updating Whitelist data model". That would be a smoking gun.

It was 1130, i'll keep an eye out for it again.
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Originally Posted by ColColonCleaner*:

 

[10:37:01] [MULTIbalancer]:3 BALANCE moving [sNCT]Stylish-wasabi from US team to RU team to disperse evenly

[10:37:03] [MULTIbalancer]:3 BALANCE moving [RDDT]Swannslean from RU team to US team to disperse evenly

 

 

Is this normal?

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Originally Posted by Scarab*:

 

It would appear the lastest server update broke something, the whitelist and exceptions code doesn't appear to work any longer. Anybody else notice it's pulling people out of squad now, moving people to other team, etc.?

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Originally Posted by PapaCharlie9*:

 

It would appear the lastest server update broke something, the whitelist and exceptions code doesn't appear to work any longer. Anybody else notice it's pulling people out of squad now, moving people to other team, etc.?

Are you talking about in-round balancing or between-round scrambling? There is a known bug that Whitelist is ignored during scrambling, but it should work during in-round balancing. I was just watching a full Conquest Large BF4 server the other day and the Whitelist was working fine.

 

Post your settings, all of Section 0, all of Section 1, particularly your Whitelist, all of Section 2, all of the Section 8 that is relevant (per mode). BF3 or BF4?

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Originally Posted by PapaCharlie9*:

 

[10:37:01] [MULTIbalancer]:3 BALANCE moving [sNCT]Stylish-wasabi from US team to RU team to disperse evenly

[10:37:03] [MULTIbalancer]:3 BALANCE moving [RDDT]Swannslean from RU team to US team to disperse evenly

 

 

Is this normal?

Not enough information to determine. Probably is normal. Need at least Debug Level 5 logs and all relevant settings to be sure.
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Originally Posted by PapaCharlie9*:

 

UpdatePluginData new feature? Temp disable balancing. Would like to do this while a surrender vote from insane limits is active.

You can do that already, if you use AdKats as the intermediary. IL calls AdKats, AdKats calls MB with standard set plugin variable "9 - Debugging|Enable Logging Only Mode" "True". That effectively disables MB's ability to send commands to the server, but it still tracks players and updates data internally. If you only want to disable balancing, you can instead do these three sets:

 

procon.protected.plugins.setVariable "MULTIbalancer" "3 - Round Phase and Population Settings|Early Phase: Balance Speed (Low, Med, High population)" "Stop, Stop, Stop"

procon.protected.plugins.setVariable "MULTIbalancer" "3 - Round Phase and Population Settings|Mid Phase: Balance Speed (Low, Med, High population)" "Stop, Stop, Stop"

procon.protected.plugins.setVariable "MULTIbalancer" "3 - Round Phase and Population Settings|Late Phase: Balance Speed (Low, Med, High population)" "Stop, Stop, Stop"

 

To re-enable, set the speeds back to the way you had them.

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Originally Posted by Scarab*:

 

Post your settings, all of Section 0, all of Section 1, particularly your Whitelist, all of Section 2, all of the Section 8 that is relevant (per mode). BF3 or BF4?

First, thanks for writing this plugin, we love it. And also thanks for the support and quick response. I am truly in awe of you and the other plugin authors, I wish I had the same level of talent and coding skills. You guys are amazing.

 

I want to test a few things out for another couple of days. I believe the issue has been with the scrambler bug you mentioned because this is where we're having the problem. It happens at the map change, not during game.

 

Our clan is separated on the map change, we get split into different teams and squads. We then have to manually move people around after they've spawned and running to cap the first flag.

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Originally Posted by ColColonCleaner*:

 

You can do that already, if you use AdKats as the intermediary. IL calls AdKats, AdKats calls MB with standard set plugin variable "9 - Debugging|Enable Logging Only Mode" "True". That effectively disables MB's ability to send commands to the server, but it still tracks players and updates data internally. If you only want to disable balancing, you can instead do these three sets:

 

procon.protected.plugins.setVariable "MULTIbalancer" "3 - Round Phase and Population Settings|Early Phase: Balance Speed (Low, Med, High population)" "Stop, Stop, Stop"

procon.protected.plugins.setVariable "MULTIbalancer" "3 - Round Phase and Population Settings|Mid Phase: Balance Speed (Low, Med, High population)" "Stop, Stop, Stop"

procon.protected.plugins.setVariable "MULTIbalancer" "3 - Round Phase and Population Settings|Late Phase: Balance Speed (Low, Med, High population)" "Stop, Stop, Stop"

 

To re-enable, set the speeds back to the way you had them.

Woop! thanks much!
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Originally Posted by PapaCharlie9*:

 

Anyone got perfect settings for Conquest Large 800 Tickets? I don't know why, but my settings don't work that well lately.

Perfect in what sense? Not working well how? Need more details, a lot more, about what your goals are. What are you trying to achieve?

 

Given that you have Unstacking enabled, have you read the FAQs about Unstacking?

 

showthread....d-explanations*

 

There are some posts in there that will help you fine-tune your settings for unstacking, assuming close finishes are one of your goals.

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Originally Posted by kcuestag*:

 

Correct, close ticket finishes are my goals, but I also want to keep clans together in same squads and teams, and not have too aggressive unstacking.

 

The issue is I have way too unbalanced ticket endings.

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Originally Posted by PapaCharlie9*:

 

Correct, close ticket finishes are my goals, but I also want to keep clans together in same squads and teams, and not have too aggressive unstacking.

 

The issue is I have way too unbalanced ticket endings.

That combination isn't possible. You can either have a good chance (not a guarantee) of close finishes, or you can keep squads and clans together, you can't have both. Close finishes sometimes require periods of aggressive unstacking moves.
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Originally Posted by PapaCharlie9*:

 

Version 1.1, Patch 4 has been posted. It contains a couple of new features and some important bug fixes. Upgrading to this version is highly recommended, as always.

 

See post #2 for details:

 

myrcon.net/...multibalancer-30-mar-2015-bfhl#entry33580

I almost forgot to say thanks to everyone who tested 1.1.3.0 and the pre-release of 1.1.4.0, so that I could release this update sooner rather than later.
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Originally Posted by kcuestag*:

 

That combination isn't possible. You can either have a good chance (not a guarantee) of close finishes, or you can keep squads and clans together, you can't have both. Close finishes sometimes require periods of aggressive unstacking moves.

Should the admin kill (for fast balance) be activated in this case? I activated it because sometimes, specially at night, when server slowly empties, it took way too long to balance the teams (For example 27 vs 19).
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Originally Posted by kcuestag*:

 

The problem I see is when unstacking/balancing phases is at End, I have it to Stop, Stop Stop.

 

However, what I'd like is the server to keep balancing (So it doesn't go 23vs14 like it just did on our server, even with the Fast Balance enabled...) but NOT unstack during late phase.

 

Is that possible?

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