http download questions

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topper
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http download questions

Post by topper »

hello

so I recently got around to enabling http download for all our custom maps, etc and I had a couple questions

first, you mention in the tutorial..
If the game server has a file that the HTTP server does not, then it will use the "Trickle Down" method for that file upon reconnecting.
is that actually the case? on our server, if we have a map on the game server, and its missing from the http server, when a player tries to connect, it tries to dl the map, sits for a few seconds, then goes ahead and connects to the server. at that point the player of course gets a notification that the file "blahblah.bsp is missing" and it disconnects the player. The only solution appears to be to add the file to the http server as well. Am I missing something/have something not setup right, or is that the same behavior everyone else has too and valve is just stupid? :D

second question,

also in the tutorial, you mention zipping files up on the http server to save space on the http server and make downloads go even faster. However, am I correct that if you want to make good use of your time (be lazy :) ) and use the "sync files" option in the "website" control panel, that there is no way to get around having all the bsp's (and other custom content) being copied right back into the maps folder, in addition to the bz2 files a person has there? while that doesn't cause any problem with the game and how everything gets downloaded, that effectively means if I want to zip files up on the http server (to make dl's even faster), and also use the "sync files" utility, that I end up using even more of my http space right? Is there a simple solution to this, or am I restricted to only using my ftp program?

I could of course just push files to the http server manually via ftp program, but I kind of wanted to just let my other admins put maps on the server and have them be able to hit the sync files button.

and I guess a third question -
say we only have the zips of all our custom content up on the http server so as not to exceed the 1 gig space limit. (we are currently using 500+mbs with all the custom content and their zipped counterparts all sitting there) And someone ends up hitting the "sync files" button and we exceed the gig limit. Will there be any repercussions from exceeding the limit temporarily until I discover this and remove all the non-zipped maps, materials, sounds, etc from the http server? I wouldn't want to get in trouble.. or will the sync just fail if it tries to exceed 1 gig?

thanks! (and excellent service btw, but I know you hear that all the time)
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Edge100x
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Post by Edge100x »

Valve has indicated that trickle downloads should occur when FAD fails, but it's possible that it has bugs. I'm not sure how you'd get around that =\

Using the sync option requires that the .bsp files be on the webspace, or it will recopy them. So if you need to delete the .bsp's to save space, you should avoid using the sync function.

There isn't a penalty to temporarily exceeding your webspace size quota. If you need an exception to the limit so that you can use more space, please email us.
topper
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Post by topper »

excellent! thank you.
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TimeX
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Post by TimeX »

Its been noticed with source servers that if FAD is on, files that aren't found on the webserver don't revert to the trickle down method. This seems to be a known bug that hopefully valve will get fixed in time.
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