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Solved Workshop maps and clients


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MrDanne
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Join Date: Jan 2017
Location: Stockholm, Sweden
Old 01-29-2017 , 14:39   Workshop maps and clients
Reply With Quote #1

Hi,

I am using workshop maps on my CSGO server.
Now I wonder, does the clients/players download from Valves servers or from my server?
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Last edited by MrDanne; 01-30-2017 at 09:02.
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Neuro Toxin
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Join Date: Oct 2013
Location: { closing the void; }
Old 01-29-2017 , 16:11   Re: Workshop maps and clients
Reply With Quote #2

Valve servers.
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Mitchell
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Join Date: Mar 2010
Old 01-29-2017 , 20:25   Re: Workshop maps and clients
Reply With Quote #3

Steam servers, which are pretty slow if you have large maps.
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hamilton5
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Join Date: Oct 2012
Location: USA
Old 01-29-2017 , 23:43   Re: Workshop maps and clients
Reply With Quote #4

I don't think the actual download is slow, sometimes there is that delay when it is first checking/connecting however.
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MrDanne
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Join Date: Jan 2017
Location: Stockholm, Sweden
Old 01-30-2017 , 08:57   Re: Workshop maps and clients
Reply With Quote #5

Ah great. thought the client was downloading it from my server after it has downloaded it.

The "Initializing map" is a bit annoying. Could take a while on some users.
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checkster
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Join Date: Apr 2007
Location: Norway
Old 01-30-2017 , 13:16   Re: Workshop maps and clients
Reply With Quote #6

Quote:
Originally Posted by Mitchell View Post
Steam servers, which are pretty slow if you have large maps.
Sry but I think you're wrong. To my knowledge speed is caped, so even if you have xxxxxxxxxx speed you only get xxxxx, no matter if its steam or fastdl.
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DarkDeviL
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Join Date: Apr 2012
Old 01-30-2017 , 15:17   Re: Workshop maps and clients
Reply With Quote #7

Quote:
Originally Posted by checkster View Post
Sry but I think you're wrong. To my knowledge speed is caped, so even if you have xxxxxxxxxx speed you only get xxxxx, no matter if its steam or fastdl.
The issue isn't really a "speed cap", but the fact that you are downloading each individual file one by one.

If you have 1000 files to download, you need to perform 1000 requests with sv_downloadurl, this is going to take quite some time (and "overhead") with the transfer, thereby raising the time required to fetch it all.

If you could direct sv_downloadurl towards a full .zip, .tar.gz, .tar.bz2, ... containing all data from your server, so each individual client would only download one file, then it would work much faster.

Doing it that way could however also introduce both positive and negative side effects.
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checkster
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Location: Norway
Old 01-30-2017 , 20:10   Re: Workshop maps and clients
Reply With Quote #8

Quote:
Originally Posted by arne1288 View Post
The issue isn't really a "speed cap", but the fact that you are downloading each individual file one by one.

If you have 1000 files to download, you need to perform 1000 requests with sv_downloadurl, this is going to take quite some time (and "overhead") with the transfer, thereby raising the time required to fetch it all.

If you could direct sv_downloadurl towards a full .zip, .tar.gz, .tar.bz2, ... containing all data from your server, so each individual client would only download one file, then it would work much faster.

Doing it that way could however also introduce both positive and negative side effects.
oh whats bzip I'm new elaborate.

Bzip is really limited, unless you make res files.

Your way cant be done, maybe in a dream world, and even if you could it may reduce dload time, but still cl will have to make it complete, so you wont save time, unless there was a to make it a complete file instantly.

Last edited by checkster; 01-30-2017 at 20:27.
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Mitchell
~lick~
Join Date: Mar 2010
Old 01-30-2017 , 20:32   Re: Workshop maps and clients
Reply With Quote #9

Quote:
Originally Posted by checkster View Post
Sry but I think you're wrong. To my knowledge speed is caped, so even if you have xxxxxxxxxx speed you only get xxxxx, no matter if its steam or fastdl.
What? I said the steam workshop servers are slow, I had to switch over to my fastdl since it was making people wait too long while downloading maps. If you're saying the download speed to the steam servers are capped then that's exactly what I'm saying. Also for other games, not csgo you can upload multiple files under one workshop which will expand once downloaded.

Last edited by Mitchell; 01-30-2017 at 20:34.
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DarkDeviL
SourceMod Moderator
Join Date: Apr 2012
Old 01-31-2017 , 09:54   Re: Workshop maps and clients
Reply With Quote #10

Quote:
Originally Posted by checkster View Post
oh whats bzip I'm new elaborate.

Bzip is really limited, unless you make res files.

Your way cant be done, maybe in a dream world, and even if you could it may reduce dload time, but still cl will have to make it complete, so you wont save time, unless there was a to make it a complete file instantly.
I think, both with this one and the statements during your post editing, that you need to read my post again:

I don't assume that you go to Kiwi or REMA 1000 to pick up your soap, then go home, and then go back to Kiwi or REMA 1000 for your food, then go home and then go back to Kiwi or REMA 1000 for your toilet paper. Or do you?

That would make it three trips towards your shopping chain, and why would you do that, when you can do it all in one go? In one go, it would be faster and more time consuming for you.

Currently, the fastdl system (and most likely Workshop too) works like the above. It is contacting the remote sever once per file, and as such, the result is the same as if you were going to Kiwi or REMA 1000 multiple times, rather than taking all what you want in one go. Slower speeds.

In the previous post, I said "If you could direct [...]":

Code:
$ head -n 2 materials.txt
materials/sprites/trails/psychball.vtf
materials/sprites/trails/mat_rain.vmt
Code:
$ cat download_individual_materials.sh
#!/bin/sh
for material in `cat materials.txt`;
do
  wget "https://fastdl.example.net/TEST_20170131/$material" -oO /dev/null
done
$ time ./download_individual_materials.sh

real    10m27.270s
user    2m42.728s
sys     0m28.396s
$ time wget "https://fastdl.example.net/TEST_20170131/materials.tar.gz" -oO /dev/null

real    0m19.042s
user    0m11.828s
sys     0m4.276s
$ time wget "https://fastdl.example.net/TEST_20170131/materials.tar.bz2" -oO /dev/null

real    0m19.421s
user    0m10.744s
sys     0m3.776s
Server-side:

Code:
$ du -sh materials materials.tar.gz materials.tar.bz2
714M    materials
336M    materials.tar.gz
305M    materials.tar.bz2
$
Individual files (sv_downloadurl way) gives 10 minutes and roughly 30 seconds of downloading.

One big file gives 19 - 19.5 seconds of downloading.

And again: I said "If you could direct [...]", as things appear right now at least, you cannot make the downloads go this way.

There is a huge difference between "being capped" and "feels like it is capped", in regards to your claim about the speeds being capped.

I hope this makes more sense to you.
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Dropbox FastDL: Public folder will no longer work after March 15, 2017!
For more info, see the [SRCDS Thread], or the [HLDS Thread].

Last edited by DarkDeviL; 01-31-2017 at 09:55.
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