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[CS:GO] ReservedSlots using 'connect' and limit bypass fix [UPDATED 04/04/2021]


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FroGeX
Senior Member
Join Date: Aug 2020
Old 09-11-2020 , 14:31   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #61

Quote:
Originally Posted by NanoC View Post
There's a bug on CSGO that players can join even if the server is full, this plugin fix that issue and also it has reserved slots using 'connect' command. Check the first post pls
This is not the answer to my question. Check my question pls
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paulo_crash
AlliedModders Donor
Join Date: May 2016
Location: Brazil
Old 09-11-2020 , 15:09   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #62

Quote:
Originally Posted by FroGeX View Post
WTF... who would like to block the player from connecting to your server?
Quote:
Originally Posted by NanoC View Post
There's a bug on CSGO that players can join even if the server is full, this plugin fix that issue and also it has reserved slots using 'connect' command. Check the first post pls
Quote:
Originally Posted by FroGeX View Post
This is not the answer to my question. Check my question pls
In other words, you read the topic, what the plugin does and you still don't understand, is that it?

Come on then, as you may know I believe, CSGO has a bug, where the same server is full, example 12/12 players can still connect to the server, staying 13/12, 15/12 and so on.

Yes, we believe it is a BUG, ​​as all previous versions of Counter-Strike do not have this, for many owners of CSGO servers look for a fix for this.

Then your question is already answered. But if you still want to know it is simple, server performance, after all, if you have a server configured for 12 slots, if that happens you start having performance problems on the server. As you may know, the more players on the server the more resources you need.

Right @NanoC, or would you have a better explanation?

Last edited by paulo_crash; 09-11-2020 at 15:10.
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NanoC
Veteran Member
Join Date: Jan 2016
Location: Argentina
Old 09-12-2020 , 05:14   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #63

That's enough, thanks Paulo
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dran1x
Junior Member
Join Date: May 2020
Old 10-21-2020 , 18:53   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #64

Could you add support for next line "\n" in the config file?
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STiNG645
Junior Member
Join Date: Oct 2016
Location: Tashkent
Old 11-03-2020 , 08:28   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #65

Suggestion for kick. If possible, please add the option to kick player with the lowest KDR or ADR.
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NanoC
Veteran Member
Join Date: Jan 2016
Location: Argentina
Old 11-03-2020 , 18:08   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #66

Quote:
Originally Posted by dran1x View Post
Could you add support for next line "\n" in the config file?
Edit this line to:

Code:
KickClientEx(target, "Kick reason\nNext line1");
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paulo_crash
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Join Date: May 2016
Location: Brazil
Old 12-26-2020 , 10:11   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #67

@NanoC with this plugin enabled, does it matter if I leave the sourcemod reservedslots.smx enabled or not?

I currently have your version of reservedslot and SourceMod active, but the default config for sourcemod looks like this:
Code:
sm_reserve_type 1
sm_reserved_slots 0
Doesn't it generate any conflict right? Or should I disable SourceMod's default reserverdslot?
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Ejziponken
AlliedModders Donor
Join Date: Apr 2008
Old 02-19-2021 , 05:48   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #68

I think something weird is going on. A player without admin cant join, but a player with admin can. Its like one slot is used by GOTV and the 2nd free slot is somehow reserved for VIP from start? But I dont understand how thats possible..


I added logs.

Quote:
char sPlayername[50], sPlayerid[50];
GetClientName(client, sPlayername, 49);
GetClientAuthId(client, AuthId_Steam2, sPlayerid, 49);
int iClientsingame = GetClientCount(false);
int iLimit = GetMaxHumanPlayers();

LogMessage("kicking rejected player %s<%s> - [%d/%d] players", sPlayername, sPlayerid, iClientsingame, iLimit);
[ReservedSlots.smx] kicking rejected player NICK<STEAM_1:0:*******> - [2/2] players

Settings:
maxplayers 2
sv_visiblemaxplayers 2
tv_enable 1
Players on server: 0

Quote:
players : 0 humans, 1 bots (2/0 max) (not hibernating)

# userid name uniqueid connected ping loss state rate adr
# 2 "GOTV" BOT active 32
#end
Plugin config:
sm_reserved_slots_enabled "1"
sm_reserved_slots_fullserverreason "test"
sm_reserved_slots_kick "0"
sm_reserved_slots_reason "You were kicked because a VIP joined."
sm_reserved_slots_type "1"

Using:
SourceMod Version: 1.10.0.6502
Metamod:Source version 1.11.0-dev+1144
PTaH (1.1.3): Additional CS:GO Hooks and Natives
Linux
CSGO

Quote:
[SM] Listing 1 plugin:
1 "Reserved slots using PTaH and MaxClients Kicker" (1.4) by Nano. Merged and fixed luki1412 & Wilczek plugins.
No error logs

If I change to maxplayers 3, then it works.

Last edited by Ejziponken; 02-19-2021 at 09:07.
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NanoC
Veteran Member
Join Date: Jan 2016
Location: Argentina
Old 02-19-2021 , 14:03   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #69

Can you explain better what's the problem? i didn't get it
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Effeff
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Join Date: Jan 2019
Location: discord: ff#0533
Old 02-19-2021 , 15:54   Re: [CS:GO] Reserved Slots using 'connect' and client limit bypass fix
Reply With Quote #70

Quote:
Originally Posted by Ejziponken View Post
I think something weird is going on. A player without admin cant join, but a player with admin can. Its like one slot is used by GOTV and the 2nd free slot is somehow reserved for VIP from start? But I dont understand how thats possible..

Settings:
maxplayers 2
sv_visiblemaxplayers 2
tv_enable 1

Players on server: 0
I believe this happens because the plugin uses:
Code:
GetClientCount(false) >= GetMaxHumanPlayers()
GetClientCount(false) will return 1 because a player is connecting, and GetMaxHumanPlayers() will return 1 because gotv decreases the player count by 1 (so your maxplayers and visible maxplayers is 1 while gotv is on server).

edit: I'm not sure. Does changing it to this fix it?
Code:
GetClientCount(false) > GetMaxHumanPlayers()

Last edited by Effeff; 02-19-2021 at 16:00.
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