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Tonyeh

Server pop count in launcher grossly inaccurate

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The launcher has always been an absolute joke. But the "new" server pop counter is another layer entirely...

49 of 50 players.

Untitled-1.jpg

Except it's actually not.

Untitled-2.jpg

 

What's the point in having this if it isn't even remotely accurate?

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On 5/6/2024 at 9:48 PM, Tonyeh said:

The launcher has always been an absolute joke. But the "new" server pop counter is another layer entirely...

49 of 50 players.

Untitled-1.jpg

Except it's actually not.

Untitled-2.jpg

 

What's the point in having this if it isn't even remotely accurate?

Well idea is what do mean under the "accurate"?

I know everyone wish only the simple answer that gives only small understanding, but reality is complicated stuff.

About the server status:

Impossible to give the proper data, because of logic. The game state for the client has several states: 1) Not connected; 2) In/On loading; 3) In auth state; 4) InGame; 5) Predisconnected; 6) On leaving;

1. - it's obvious...

2. State fired when player hitted Connect, game send data to the server, switching the screen to the loading screen state 1 and loading in memory necessary data within receiving the data from server (state of the game, mission files, validating checksums for files)

3. Sending the nessary data like SteamID, GUID (not BE, the character IDs), awaiting from the server data like: is character dead or alive, is first run or not first and other stuff) on the end of the state we receive the InGame state.

4. When we loaded and in-game the server adding ID to current players count so Steam A2S_PLAYERS will return current online, same as BE will submit the same data on query.

5. Firing when player on countdown for disconnecting.

6. Firing when the client leaved the server, but the character is on the server.

 

And now the funniest part on what's state we shall submit "accurate" players count and what's the accurate count is?

If report within awaiting eque (connecting and disconnecting player) - we have wrong count based on in-game players.

If report in-game players - we have wrong count based on connecting and disconnecting queues.

I think everything is right with current players list but most important why do you have such odd numbers... And please keep in mind that nuber is launcher can changes, reported 5, but while you loading may 20 more players join and then will be the mismatch. Also the launcher not updating the olayers count until you'll not press update button by your hand.

Nothing special but might give you some understanding about the issue in understanding of the problem. 🙂

 

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On 5/6/2024 at 8:48 PM, Tonyeh said:

The launcher has always been an absolute joke. But the "new" server pop counter is another layer entirely...

49 of 50 players.

Except it's actually not.

What's the point in having this if it isn't even remotely accurate?

This could be caused by many reasons.
It could be also some Steam delay, or the server could be also perhaps altering numbers.

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On 5/6/2024 at 8:48 PM, Tonyeh said:

The launcher has always been an absolute joke. But the "new" server pop counter is another layer entirely...

49 of 50 players.

Except it's actually not.

What's the point in having this if it isn't even remotely accurate?

I see it's not a public server.

Maybe it has a place reserved for VIP customers and/or administrators, many servers do this.

The count would be correct: there are 49 players inside, 1 place is reserved and 12 others are queuing to enter as soon as a place becomes available.

I believe that the administrator, precisely because of the service he should offer (helping players in difficulty, NOT playing first because the server "belongs to him"!) has the full right to always have a reserved place.

My 5 cents 😉

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