Jump to content

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


ColColonCleaner

Recommended Posts

Originally Posted by jolli*:

 

Hi Guys,

 

Ran the Plugin Last night with a 64 Player server, i have set the lower limit to 16 player in my case and from what i saw the adaptive Plugin did what was advertised, the server on start up reported 16 player once it hit the 15 player limit it moved to 32 and so on till it hit 64 players. all good so far !

 

 

JOLLI

* Restored post. It could be that the author is no longer active.
Link to comment
  • Replies 1.5k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Posted Images

Originally Posted by falcontx*:

 

The idle kicker has an option named "minimum players on server". This is the minimum number of players the idle kicker starts kicking ilde players. So if I set this number to 24 no idle players will be kicked until there are 24 players on the server. This funktion is also meant to help filling the server. But if the number is reduced to 8 by the "adaptive server size" the idle kicker starts kicking when there are 8 people on the server,

This has nothing to do with this plugin. The latest patch disabled the ability to disable the idle kick, so now, all idle players will always get kicked after 5 minutes, regardless of any plugin you may be running. Disable this plugin and you'll get the same result.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by pharbehind*:

 

Except the whole point of this plugin was to catch the players who didnt look.

idk, I had the plugin on all morning, but when I turned it off it seemed to fill up quicker. I'll turn it on tomorrow and do some more tests to see how effective it is for me.

 

rather, I'll turn it on my 32 slot server since that one is empty.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Frakkas*:

 

I wish I had a better repro for you (it's probably not caused by this plugin, but could be an issue for it) - we were rocking and rolling, full up to 64 (thanks!), and when a round ended, I tried to update the maplist and crashed the server. I can't recall the map operations, specifically, and it's probably not this plugin, but beware of making maplist changes during a round change (maybe that's obvious).

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Panther*:

 

Hey, i love the idea of the plugin and it works realy good. But there is a little problem. It is not accurate enough.

 

For example: At roundstart, you have 12 Players on the server. Since on every roundstart the server jumps to 64, 5 new players join. Because Serverinfo doesn't see the joining Players (you can see players in the neutrall team, but 0 infront of "neutral". The server will be cut down to 16 players, not allowing one of the 5 joining players to join. Or am i mistaken? I recognized, that my server tried to cut down to 16, but stayed at 64 because there have been allraedy 17 Players on the server. Is this possible?

 

My idea of a solution:

OnListPlayer gives a better playercount on the server than ServerInfo. It counts the exact number of players who have joined and is also fired every 30 seconds like ServerInfo. So the change to your program shouldn't be so much i guess.

 

Code:

public override void OnListPlayers(List<CPlayerInfo> lstPlayers, CPlayerSubset cpsSubset) {
playersonserver = lstPlayers.Count;
}
With this your plugin coud react on what is happening on the server much faster.

I recognized that i had 16/16 Player for a very long time until OnServerInfo recognized the players.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Freekers*:

 

Hey, i love the idea of the plugin and it works realy good. But there is a little problem. It is not accurate enough.

 

For example: At roundstart, you have 12 Players on the server. Since on every roundstart the server jumps to 64, 5 new players join. Because Serverinfo doesn't see the joining Players (you can see players in the neutrall team, but 0 infront of "neutral". The server will be cut down to 16 players, not allowing one of the 5 joining players to join. Or am i mistaken? I recognized, that my server tried to cut down to 16, but stayed at 64 because there have been allraedy 17 Players on the server. Is this possible?

 

My idea of a solution:

OnListPlayer gives a better playercount on the server than ServerInfo. It counts the exact number of players who have joined and is also fired every 30 seconds like ServerInfo. So the change to your program shouldn't be so much i guess.

 

Code:

public override void OnListPlayers(List<CPlayerInfo> lstPlayers, CPlayerSubset cpsSubset) {
playersonserver = lstPlayers.Count;
}
With this your plugin coud react on what is happening on the server much faster.

I recognized that i had 16/16 Player for a very long time until OnServerInfo recognized the players.

+1

 

I temporarily solved this problem by making the difference between player slots larger, as I also had a full limited slot server (e.g. 18/18) for a long period of time.

 

Apart from that, great plugin!

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by GitSum*:

 

Globel - I think you need to figure out what your 'target' group is. They have those two filters in Battlelog: Free Slots 1-5 or Free Slots 6-10

 

If your trying to get players looking for servers that are almost full (less that 5 open slots) then set your player size about 4 slots higher than the number of players. Or if you going after the 6-10 group, set it 8 higher or so

 

Another option is - some people are only looking for certain size servers so you may just want to jump up to the standard sizes 16, 24, 32, 48, etc

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by DaBubba*:

 

I too would like to see what settings people are using for a 64 slot conquest server. Since R9 patch, server doesn't fill up anymore, average about 8-10 players then dies. Also should I enable - On startup, assume round started at max server size? Not sure what that does. Anyone willing to post their settings? Would be greatly appreciated.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

I wish I had a better repro for you (it's probably not caused by this plugin, but could be an issue for it) - we were rocking and rolling, full up to 64 (thanks!), and when a round ended, I tried to update the maplist and crashed the server. I can't recall the map operations, specifically, and it's probably not this plugin, but beware of making maplist changes during a round change (maybe that's obvious).

This is definitely unrelated. I've done this before myself with no plugins loaded.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by GitSum*:

 

Enable adaptive QuickMatch settings = yes

Default round start player count = 4 (game will start with 4 players)

Default round restart player count = 2

 

Assume round started at max server size = no

Maximum server size =64

 

set your Size with XX players using whatever strategy you want - 4 over actual players, 8 over actual players or standard server sizes

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

OnListPlayer gives a better playercount on the server than ServerInfo. It counts the exact number of players who have joined and is also fired every 30 seconds like ServerInfo. So the change to your program shouldn't be so much i guess.

Looking into this.

 

EDIT: But my server remains empty, so I'm not accomplishing much. If you're bored, so I can test this.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by WaxMyCarrot*:

 

Our server in ProCon shows 10/16 right now... but in battlelog shows 10/64.. the pluin says "16 players online. Server size set to 16. Round started at 64.

 

Settings:

Enable adaptive server size? Yes

On startup assume server started at max server size? No

Maximum Server Size? 64

0=8

1=8

2=8

3=8

4=8

5=8

6=16

7=16

8=16

9=16

10=16

11=16

12=16

13=32

14=32

15=32

16=32

 

and so on.. I left these settings as they where.

 

We are only running LrgConquest maps.

 

Am I doing something wrong that it is showing 10/64 instead of 10/16 in battlelog?

 

http://battlelog.battlefield.com/bf3...-0d00a911743c/

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PBSGTS*:

 

Our server in ProCon shows 10/16 right now... but in battlelog shows 10/64.. the pluin says "16 players online. Server size set to 16. Round started at 64.

 

Settings:

Enable adaptive server size? Yes

On startup assume server started at max server size? No

Maximum Server Size? 64

0=8

1=8

2=8

3=8

4=8

5=8

6=16

7=16

8=16

9=16

10=16

11=16

12=16

13=32

14=32

15=32

16=32

 

and so on.. I left these settings as they where.

 

We are only running LrgConquest maps.

 

Am I doing something wrong that it is showing 10/64 instead of 10/16 in battlelog?

 

http://battlelog.battlefield.com/bf3...-0d00a911743c/

I actually had a similar problem earlier today. I just disabled/enabled the plugin and that seemed to fix it.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

Wierd.. when we reached 13 players it DID switch to 13/32 in battlelog AND ProCon

I've noticed that Battlelog occasionally doesn't update the max players properly. It's nothing I have control over though. It usually fixes itself when the next map loads.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

OnListPlayer gives a better playercount on the server than ServerInfo. It counts the exact number of players who have joined and is also fired every 30 seconds like ServerInfo. So the change to your program shouldn't be so much i guess.

Upon some investigation, this isn't the case. OnListPlayer always shows the same number of players that ServerInfo shows. However, when someone clicks "Join Server" in Battlelog, OnAuthenticated is called, so I may be able to use this as a trigger to increase the number of players. I'll start working on that, but I'll be gone/busy over Thanksgiving, so don't expect anything until later this weekend.

 

EDIT: Well, onAuthenticated is a server event, but there's no corresponding PRoCon event, so I don't have any way to access it. :/

 

EDIT2: However, after a player is authenticated, a Punkbuster message is sent, and there is a PRoCon event for PunkBuster messages, so there may still be some hope.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Phil_K*:

 

EDIT: Well, onAuthenticated is a server event, but there's no corresponding PRoCon event, so I don't have any way to access it. :/

Well, have you tried

Code:

public virtual void OnPlayerAuthenticated(string soldierName, string guid) { }
onAuthenticated is a double of onJoin with the only difference that it doesn't include the EA_GUID and i wonder why they left it in as during beta it was discussed that it could be canceled. The even switched the information comared to BC2, there onJoin has only the playername and onAuth includes the guid). Even so it is the second information of 3 stages (join, auth, spawn). You can use

Code:

public virtual void OnPlayerJoin(string soldierName) {
But it can happen that a player cuts the connection and you get no OnPlayerLeft for him.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Panther*:

 

Hey falcon, yeah i have checked it too. You are right. My mistake. This is realy bad. I use onListPlayer for my autobalancer and did never recognize that. It does not effect my balancer but it is realy hard for a plugin like yours.

 

If you use onPlayerJoin, your Plugin can react much faster, but as Phil said, if a players looses connection, there won't be a player left. Which could again lead to some problems for your plugin. The solution is somewhere out there, but this will be a hard nut to break :smile:.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

Yeah. I have some ideas of how to work around it. I'll try to get to it this weekend, after I'm done with all of the family stuff. You probably won't hear from me the next couple of days. Everyone have a Happy Thanksgiving!

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by 017*:

 

Hey, would it be possible for you to have a minimum player count for gamemodes as well? I run a 64 slot server, so it tends to make things difficult. Eight players doesn't exactly make for a great situation on conquest large.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

Hey, would it be possible for you to have a minimum player count for gamemodes as well? I run a 64 slot server, so it tends to make things difficult. Eight players doesn't exactly make for a great situation on conquest large.

Do you run your server in mixed mode? If so, don't try filling your server using Conquest Large mode, and if not, just change all of the "Size with X players" options that are set to 8 to 16 (or whatever you want).
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HelloKitty*:

 

Have that Plugin running on 5 servers.The only Bug that occured sometimes is: When the server crashes and autorestarts, the Plugins sometimes stops working and stucks on its actual serversize. Manual size adjustment + Stop/Start the Plugin helps.

 

some statistics:

Generally it is no difference, with or without the plugin active as long as there are less then 4 players on the server. Once you have 4 players, the plugin really helps - is my feeling.

 

64 slot Conquest:

joined with 4 guys without the plugin on size 64 - got 6 more players within 30 mins. Activated Plugin and server was full in another 7 minutes.

 

32 slot Rush:

joined with 4 guys without the plugin on size 32 - got 4 more players in 25 mins. Activated Plugin and server was full in another 5 minutes.

 

32 slot MixedMode:

joined with 4 guys with activated plugin on size 8 - and server was full in 10 minutes.

 

Teamdeathmatch makes no real difference.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by falcontx*:

 

Have that Plugin running on 5 servers.The only Bug that occured sometimes is: When the server crashes and autorestarts, the Plugins sometimes stops working and stucks on its actual serversize. Manual size adjustment + Stop/Start the Plugin helps.

It sounds like you need to set your server to start at max size and turn on the "On startup, assume round started at max server size" option.

 

Also, thanks for the statistics! I would agree that the server needs to be seeded with 4 players, especially after the R9 patch.

* Restored post. It could be that the author is no longer active.
Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      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
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.