Hi,
I have been struggling with this for quite some while now and have found that this problem is pretty common but have not yet found a solution.
The problem i am facing is that when a client leaves a server and then tries to reconnect he gets the following problem for a couple of minutes before the cookie expires as seen below.
Code:
Commencing connection retry to public(IP:27015)
Connecting to public(IP:27015) ...
10.042: Sending UDP connect to public IP IP:27015
Server using 'friends' lobbies, requiring pw yes, lobby id 18600008d2bbefd
RememberIPAddressForLobby: lobby 18600008d2bbefd from address IP:27015
GameTypes: could not find matching game type "".
CSysSessionClient: Cannot join lobby, response 2!
Failed to join session
I have noted that on serverside when printed below the client can once again connect.
Code:
-> Reservation cookie 0: reason reserved(yes), clients(no), reservationexpires(0.00)
attaching cfg below
Code:
ammo_grenade_limit_default 1
ammo_grenade_limit_flashbang 2
ammo_grenade_limit_total 4
cl_allowdownload 1
sv_accelerate 5.6 //( def. "10" ) client notify replicated
sv_allow_lobby_connect_only 0 // If set, players may only join this server from matchmaking lobby,
sv_allow_votes 0 // Allow voting?
sv_allow_wait_command 0 // Allow or disallow the wait command on clients connected to this server.
sv_alltalk 1 // Players can hear all other players' voice communication, no team restrictions
sv_alternateticks 0 // If set, server only simulates entities on even numbered ticks.
sv_cheats 0
sv_consistency 0 // Whether the server enforces file consistency for critical files
sv_contact 0 // Contact email for server sysop
sv_dc_friends_reqd 0 // Set this to 0 to allow direct connects to a game in progress even if no presents
sv_deadtalk 1 // Dead players can speak (voice, text) to the living
sv_forcepreload 0 // Force server side preloading.
sv_friction 4.8 // World friction.
sv_full_alltalk 0 // Any player (including Spectator team) can speak to any other player
sv_gameinstructor_disable 1 // Force all clients to disable their game instructors.
sv_lan 0
sv_log_onefile 0 // Log server information to only one file.
sv_logbans 1 // Log server bans in the server logs.
sv_logecho 1 // Echo log information to the console.
sv_logfile 1 // Log server information in the log file.
sv_logflush 0 // Flush the log file to disk on each write (slow).
sv_logsdir logfiles
sv_maxcmdrate 128 // If sv_mincmdrate is > 0), this sets the maximum value for cl_cmdrate.
sv_maxrate 0 // min. 0.000000 max. 30000.000000 replicated Max bandwidth rate allowed on server, 0 == unlimited
sv_mincmdrate 30 // This sets the minimum value for cl_cmdrate. 0 == unlimited.
sv_minrate 20000 // Min bandwidth rate allowed on server, 0 == unlimited
sv_maxupdaterate 128
sv_minupdaterate 30
sv_pausable 0
sv_pure_kick_clients 1
sv_pure_trace 0 // If set to 1, the server will print a message whenever a client is verifying a CR
sv_voiceenable 0
sv_downloadurl "http://url"
mp_afterroundmoney 0 // amount of money awared to every player after each round
mp_autokick 0 // Kick idle/team-killing players
mp_autoteambalance 0
mp_buytime 100
mp_c4timer 35
mp_death_drop_defuser 1 // Drop defuser on player death
mp_death_drop_grenade 2 // Which grenade to drop on player death: 0=none, 1=best, 2=current or best
mp_death_drop_gun 1 // Which gun to drop on player death: 0=none, 1=best, 2=current or best
mp_defuser_allocation 0 // How to allocate defusers to CTs at start or round: 0=none, 1=random, 2=everyone
mp_do_warmup_period 0 // Whether or not to do a warmup period at the start of a match.
mp_force_pick_time 160 // The amount of time a player has on the team screen to make a selection before being auto-teamed
mp_freezetime 10
mp_halftime_duration 5 // Number of seconds that halftime lasts
mp_join_grace_time 30 // Number of seconds after round start to allow a player to join a game
mp_limitteams 0
mp_match_can_clinch 1 // Can a team clinch and end the match by being so far ahead that the other team has no way to catching up
mp_match_end_restart 1 // At the end of the match, perform a restart instead of loading a new map
mp_maxmoney 16000 // maximum amount of money allowed in a player's account
mp_maxrounds 100
mp_playercashawards 1 // Players can earn money by performing in-game actions
mp_playerid 0 // Controls what information player see in the status bar: 0 all names; 1 team names; 2 no names
mp_playerid_delay 0 // Number of seconds to delay showing information in the status bar
mp_playerid_hold 0.25 // Number of seconds to keep showing old information in the status bar
mp_round_restart_delay 5 // Number of seconds to elay before restarting a round after a win
mp_roundtime 1.75
mp_startmoney 800
mp_teamcashawards 1 // Teams can earn money by performing in-game actions
mp_tkpunish 0 // Will a TK'er be punished in the next round? {0=no, 1=yes}
mp_warmuptime 0 // If true, there will be a warmup period/round at the start of each match to allow
mp_win_panel_display_time 5 // The amount of time to show the win panel between matches / halfs
mp_match_restart_delay 120
mp_endmatch_votenextmap 0
bot_quota 0 // Determines the total number of bots in the game
fps_max 130
//tv_enable 1
tv_name "GOTV"
tv_title "GOTV"
tv_transmitall 1
tv_maxclients 2
tv_maxrate 20000
tv_delaymapchange 0
tv_delay 0
//tv_port 27020
// This password is used to connect relays
tv_relaypassword "password"
// This password is only for protection
tv_password "password"
tv_delay 90
sm_cvar sv_allowupload 0
sm_cvar sv_hibernate_when_empty 0
sm_cvar sv_nowinpanel 1
say "custom cfg loaded.."
exec sourcemod/sourcemod.cfg