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Adaptive Server Size (1.3.5.3 - 06/14/15)


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Originally Posted by borbn*:

 

Hi,

 

is someone already running this plugin with the R10 Patch?

I got the problem that after the first ppl join and the server size is adjusted battlelog shows that the server is full.

Actually only 9 ppl where on the server and it showed 14/14 playing. After i adjusted the player limit to 32 it shows 32/32 slots are full. Joining the server was also not possible.

 

Already contacted the server hoster but they dont know any new issues with the R10 patch right now.

So maybe the plugin needs some tuning for the R10 patch?

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Originally Posted by Frakkas*:

 

I can't replicate your issue. No problems here.

Just a little more clarity on my repro steps (I can certainly live with this, thanks for all your hard work!):

 

With R10, I restart the server with essentially all default settings, 64 player max (via battlelog). Restart procon layer. Connect with Adaptive server disabled, ensure Enable QuickMatch and Assume Round Started at Max are checked, then enable the plugin.

 

I get this debug:

 

[10:53:58 19] AdaptiveServerSize: Enabled!

[10:53:58 41] AdaptiveServerSize: WORK -> 0 players online. Server size changed to 8. Round started at 64.

[10:53:58 41] AdaptiveServerSize: WORK -> 0 players online. QuickMatch settings changed to specified defaults.

[10:53:58 83] AdaptiveServerSize: IDLE -> 0 players online. Server size set to 8. Round started at 64.

 

Server size is reported as 8 now (battlelog and procon). When I join, I need 7 players instead of 3. I restart the round, and the required players is now 3. This time I didn't need to use the manual procon settings to change the start/restart numbers, just had to restart the map.

 

Now, I change the map list and restart the server (not restarting procon or the plugin). When the server comes back up, no amount of restarting the map brings the start count down to 4.

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Originally Posted by GitSum*:

 

Hi,

 

is someone already running this plugin with the R10 Patch?

I got the problem that after the first ppl join and the server size is adjusted battlelog shows that the server is full.

Actually only 9 ppl where on the server and it showed 14/14 playing. After i adjusted the player limit to 32 it shows 32/32 slots are full. Joining the server was also not possible.

 

Already contacted the server hoster but they dont know any new issues with the R10 patch right now.

So maybe the plugin needs some tuning for the R10 patch?

This morning - one of our servers was showing the same thing, problem is - the Adaptive Server Size plugin for that server was not enabled because it is only a 16 slot server. A server restart fixed the problem
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Originally Posted by falcontx*:

 

New version is up. When calculating the current number of players, the plug-in now includes players who are joining the game, but are not in the PRoCon player list, in order to attempt to mimic the number displayed on Battlelog. Due to the fact that player timeouts aren't reported to PRoCon, it's not perfect, but it's accurate 80-90% of the time. This is the functionality that Panther requested in post #125.

 

1.2.2.0 (11/26/2011)

- now includes joining players when calculating server size, in order to match Battlelog (most of the time)

 

Thanks to those who have donated! If you haven't, yet, please consider the value of filling your servers more quickly and keeping them full much longer than would ordinarily be possible without a lot of manual work!

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Originally Posted by Panther*:

 

Falcon, you did a perfect job and a realy good solution on that one!!! Awesome, it works now SO MUCH BETTER than before. It is realy realy accurate now. I realy love it!!! Update was worth it. Awesome sauce!

 

Now you use onPlayerLogin() i guess. Have you thought about firing OnSeverInfo on that event? Just a thought, not sure if it would work.

 

 

PS: My first Donation for my TrueBalancer will be farwarded to you :ohmy:. Thanks so much for this!

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Originally Posted by falcontx*:

 

Falcon, you did a perfect job and a realy good solution on that one!!! Awesome, it works now SO MUCH BETTER than before. It is realy realy accurate now. I realy love it!!! Update was worth it. Awesome sauce!

 

Now you use onPlayerLogin() i guess. Have you thought about firing OnSeverInfo on that event? Just a thought, not sure if it would work.

 

 

PS: My first Donation for my TrueBalancer will be farwarded to you :ohmy:. Thanks so much for this!

Thanks!

 

Yes, but not because it's more accurate than OnServerInfo. If you watch the console, you'll see that serverInfo is called each time before listPlayers, so there's no reason to fire it again. It uses OnServerInfo to get the round time and game mode, then does everything else in OnListPlayers. It gets the join information from OnPlayerJoin.

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Originally Posted by Panther*:

 

It gets the join information from OnPlayerJoin.

Thats what i ment :smile:. You could fire OnServerInfo within onPlayerJoin or will this mess up your code? With that you would update your list exactly at the time a player joins.

 

Not sure if it would work, but i use this methode to fire OnListPlayers when a player teamchanges:

this.ExecuteCommand("procon.protected.send", "serverinfo", "all");

 

But i love your code allready like it is now. Just brainstorming loud here :ohmy:. If you dont want me to get on your nerfs, just tell me, I would understand it :ohmy:.

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Originally Posted by falcontx*:

 

Thats what i ment :smile:. You could fire OnServerInfo within onPlayerJoin or will this mess up your code? With that you would update your list exactly at the time a player joins.

serverInfo and listPlayers aren't updated immediately when a player joins, so it wouldn't make a difference. They aren't updated until sometime after the player gets to the "Loading" screen. That's why we had this problem in the first place.
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Originally Posted by Panther*:

 

yeah, i thought that you could fire it up with your new code implemented in onPlayerJoin. I know it it is not update when a player joins, but your logic is in serverInfo and the size of the server will only update if serverInfo is fired. Maybe you can move this logic out of onServerinfo and fire it up seperatly when a player joins and on serverInfo. Not sure how much this would change the code.

 

I guess my english is so bad that i can't explain what i want to say =(.

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Originally Posted by falcontx*:

 

yeah, i thought that you could fire it up with your new code implemented in onPlayerJoin. I know it it is not update when a player joins, but your logic is in serverInfo and the size of the server will only update if serverInfo is fired. Maybe you can move this logic out of onServerinfo and fire it up seperatly when a player joins and on serverInfo. Not sure how much this would change the code.

Oh, I see what you're saying. The logic is actually in OnListPlayers, but I guess I could move it out and have it called on joins as well. I try to avoid actually calling serverInfo and listPlayers directly, as many other scripts use them for timing updates, as well, and running them too much could cause an unnecessary burden on the server.
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Originally Posted by WaxMyCarrot*:

 

Awesome work Falcon.. this is the MOST useful plugin so far for BF3.. without a full server the others are worthless. I dropped you a donation.. I hope others who appreciate your hard work do the same.

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Originally Posted by PBSGTS*:

 

Awesome work Falcon.. this is the MOST useful plugin so far for BF3.. without a full server the others are worthless. I dropped you a donation.. I hope others who appreciate your hard work do the same.

Exactly. This plugin saves me so much work, it used to save me even more. Back before R9 I didn't even have to seed the server with this plugin installed, ahh those were the days.
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Originally Posted by Ghostryder81*:

 

Exactly. This plugin saves me so much work, it used to save me even more. Back before R9 I didn't even have to seed the server with this plugin installed, ahh those were the days.

Same here :smile: Really awesome work!

I dropped you also a donation!

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Originally Posted by Panther*:

 

There is a little problem at the roundstart. It looks like that the queue list is alittle bugged.

 

If at round end there are still players in the queue list and alot of players leave during loading the new map (Thanks to R10 nearly every new round like 5-10 players get a freeze) and the plugin regulates the server down to the next maxSlots it showes that the server is full.

eg: 48/48(1), but only 44 players are on the server. This happens very often at the beginning of a new round.

 

Maybe it is possible to add some timevariable, so the plugin waits a given time after roundstart before starting ajusting the players. I would like it, that the plugin forexample starts adjusting the playernumber 2-5minutes after a roundstart.

 

Do you think this would be possible?

 

Edit: It looks like, the queue list is bugged not only at the roundstart. It seems, that if the one and only player on the queuelist leaves that the server doesn't get his players updated in serverbrowser. This is realy sad =(.

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Originally Posted by WaxMyCarrot*:

 

Yes.. this que bug exists with or without this plugin or even procon. I have tried shutting down procon altogether a few minutes before round end and it will show my server as full for a while after round start. Wish EA would finally get done with this beta and release the real game we paid for. :sad:

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Originally Posted by Panther*:

 

yeah, this bug has nothing to do with the plugin. The only thing to update the Playernumber in battlelog is when a player joines. I have added to the code to wait until the first player joines after roundstart, to avoid this problem for the moment. It happens also during a round, sux realy much.

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Originally Posted by teeth_03*:

 

Request:

 

Can this plugin be used to change the map cycle depending on how many people are in the server? For example, I want my server to be on TDM when empty up to ~20 people, then it would switch to Rush untill ~40 people join, then switch to conquest large past that, then perhaps when it gets above 60, only play the 4 larger maps with the jets.

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Originally Posted by PBSGTS*:

 

Request:

 

Can this plugin be used to change the map cycle depending on how many people are in the server? For example, I want my server to be on TDM when empty up to ~20 people, then it would switch to Rush untill ~40 people join, then switch to conquest large past that, then perhaps when it gets above 60, only play the 4 larger maps with the jets.

That's a great idea for a plugin, you might post that in the plugin ideas forum.
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Originally Posted by falcontx*:

 

Request:

 

Can this plugin be used to change the map cycle depending on how many people are in the server? For example, I want my server to be on TDM when empty up to ~20 people, then it would switch to Rush untill ~40 people join, then switch to conquest large past that, then perhaps when it gets above 60, only play the 4 larger maps with the jets.

Yeah, that's beyond the scope of this plugin, but it is a good idea. There was a plugin like this for BFBC2, which can be found here (www.phogue.net/forumvb/showth...ng-(28.7.2011)*), but it has not been ported to BF3, though there were some people asking about it in that thread.
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Originally Posted by falcontx*:

 

yeah, this bug has nothing to do with the plugin. The only thing to update the Playernumber in battlelog is when a player joines. I have added to the code to wait until the first player joines after roundstart, to avoid this problem for the moment. It happens also during a round, sux realy much.

Does waiting until after the first player joins really solve this issue? To me, it seems to happen even if the maxPlayers isn't changed. For example, on my 32-player server, it usually gets stuck at 32/32 [1]. I have had the case where this bug has caused my server to empty. I hope they fix it soon.
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Originally Posted by teeth_03*:

 

Yeah, that's beyond the scope of this plugin, but it is a good idea. There was a plugin like this for BFBC2, which can be found here (www.phogue.net/forumvb/showth...ng-(28.7.2011)*), but it has not been ported to BF3, though there were some people asking about it in that thread.

yeah,I know. I am unsure of the status of that plugin, so I figured I would suggest it here. I figured a quick and dirty way of doing it,would be to add an option to send in custom commands when the player count reaches a certain size, just send in a bunch of commands to remove maps and add new ones.

 

As an example, you could have 3 boxes for typing in commands, A,B and C. You could set the plugin to execute the command set A once it reaches 20 players, which would remove maps,add more, possibly change some settings around, then do it again for higher player counts for B and C.

 

The only problem is,I'm not sure how to work that if the server is depopulating...

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Originally Posted by Panther*:

 

Does waiting until after the first player joins really solve this issue? To me, it seems to happen even if the maxPlayers isn't changed. For example, on my 32-player server, it usually gets stuck at 32/32 [1]. I have had the case where this bug has caused my server to empty. I hope they fix it soon.

Yes it does. If a new player joines the server. The playernumber of the server is refreshed. check it yourself. if it gets stuck again, join yourself and you will see. The problem is if it happens during the round.
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