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


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Originally Posted by WaxMyCarrot*:

 

I have a bug to report.. in my servers cpanel the server is set to 64 players. The plugin works great for us.. we filled up in about 45 minutes from empty. Just took 4 of us to seed it. The server sets to all the slots as it should but it keeps spamming this message in ProCon. It sets it to 64 slots and 64 players can join.. however it still says that it's only 32. I have debugging on but don't know where to get the info you may need. Give me direction and I will retrieve any info you need.

 

 

[21:58:34 69] AdaptiveServerSize: TASK -> 64 players online. Server size set to 32, but should be 64. Round started at 32. Waiting for round to end.

[21:58:45 83] AdaptiveServerSize: TASK -> 64 players online. Server size set to 32, but should be 64. Round started at 32. Waiting for round to end.

[21:59:05 12] AdaptiveServerSize: TASK -> 64 players online. Server size set to 32, but should be 64. Round started at 32. Waiting for round to end.

[21:59:16 26] AdaptiveServerSize: TASK -> 64 players online. Server size set to 32, but should be 64. Round started at 32. Waiting for round to end.

[21:59:35 56] AdaptiveServerSize: TASK -> 64 players online. Server size set to 32, but should be 64. Round started at 32. Waiting for round to end.

[21:59:46 65] AdaptiveServerSize: TASK -> 64 players online. Server size set to 32, but should be 64. Round started at 32. Waiting for round to end.

[21:59:59 38] AdaptiveServerSize: INFO -> Round ended.

[22:00:59 39] AdaptiveServerSize: WORK -> Server size changed to maximum value (64 players) temporarily.

[22:00:59 86] AdaptiveServerSize: TASK -> 64 players online. Server size set to 32, but should be 64. Waiting for next round to start.

[22:01:00 83] AdaptiveServerSize: TASK -> 47 players online. Server size set to 32, but should be 64. Waiting for next round to start.

[22:01:00 89] AdaptiveServerSize: TASK -> 47 players online. Server size set to 32, but should be 64. Waiting for next round to start.

[22:01:02 45] AdaptiveServerSize: TASK -> 47 players online. Server size set to 32, but should be 64. Waiting for next round to start.

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Originally Posted by falcontx*:

 

Just set something like.

 

If gamemode == TDM&vars.maxpplayers >24

 

Have it check for a response whenever it sets maxplayers. If u try setting it to 64 and its a 32 slot it will say incorrect or unable or some shit. If it responds with ok, then it should send an ignore to the current player count.

 

Same goes for rush being greater than 32.

Yeah, that's what I meant by "hard code the limits for each game mode". I'll get that in the next version.
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Originally Posted by falcontx*:

 

I have a bug to report.. in my servers cpanel the server is set to 64 players. The plugin works great for us.. we filled up in about 45 minutes from empty. Just took 4 of us to seed it. The server sets to all the slots as it should but it keeps spamming this message in ProCon. It sets it to 64 slots and 64 players can join.. however it still says that it's only 32. I have debugging on but don't know where to get the info you may need. Give me direction and I will retrieve any info you need.

I just recently got a server larger than 32 players to test with. This is due to a bug in the BF3 server itself, so I'll have to do a workaround. Basically, you can set the maxPlayers value higher than 32, but the serverInfo query will not indicate any number higher than 32. Example:

 

[21:40:26] vars.maxPlayers 50

[21:40:26] OK

[21:40:26] serverInfo

[21:40:26] OK [TAG] [pbc] 24/7 CONQUEST | ALL MAPS | DALLAS | NO LAG 3 32 ConquestLarge0 MP_012 0 1 2 299 280.304565 0 true true false 915510 300

 

After the words "NO LAG" are two numbers. The first is the current number of players on the server, and the second SHOULD be the max number of players. However, if the max is over 32, it just says 32. Thanks DICE.

 

Anyhow, I'll figure out a workaround and include it in the next version.

 

EDIT: Just typing "vars.maxPlayers" returns the proper current server size, so this shouldn't be hard to fix, but DICE still needs to fix this.

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Originally Posted by falcontx*:

 

A few bugs. When running a 32 slot TDM it only shows 24 slots in procon so it spams changing to 32 slot max which bugs procon out. The same thing when running Rush on 64 slots which only shows 32. Should have an option where it checks to see if vars.maxplayers 32 received an ok response. if it did it should stop repeatedly trying. Besides that it works wonders.

I'm now trying to replicate this on my server, now that it's empty, and I can't. Regardless of what mode it's in, it always allows me to set vars.maxPlayers to the maximum server size. Even in Squad Rush, which is limited to 8, I can still type "vars.maxPlayers 50" and get a response of OK. It even shows in Battlelog as a 50 player Squad Rush server.

 

EDIT: So, upon further research, it seems that game modes designed for a limited number of players can be run with more players under some circumstances. In testing, I played on a 32-player squad deathmatch server and a 64-player team deathmatch server. As such, I'm simply going to add plugin options that allow you to specify your desired maximum players for each game type, with the defaults being the intended number.

 

I'll be posting a new version, with this feature, and a few other fixes, later today (11/21).

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Originally Posted by Haemogod*:

 

You need a non 64 player map in the rotation to replicate this bug, it doesnt happen if all the maps are 64 player regardless of changes you make to the server size.

 

My server has been running as 64/64 showing as 64/32 for weeks, however i have observed once previously, while emtpy that the above is true, i tested it this morning, since your plugin allowed me to seed in 64 while afk, its always been my observation that trying to seed from zero with a 32player map was 10x more effective than with a 64 player map, and thus withyourplugin i am running only 64 player maps, needed a restart for the server, procon,gametracker to notice.

 

And for the first time since i added it to gametracker it now shows higher than 32/32.

 

EDIT: So, upon further research, it seems that game modes designed for a limited number of players can be run with more players under some circumstances. In testing, I played on a 32-player squad deathmatch server and a 64-player team deathmatch server. As such, I'm simply going to add plugin options that allow you to specify your desired maximum players for each game type, with the defaults being the intended number.

Hope this helps, i think the problem persists if you add a game mode below the servers max and remove it again too. Unless DICE adds hardcoding i dont think we'd need anything like this, if you would permitt me to suggest, what would be more usful for mixed mode servers would be if the server could run:

 

vars.gameModeCounter

 

Depending on what the game mode on the next map would be, rather than kicking players to reduce the game mode. For example(64plr svr): vars.gameModeCounter 150 for conquest and vars.gameModeCounter 200 for all other modes. I have seen 2 teams win as defender several rounds in a row even with the attackers having 187.5(250%).

 

 

Second suggestion :biggrin:

 

Is it possible to have emptymap functions with this; wherein the maplist 1 for =

And maplist 2 for >X players for >X Minutes.

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Originally Posted by chrisxp*:

 

Just to let you know..

 

I rent from Gameservers.com and with their Procon Layer (1.1.1.0) this plugin doesnt work..

 

From my ticket requesting install;

 

The plugin is installed properly, but does not look to be working with Layer services.

Any reason why, or if this will be supported in future?

 

I have no access to any logs etc, as Gameservers dont enable FTP to the layer itself, sorry..

 

Regards,

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Originally Posted by KulWun*:

 

Just to let you know..

 

I rent from Gameservers.com and with their Procon Layer (1.1.1.0) this plugin doesnt work..

 

From my ticket requesting install;

 

 

 

Any reason why, or if this will be supported in future?

 

I have no access to any logs etc, as Gameservers dont enable FTP to the layer itself, sorry..

 

Regards,

Setup a separate connection that doesn't connect to your layer and install the plugin locally until GS updates layer services... this is what I'm doing at present.

 

Also

 

Falcon - Excellent job! This plugin does exactly what we've been doing manually and by manually I mean not to effective but it does it Perfectly!

 

For anyone trying to fill your server this is the way to do it along with BF3 Truebalancer and you don't really need 8 of your friends to do it... Our server just started to fill on it's own after activating this plugin.

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Originally Posted by EBassie*:

 

I just recently got a server larger than 32 players to test with. This is due to a bug in the BF3 server itself, so I'll have to do a workaround. Basically, you can set the maxPlayers value higher than 32, but the serverInfo query will not indicate any number higher than 32. Example:

 

[21:40:26] vars.maxPlayers 50

[21:40:26] OK

[21:40:26] serverInfo

[21:40:26] OK [TAG] [pbc] 24/7 CONQUEST | ALL MAPS | DALLAS | NO LAG 3 32 ConquestLarge0 MP_012 0 1 2 299 280.304565 0 true true false 915510 300

Hmm, my 64 slots server outputs the correct size of 64 slots with the serverInfo command.
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Originally Posted by chrisxp*:

 

Setup a separate connection that doesn't connect to your layer and install the plugin locally until GS updates layer services... this is what I'm doing at present.

 

Also

 

Falcon - Excellent job! This plugin does exactly what we've been doing manually and by manually I mean not to effective but it does it Perfectly!

 

For anyone trying to fill your server this is the way to do it along with BF3 Truebalancer and you don't really need 8 of your friends to do it... Our server just started to fill on it's own after activating this plugin.

Thanks for the info,

 

Do you mean I need to leave my Procon running 24/7, or atleast till the server is filled?

 

Regards,

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Originally Posted by KulWun*:

 

Thanks for the info,

 

Do you mean I need to leave my Procon running 24/7, or atleast till the server is filled?

 

Regards,

Chris - I just opened a ticket with GS and requested an upgrade to the procon layer - they had no issue with performing the update but explained that it would require a reinstall to accomplish this - if you have any custom messages and or settings I would copy those down and then give them the go ahead. Then you can run it on your layer 24/7 .

 

Regards

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Originally Posted by MorpheusX(AUT)*:

 

Another thing, but I don't know if thats out of scope of this plugin: if you have a rush-map (aka 32 players max) in your maplist, and want to switch to a 64 conquest map afterwards (obviously adding the conquest map to the maplist yourself), I wasn't able to issue a vars.maxPlayers 64 command until i manually executed "mapList.clear" and readded the conquest map. Just FYI :ohmy:

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Originally Posted by cpt*:

 

At the moment I set following vars, so we can start with 2 players:

 

vars.roundStartPlayerCount "2"

vars.roundRestartPlayerCount "0"

 

Does this plugin overwrite this settings? And does it set the vars to

 

vars.roundStartPlayerCount "8"

vars.roundRestartPlayerCount "4"

 

So the server can be found by the quickmatch option? Is this the way the plugin works?

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Originally Posted by KulWun*:

 

At the moment I set following vars, so we can start with 2 players:

 

vars.roundStartPlayerCount "2"

vars.roundRestartPlayerCount "0"

 

Does this plugin overwrite this settings? And does it set the vars to

 

vars.roundStartPlayerCount "8"

vars.roundRestartPlayerCount "4"

 

So the server can be found by the quickmatch option? Is this the way the plugin works?

Yes it automatically changes the values to the "quickmatch" 8x4 once the server has players.

 

This is only a portion of what this plugin does and as the player count increases/decreases it changes the vars.maxplayers amount to a higher/lower number 8/16/32/64 based upon the aft mentioned player count. This is very helpful in filling a server.

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Originally Posted by falcontx*:

 

Hope this helps, i think the problem persists if you add a game mode below the servers max and remove it again too. Unless DICE adds hardcoding i dont think we'd need anything like this, if you would permitt me to suggest, what would be more usful for mixed mode servers would be if the server could run:

 

vars.gameModeCounter

 

Depending on what the game mode on the next map would be, rather than kicking players to reduce the game mode. For example(64plr svr): vars.gameModeCounter 150 for conquest and vars.gameModeCounter 200 for all other modes. I have seen 2 teams win as defender several rounds in a row even with the attackers having 187.5(250%).

 

Second suggestion :biggrin:

 

Is it possible to have emptymap functions with this; wherein the maplist 1 for =

And maplist 2 for >X players for >X Minutes.

Well, giving people an option is the only way to prevent the plugin from exceeding the desired number of players for given game modes, so I'm working on implementing it now.

 

With regards to your following suggestions, they're really outside the scope of this plugin. I'm considering a second plugin that will change map lists and other gameplay-related based upon the number of people on the server, but there's also a "Mixed Game Mode" plugin in development that may already cover some of those things. I haven't investigated it too much, yet.

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Originally Posted by falcontx*:

 

Just to let you know..

 

I rent from Gameservers.com and with their Procon Layer (1.1.1.0) this plugin doesnt work..

 

From my ticket requesting install;

 

Any reason why, or if this will be supported in future?

 

I have no access to any logs etc, as Gameservers dont enable FTP to the layer itself, sorry..

 

Regards,

This makes no sense. This plugin was designed specifically for layer services, and it used on a layer service myself (hosted by a different company). Ask GameServers what criteria they used to determine that this plugin was not working.

 

Or, on second thought, it could be due to the fact that they are running an older version of PRoCon. This plugin is designed and tested with the latest version (1.1.1.1).

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Originally Posted by falcontx*:

 

Hmm, my 64 slots server outputs the correct size of 64 slots with the serverInfo command.

Mine started working properly after a restart, as well. Regardless, serverInfo is inconsistent, so I'm switching to using vars.maxPlayers in the code.
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Originally Posted by falcontx*:

 

Another thing, but I don't know if thats out of scope of this plugin: if you have a rush-map (aka 32 players max) in your maplist, and want to switch to a 64 conquest map afterwards (obviously adding the conquest map to the maplist yourself), I wasn't able to issue a vars.maxPlayers 64 command until i manually executed "mapList.clear" and readded the conquest map. Just FYI :ohmy:

Wait, so even after the map changes to the 64-player map, you still can't increase the number of players to 64? I tested this on an empty server and it worked fine. In fact, I could even set maxPlayers to 64 on the Rush map.
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Originally Posted by jolli*:

 

This makes no sense. This plugin was designed specifically for layer services, and it used on a layer service myself (hosted by a different company). Ask GameServers what criteria they used to determine that this plugin was not working.

 

Or, on second thought, it could be due to the fact that they are running an older version of PRoCon. This plugin is designed and tested with the latest version (1.1.1.1).

Hi Guys,

 

tested this last night on 2 servers running 32 Player rush server (Primary Target), 64 Player Conquest server (Game servers) with no issues at this stage.i'll keep updating as i have more information.

 

 

JOLLI

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Originally Posted by falcontx*:

 

I can set it 64 and it will show in battlelog but not in procon. Just change the way u read maxplayers from serverinfo to what vars.maxplayers is.

Got it. I'm working on that now. Expect the next version to be up in the next couple hours.
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Originally Posted by MorpheusX(AUT)*:

 

Wait, so even after the map changes to the 64-player map, you still can't increase the number of players to 64? I tested this on an empty server and it worked fine. In fact, I could even set maxPlayers to 64 on the Rush map.

Even after removing the rush list and adding a conquest large one, you will have to execute a maplist.clear command before you can reset the values to 64.
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Originally Posted by falcontx*:

 

Even after removing the rush list and adding a conquest large one, you will have to execute a maplist.clear command before you can reset the values to 64.

Does this only occur if the server is started with only Rush maps? I was testing using a mix of maps when starting the server. Also, do you receive the "invalid" message before the maplist.clear? Or it's just not correct in PRoCon?
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Originally Posted by falcontx*:

 

Had this happen on my server 3 times today, never happened before i got this plugin, any ideas?

 

Posted Image

 

Actually image is larger than shown :smile:

I see the image, but I don't understand what's happening. Please describe the issue to go along with the graph.
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Originally Posted by MorpheusX(AUT)*:

 

Does this only occur if the server is started with only Rush maps? I was testing using a mix of maps when starting the server. Also, do you receive the "invalid" message before the maplist.clear? Or it's just not correct in PRoCon?

My server is running ConquestLarge maps, 64 slots

1) I remove all conquest maps manually (not issuing the maplist.clear command)

2) I switch to rush damavand peak to fill the server. Slots automatically get changed to 32

3) Server gets filled. I remove the rushmap again (no maplist.clear command) and add conquest maps

4) I leave the conquest map to 32 players (to test your plugin), it correctly tells it has to wait till end of round

5) at end of round, the plugin tries to set the maxPlayers value to 64. Fails

6) I try to set the maxPlayer value to 64 manually. Fails (giving OK-response, but simply not doing anything)

7) I execute the mapList.clear command, and add the conquest map again

8) I set the maxPlayer value to 64 manually. works this time.

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Originally Posted by kayjay*:

 

Read through the other posts here to check that I'm not doing a double-post, but couldn't find what i'm about to ask.. might have over looked it though. Is it possible to make the plugin set maxplayers to the maximum number of players after a new map is loaded/ a new round is about to begin? I.e: if the server is normally 32 max players, set the limit to 32 the first minute after the map is loaded, and then go back to adjusting the maxplayers. This way new players would be able to join teams as they join.. Not sure if it's possible. Just asking :ohmy:

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Originally Posted by falcontx*:

 

My server is running ConquestLarge maps, 64 slots

1) I remove all conquest maps manually (not issuing the maplist.clear command)

2) I switch to rush damavand peak to fill the server. Slots automatically get changed to 32

3) Server gets filled. I remove the rushmap again (no maplist.clear command) and add conquest maps

4) I leave the conquest map to 32 players (to test your plugin), it correctly tells it has to wait till end of round

5) at end of round, the plugin tries to set the maxPlayers value to 64. Fails

6) I try to set the maxPlayer value to 64 manually. Fails (giving OK-response, but simply not doing anything)

7) I execute the mapList.clear command, and add the conquest map again

8) I set the maxPlayer value to 64 manually. works this time.

Okay, I understand the issue. This will be fixed in the next version. It's due to the serverInfo bug. mapList.clear will not be needed with the new version, because it will not use serverInfo to determine the maximum number of players.
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Originally Posted by falcontx*:

 

Read through the other posts here to check that I'm not doing a double-post, but couldn't find what i'm about to ask.. might have over looked it though. Is it possible to make the plugin set maxplayers to the maximum number of players after a new map is loaded/ a new round is about to begin? I.e: if the server is normally 32 max players, set the limit to 32 the first minute after the map is loaded, and then go back to adjusting the maxplayers. This way new players would be able to join teams as they join.. Not sure if it's possible. Just asking :ohmy:

Yes, it would be possible. The plugin already changes to the maximum number of players at the end of a round, but changes it back just after the round starts. You're simply asking to add a delay after a round starts before the maximum number of players is lowered. This won't be added in the next version, but may be added in the future.
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