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Reserves - Hopefully no dummy slot needed


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XAD
Senior Member
Join Date: Mar 2004
Location: Sweden
Old 12-09-2004 , 04:49  
Reply With Quote #1

Quote:
Originally Posted by VashX
...if so couldnt it retrieve the players steamid b4 the server connects it and sez its full and then from there the server could decide who to kick.
Take a minute to understand how it works...

- When starting the server it allocates "player slots", based on maxplayers (which is also why you can't change it on a runnging server).
- When client connect it will get a "player slot" and the server will issue a authentication request to the Steam auth-servers (unless it is a LAN server). This is the reason authentication must be done after the client connected the server (as the server issues the request).
- When authentication request is returned to the server it will store the SteamID as "network ID".

All this is done and controlled in the engine so the mods will not be able to change it. The only thing the mods can do is to use extra slots for player authentication, as it was done in CS 1.6. Unfortenately valve "missed" the "visable maxplayer" cvar in CSS which allowed mods to hide the extra slots from the browser list.

What valve could have done is allowing clients authid to be requested in slots not part of the maxplayer limit, but then the server would have to check authids even if it is full which would use extra resources, also on the Steam auth-servers. As you know there is a retry option and the authentication process would be done for every retry from ever player wanting to get in on a full server.

/X
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