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


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Originally Posted by falcontx*:

 

Personally, it has seemed to be more difficult to get the server started with only a few people since the last BF3 patch (R11). The plugin still works as it should, though, and once we have 6-8 players on, the server fills up quickly.

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Originally Posted by XSGamers*:

 

I'm not convinced it's anything to do with the plugin.

 

With the last patch there was also an update to Battlelog & the plugins needed to run in the browser.

 

I honestly think they tweaked the coding for Quick Match as well as the randomness of the servers that are listed. I've noticed that our servers are harder to fill since the patch but I don't think it's down to this plugin, more over the update to Battlelog.

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Originally Posted by Centeno*:

 

Personally, it has seemed to be more difficult to get the server started with only a few people since the last BF3 patch (R11). The plugin still works as it should, though, and once we have 6-8 players on, the server fills up quickly.

I guess you're right. It seems to be due to matchmaking changes made by DICE.. Didn't find anything in their patch notes indicating what exactly it could be though... Will work on finding it out.
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Originally Posted by falcontx*:

 

To me, it seems like QuickMatch is choosing larger/fuller servers over smaller/empty servers. For example, see Haemogod's post above:

 

Observed something strange today. People trickled into the server (over 25 minutes) until we hit 4v4, then the server received 20 players in under 2 minutes.

In this case, QuickMatch mostly ignored his server until it had 8 people on, then it was chosen more frequently and the server filled up quickly. I'd say my experience has been similar, though I don't think I've ever gotten 20 players in 2 minutes!

 

EDIT: Just checked my logs from earlier. It took 30 minutes to get the first 8 players, then 20 minutes to fill the server (32 players).

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Originally Posted by chrise69*:

 

@MorpheusX(AUT)

Danke dir,mein englisch ist schrecklich und mache das mit dem Google übersetzer^^

Also:Was muß ich genau einstellen bei dem Plugin alles auf ja?

Als wir das Plugin aktiviert haben,wurde alles korrekt angezeigt,erst 4 spieler dann 8 usw. in dem tool wurde dann angezeigt dann z.b.6 member auf dem server joinen,aber alle diese spieler hatten einen schwarzen bildschirm und konneten nicht auf dem server joinen.Deshalb wollte ich wissen was ich einstellen muß bei dem plugin damit das 100prozentig funktioniert,wir haben einen 24 slot server.

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Originally Posted by MorpheusX(AUT)*:

 

@falcontx:

Translation of chrise69's post:

 

He's got a 24 player server and wants to know what settings he has to choose so the plugin works perfectly. Atm he's got the following problem:

When the plugin is activated, everything gets displayed correctly (at first 4 players, then 8, etc...). The plugin also shows that 6 (or whatever) players are joining, but those players just get a black screen and can't start playing (the known old "small playercount roundstart" bug).

 

 

Personally speaking, I've also seen this bug happen. The round was running with 32 Players (maxcount on 1 of our server), I started the plugin with "Assume round started with maxcount", and the slotcount was switched normally. After 1 round, I also got the "black screen" waiting bug... Plugin showed players were joining, but they never really "reached" the server.

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Originally Posted by falcontx*:

 

Interesting. I've never experienced that issue. I'm going to release a new version to fix a few minor bugs later today. I'd recommend trying that. If that doesn't work, I'll need logs of the plugin console (with debug turned on) and the PRoCon console (with Events turned on) in order to diagnose the issue.

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Originally Posted by falcontx*:

 

New version is up. This one fixes some stability and restart issues. You should definitely upgrade to this release from any previous version!

 

1.3.1.0 (12/12/2011)

- changed timer method to prevent sleep lock

- fixed round start detection error caused by spawn after round end

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Originally Posted by MorpheusX(AUT)*:

 

Bug found: Your plugin obviously doesn't like nextMap commands. :biggrin:

Background Info: I'm running phil's ARR plugin, with enabled "Run next Map after 15 Minutes of empty Server"-Feature (so our maplist cycles and we prevent a zombie-roundrestart-hangup). Enabled ASS too, worked fine for a few mins. Then ARR sends the command to load the next map, which causes ASS to set the playerlimit to 64 again. After the restart, it doesn't change back though and waits for the next round to be run.

 

Logs:

Code:

[14:34:51 59] AdaptiveServerSize: Enabled!
[14:34:53 66] AdaptiveServerSize: WORK -> 0 players online. 0 players joining. Server size changed to 8. Round started at 64.
[14:35:02 56] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 64.
[14:35:24 06] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 64.
[14:35:32 93] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 64.
[14:35:54 46] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 64.
[14:36:03 30] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 64.
[14:36:24 90] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 64.
[14:36:33 80] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 64.
[14:36:55 37] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 64.
[14:36:55 50] AdaptiveServerSize: INFO -> Next round requested.
[14:36:55 50] AdaptiveServerSize: INFO -> Server size changed to maximum value (64 players) temporarily.
[14:36:55 87] AdaptiveServerSize: INFO -> Next round requested.
[14:36:55 87] AdaptiveServerSize: INFO -> Server size changed to maximum value (64 players) temporarily.
[14:36:55 90] AdaptiveServerSize: INFO -> Next round requested.
[14:36:55 90] AdaptiveServerSize: INFO -> Server size changed to maximum value (64 players) temporarily.
[14:36:56 23] AdaptiveServerSize: INFO -> Next round requested.
[14:36:56 23] AdaptiveServerSize: INFO -> Server size changed to maximum value (64 players) temporarily.
[14:36:56 46] AdaptiveServerSize: INFO -> Next round requested.
[14:36:56 47] AdaptiveServerSize: INFO -> Server size changed to maximum value (64 players) temporarily.
[14:36:56 53] AdaptiveServerSize: INFO -> Next round requested.
[14:36:56 53] AdaptiveServerSize: INFO -> Server size changed to maximum value (64 players) temporarily.
[14:37:04 20] AdaptiveServerSize: TASK -> 0 players online. 0 players joining. Server size set to 64, but should be 8. Waiting for next round to start.
[14:37:25 80] AdaptiveServerSize: TASK -> 0 players online. 0 players joining. Server size set to 64, but should be 8. Waiting for next round to start.
[14:37:34 70] AdaptiveServerSize: TASK -> 0 players online. 0 players joining. Server size set to 64, but should be 8. Waiting for next round to start.
Experienced like this on 3 of our servers (64p, 32p, 32p). All have "same" settings (except the 64 Player obviously has a bit different playerlimits :biggrin:).

Using 1.3.0.1 since my connection to the rootserver fails atm. Will try it out with this one too later.

 

EDIT: just figured that one server did change the size appropriatelly, but it was the only one recieving a "Level Loaded"-Event. Second log included below.

 

Code:

[14:35:19 81] AdaptiveServerSize: Enabled!
[14:35:30 32] AdaptiveServerSize: WORK -> 0 players online. 0 players joining. Server size changed to 8. Round started at 32.
[14:35:36 78] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:36:00 71] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:36:07 18] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:36:31 22] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:36:37 65] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:37:01 58] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:37:08 11] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:37:31 98] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:37:38 45] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:38:02 45] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:38:08 95] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:38:32 88] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:38:39 35] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:39:03 25] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:39:09 75] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:39:33 68] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:39:40 25] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:40:04 08] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:40:10 58] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:40:34 58] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:40:41 01] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:41:05 01] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:41:11 45] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:41:35 41] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:41:41 88] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:41:41 95] AdaptiveServerSize: INFO -> Next round requested.
[14:41:41 95] AdaptiveServerSize: INFO -> Server size changed to maximum value (32 players) temporarily.
[14:41:42 11] AdaptiveServerSize: INFO -> Next round requested.
[14:41:42 11] AdaptiveServerSize: INFO -> Server size changed to maximum value (32 players) temporarily.
[14:41:42 28] AdaptiveServerSize: INFO -> Next round requested.
[14:41:42 28] AdaptiveServerSize: INFO -> Server size changed to maximum value (32 players) temporarily.
[14:41:42 65] AdaptiveServerSize: INFO -> Next round requested.
[14:41:42 65] AdaptiveServerSize: INFO -> Server size changed to maximum value (32 players) temporarily.
[14:41:42 78] AdaptiveServerSize: INFO -> Next round requested.
[14:41:42 78] AdaptiveServerSize: INFO -> Server size changed to maximum value (32 players) temporarily.
[14:41:42 98] AdaptiveServerSize: INFO -> Next round requested.
[14:41:42 98] AdaptiveServerSize: INFO -> Server size changed to maximum value (32 players) temporarily.
[14:41:44 31] AdaptiveServerSize: INFO -> Level loaded.
[14:42:05 83] AdaptiveServerSize: WORK -> 0 players online. 0 players joining. Server size changed to 8. Round started at 32.
[14:42:12 27] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:42:36 27] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:42:42 73] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:43:06 73] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:43:13 13] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:43:37 10] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:43:43 50] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:44:07 57] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
[14:44:13 93] AdaptiveServerSize: IDLE -> 0 players online. 0 players joining. Server size set to 8. Round started at 32.
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Originally Posted by Haemogod*:

 

Experienced the same today as the other day, over 2 hours to afk to get from 1 to 8 players, since getting 8, have now had many ppl joining, dont you hate undocumented changes. Wonder how long it will before DICE either admits it, or tells us we're wrong, i dont mind being wrong, hell i'd rather be wrong than right :smile:

 

(ps, i also noticed what Morpheus reported)

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Originally Posted by Guy0510*:

 

You are most likely using a really old version.

 

Its a known bug where when a round ends, the next round wont let any more ppl in than the previous round's max players was when it ended.

DICE hated so much to allow servers to start with under 8 players they most likely made it a point to shun servers with under 8 players. I don't have any proof but I wouldn't doubt that is what is going on.
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Originally Posted by WaxMyCarrot*:

 

DICE hated so much to allow servers to start with under 8 players they most likely made it a point to shun servers with under 8 players. I don't have any proof but I wouldn't doubt that is what is going on.

DICE just needs to make it like BC2 and forget this whole 8 player bullshit. Just make it to where you do not get any points until 4 or 8 players are on the server. Then we can seed our servers and at least get some flying practice in or something.
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Originally Posted by EBassie*:

 

To me, it seems like QuickMatch is choosing larger/fuller servers over smaller/empty servers. For example, see Haemogod's post above:

 

 

In this case, QuickMatch mostly ignored his server until it had 8 people on, then it was chosen more frequently and the server filled up quickly. I'd say my experience has been similar, though I don't think I've ever gotten 20 players in 2 minutes!

 

EDIT: Just checked my logs from earlier. It took 30 minutes to get the first 8 players, then 20 minutes to fill the server (32 players).

I don't know if this is really the case, because our 32 slots server filled up with Quick Match joiners within seconds after I started idling alone (with a server size of 4).

 

But our 64 slot server have been almost empty all day. Only a few regulars joined, but left once there were not more players joining. I'm still idling, for 8 hours already.... :sad:

 

This has been the same story every day since the patch for our 64 slots server. We just don't get Quick Match joiners, while the 32 slots server do get them. No matter how many players are in.

 

Also, our 64 slots server ranked much higher than the 32 slots one.

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Originally Posted by falcontx*:

 

Bug found: Your plugin obviously doesn't like nextMap commands. :biggrin:

Background Info: I'm running phil's ARR plugin, with enabled "Run next Map after 15 Minutes of empty Server"-Feature (so our maplist cycles and we prevent a zombie-roundrestart-hangup). Enabled ASS too, worked fine for a few mins. Then ARR sends the command to load the next map, which causes ASS to set the playerlimit to 64 again. After the restart, it doesn't change back though and waits for the next round to be run.

 

Logs:

...

 

Experienced like this on 3 of our servers (64p, 32p, 32p). All have "same" settings (except the 64 Player obviously has a bit different playerlimits :biggrin:).

Using 1.3.0.1 since my connection to the rootserver fails atm. Will try it out with this one too later.

 

EDIT: just figured that one server did change the size appropriatelly, but it was the only one recieving a "Level Loaded"-Event. Second log included below.

 

...

First, you should install the latest version, though I'm not sure it would solve this issue. Second, why are you asking for the next round 6 times in a row? If you're not, something is, because ASS only writes that message when it receives a OnRunNextRound event from the server. And third, why is your server not issuing an OnLevelLoaded event? Without receiving OnLevelLoaded, ASS normally waits for a player to spawn to detect the new round, but that won't happen on an empty server. I guess I can add a timer.

 

Thanks for the logs, by the way. Far too many people complaining without providing any evidence or data to assist with diagnosis.

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Originally Posted by Guy0510*:

 

I don't know if this is really the case, because our 32 slots server filled up with Quick Match joiners within seconds after I started idling alone (with a server size of 4).

 

But our 64 slot server have been almost empty all day. Only a few regulars joined, but left once there were not more players joining. I'm still idling, for 8 hours already.... :sad:

 

This has been the same story every day since the patch for our 64 slots server. We just don't get Quick Match joiners, while the 32 slots server do get them. No matter how many players are in.

 

Also, our 64 slots server ranked much higher than the 32 slots one.

I'm not sure I see how this is happening. If you are using adaptive server size, until you get passed 32 players how does quickmatch know the difference?
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Originally Posted by MorpheusX(AUT)*:

 

I'm not restarting manually, that's all done by phil's plugin.

It guess a timer would be nice, especially in combination with ARR and/or Mixed Gamemode v3 (when it's finally working).

Will update to the latest version and try again.

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Originally Posted by EBassie*:

 

I'm not sure I see how this is happening. If you are using adaptive server size, until you get passed 32 players how does quickmatch know the difference?

I don't understand your question.

 

What I say is this:

Our 32 slot server get Quick Joiners immediately when I'm the only player in the server and the slots are set to 4 with this plugin.

 

Our other server, which has max 64 slots, does not get ANY Quick Joiners when I'm in the server with an automated slotsize of 4.

Also with 8 players and an automated slotsize of 16, I don't get any Quick Joiners.

 

It's like this particular server just does not get any Quick Joiners.

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Originally Posted by falcontx*:

 

I don't understand your question.

 

What I say is this:

Our 32 slot server get Quick Joiners immediately when I'm the only player in the server and the slots are set to 4 with this plugin.

 

Our other server, which has max 64 slots, does not get ANY Quick Joiners when I'm in the server with an automated slotsize of 4.

Also with 8 players and an automated slotsize of 16, I don't get any Quick Joiners.

 

It's like this particular server just does not get any Quick Joiners.

I have noticed that it's generally easier to fill a Rush server than a Conquest server. Maybe QuickMatch prefers Rush? Or maybe more players like Rush? I'm not sure.
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Originally Posted by EBassie*:

 

Maybe QuickMatch prefers Rush? Or maybe more players like Rush? I'm not sure.

I don't think that's it.

Because that does not explain why, before R11, our server was given Quick Match joiners within minutes.

Filling 64 slots within 30 / 45 minutes :ohmy:

 

After R11: NONE at all...

And I'm not the only one with this problem.

 

It took me 8 hours to get the server started today :sad:

 

Going to try tomorrow with some RUSH maps for starters. See what happens. :ohmy:

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Originally Posted by Guy0510*:

 

I don't understand your question.

 

What I say is this:

Our 32 slot server get Quick Joiners immediately when I'm the only player in the server and the slots are set to 4 with this plugin.

 

Our other server, which has max 64 slots, does not get ANY Quick Joiners when I'm in the server with an automated slotsize of 4.

Also with 8 players and an automated slotsize of 16, I don't get any Quick Joiners.

 

It's like this particular server just does not get any Quick Joiners.

I thought you were making a general statement that servers over 32 slots are not being fed by quickmatch when I think you were saying your particular server. I most likely misunderstood.

 

Today, I had a hard time getting a server started too. It is a 48 slot server and it was painful to get it stared. It took hours. We did get quickmatch players though because I asked the random joins. We got two to join and one would leave and then we would gain a few more and then go back a few after the round ended. The trickle in was too slow. I just think there are too many servers for the player base right now. Maybe B2K will make a difference tomorrow.

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Originally Posted by Guy0510*:

 

remember - once a player has set up a "filter" in Battlelog and saved it, that filter will be used when using Quick Match

Yeah, you have to bet on what you think people will use in their filter to use this plug-in. As soon as they specify a specific player size, this plug-in doesn't work.

 

It is the same with the free slot filter. You have to choose whether you think people are filtering on 1-5, 6-10 or 10+ and adjust your server size to cater to one of those.

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Originally Posted by EBassie*:

 

All of what you guys say is true, but that still does not explain why our 2nd server was filled with Quick Joiners within minutes. :smile:

And our 1st and biggest server got NONE.

 

There is something wrong with the Quick Match players not getting distributed to our server.

 

I will test tomorrow morning, setting the maps of 64 slot server to RUSH instead of CQ. (ofcourse with max 32 slots :ohmy:)

So my 2 servers will be identical: both RUSH with exact same settings.

 

My guess is that only one of those will fill up with Quick Joiners: that will be our original 32 slots server.

And not both.

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      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
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