Compare commits

..

2 commits

Author SHA1 Message Date
mwiegand
8558120ef8
docs(server-detail): archive 2026-05-17 redesign plan
The plan that drove the state-cluster + inspection-strip + modals
redesign that landed on 2026-05-17. Tasks have already shipped (see
the commits between 'feat(templates): add _macros.html' and the
post-redesign style polish on 2026-05-19). Committing the plan itself
so the project's docs/superpowers/plans/ history is complete.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 09:59:16 +02:00
mwiegand
3514d04518
docs(cvar): add copy-paste best-practice server.cfg + more cvars
Adds a starter server.cfg (and matching sourcemod.cfg) that pairs with
the existing tickrate.sh overlay and a stock SourceMod install. Also
documents additional cvars (nb_update_framelimit, net_maxcleartime,
sv_tags, sv_region) alongside the per-cvar rationale already in the file.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 09:59:16 +02:00
2 changed files with 1408 additions and 10 deletions

View file

@ -18,7 +18,91 @@ verified empirically on the `left4.me` Trixie test server (kernel
| `sv_lan` | `0` (internet server) | | `sv_lan` | `0` (internet server) |
| `sv_voiceenable` | `1` | | `sv_voiceenable` | `1` |
| `nb_update_frequency` | `0.033` (safe, no plugin), `0.014` with the SM fix plugin. **Cheat-protected — must be set via `sm_cvar`.** | | `nb_update_frequency` | `0.033` (safe, no plugin), `0.014` with the SM fix plugin. **Cheat-protected — must be set via `sm_cvar`.** |
| `nb_update_framelimit` | `30` (was 15). Raises the per-frame bot-AI cap so commons don't lag at high counts. **Cheat-protected.** |
| `fps_max` | `64` for 30-tick, `0` (uncapped) for higher ticks | | `fps_max` | `64` for 30-tick, `0` (uncapped) for higher ticks |
| `net_maxcleartime` | `0.0001` — drop choked packets fast instead of stalling. **Cheat-protected.** |
| `sv_tags` | `"coop,custom"` (etc.) — Steam server browser hint |
| `sv_region` | `3` (EU) / `1` (US East) / `255` (any) |
## Copy-paste best practice config
A complete starting config that pairs with the project's existing
`examples/script-overlays/tickrate.sh` overlay (which installs the
Tickrate Enabler plugin) and a SourceMod install. Two files: the
plain `server.cfg` and a SourceMod-only `cfg/sourcemod/sourcemod.cfg`.
For background and per-cvar rationale, see the topic sections below.
### `server.cfg` (vanilla, non-cheat cvars only)
```
// --- Identity & discoverability ---
hostname "your server name here"
sv_tags "coop,custom"
sv_region 3 // 3=EU, 1=US East, 255=any
sv_lan 0
sv_steamgroup "0" // your Steam group ID for reserved slots
sv_search_key "0" // groups your servers in the lobby browser
// --- Security ---
sv_cheats 0
sv_pure 0 // 0/1 for modded servers; 2 = strict
sv_consistency 0 // 0 if hosting custom campaigns; 1 = strict
sv_password ""
sv_allow_lobby_connect_only 0 // let players connect via IP, not just lobby
// --- Voice / chat ---
sv_voiceenable 1
sv_alltalk 0
// --- Player limits (coop) ---
sv_maxplayers 4
sv_visiblemaxplayers 4
// (For versus: 8/8)
// --- Network rates (100-tick; requires Tickrate Enabler) ---
sv_minrate 100000
sv_maxrate 100000
sv_mincmdrate 100
sv_maxcmdrate 100
sv_minupdaterate 100
sv_maxupdaterate 100
sv_client_min_interp_ratio -1
sv_client_max_interp_ratio 2
net_splitpacket_maxrate 50000
net_splitrate 2
fps_max 0
sv_forcepreload 1
// --- Logging (used by left4me's log-streaming feature) ---
sv_logfile 1
sv_logflush 0
sv_logecho 1
sv_logbans 1
```
### `cfg/sourcemod/sourcemod.cfg` (cheat-flagged cvars, set via `sm_cvar`)
```
// --- Network tweaks (cheat-flagged or SM-managed) ---
sm_cvar net_maxcleartime 0.0001
// --- Simulation cadence (more frequent AI ticks; no behaviour change) ---
sm_cvar nb_update_frequency 0.033 // 0.014 if you have the AM fix plugin
sm_cvar nb_update_framelimit 30 // default 15 — raise per-frame bot AI cap
// --- Diagnostics ---
sm_cvar nb_stuck_dump_threshold 5 // log stuck bots ≥5s
```
> **If you're not running SourceMod**, the entire `sm_cvar` block
> above is dead — those cvars are cheat-protected and silently
> ignored from plain `server.cfg`. The vanilla block still applies
> and delivers the bulk of the network-feel improvements. See
> [Cheat-protected cvars and `sm_cvar`](#cheat-protected-cvars-and-sm_cvar).
For tickrates other than 100, see the
[Network rates](#network-rates) section below.
## Network rates ## Network rates
@ -105,9 +189,11 @@ within the same server session.
## `nb_update_frequency` ## `nb_update_frequency`
Controls how often common infected and witches recalculate their Like raising server tickrate, this controls *how often* common
pathfinding and state. Default `0.1` (10 Hz), independent of infected and witches get an AI tick — it doesn't change what they
server tickrate. decide, only how quickly the engine asks them. Pure cadence cvar.
Default `0.1` (10 Hz), independent of server tickrate.
| Value | Effect | | Value | Effect |
|---|---| |---|---|
@ -120,25 +206,161 @@ Set via `sm_cvar nb_update_frequency 0.033` in
`cfg/sourcemod/sourcemod.cfg` (or any sm-auto-execed cfg). Without `cfg/sourcemod/sourcemod.cfg` (or any sm-auto-execed cfg). Without
SourceMod, you cannot reliably set this on a VAC-protected server. SourceMod, you cannot reliably set this on a VAC-protected server.
If commons still look choppy after lowering `nb_update_frequency`, ## NextBot scheduler & diagnostics
try `sm_cvar z_resolve_zombie_collision_multiplier 0.6` (default
`0.25`) — helps commons unstick from each other. Cheat-protected, `nb_update_frequency` (covered above) is *how often* the scheduler
same `sm_cvar` mechanism. asks bots to think. Two related cvars are also pure
cadence/throughput — no behaviour change — and one is a passive
diagnostic.
### `nb_update_framelimit`
Default `15`. **Maximum number of NextBots that get an AI tick per
server frame.** Above this cap the engine round-robins bots across
frames, so at 30 commons on a 30-tick server each common gets a
fresh think roughly every other frame — visible as "zombies
hesitate before chasing." Raising this to `30``60` lets every bot
think every frame at the cost of linear extra CPU. Does not alter
how bots decide what to do; only how often they get to decide.
This is the most under-documented L4D2 cvar and the one most often
blamed on tickrate or `nb_update_frequency` when it's neither.
Cheat-protected — use `sm_cvar`.
### `nb_stuck_dump_threshold`
Default `-1` (disabled). Set to `5` to log any bot stuck for ≥5
seconds to the server console. Costs nothing at runtime and is the
single best diagnostic for "why do zombies keep clipping into
geometry on this custom campaign?" tickets. Pure logging — does
not affect bot behaviour. Cheat-protected.
## Lag compensation
Most lag-compensation cvars are present but not in the truncated
`cvar_list` dump. Verify on your own server with `sm_cvar <name>`
(no value) before relying on them.
| Cvar | Default | Notes |
|---|---|---|
| `sv_unlag` | `1` | Enable lag compensation. Keep on. |
| `sv_maxunlag` | `0.5``1.0` | Max ms of lag-comp rewind. Confogl uses `1`. Higher = better for higher-ping shots. |
| `sv_unlag_fixstuck` | `1` | Used by upstream Competitive-Rework. |
| `sv_forcepreload` | `0` | Set to `1` to preload server-side assets at boot. Smoother first map. Confirmed in `cvar_list`. |
## Packet compression & high-entity-count tuning
Relevant when running custom servers with raised `z_common_limit`,
big mob spawns, or many addon entities. At high entity counts,
snapshots routinely exceed the UDP MTU and get split into multiple
packets. Clients perceive this as "lag" — but it's really
*snapshot drops*, visible in `net_graph` as updates/sec dipping
well below `sv_maxupdaterate`. The fix is on the wire, not in the
simulation.
Source: [Lux's L4D2 high-zombie-count discussion (Steam)](https://steamcommunity.com/app/550/discussions/0/2568690416482192538/).
| Cvar | Default | Recommended | Notes |
|---|---|---|---|
| `net_compresspackets` | varies | `1` | Enable LZ-style packet compression. Cheap CPU win for high-entity servers. Verify with `sm_cvar`. |
| `net_compresspackets_minsize` | varies | `2324` | Compress packets ≥ this size — roughly the wire MTU. |
| `net_splitrate` | `1` | `2` | Allow 2 split-packet pieces per net frame; drains queue faster. Confirmed in `cvar_list`. |
| `net_splitpacket_maxrate` | `15000` | `50000`+ | Throughput cap when sending split packets. |
| `net_maxcleartime` | `4.0` | `0.0001` | Don't stall on choke — drop choked packets fast. Confirmed real (RCON-verified 2026-05-20: `sm_cvar net_maxcleartime` returns the set value). |
| `sv_extra_client_connect_time` | varies | `0.0001` | Tiny handshake speedup from the Lux thread. Verify with `sm_cvar`. |
Several of these are missing from the local `cvar_list` dump but
that file is **not exhaustive** — see
[Verifying a cvar actually exists](#verifying-a-cvar-actually-exists)
below. Several of these lines exist verbatim in upstream
Competitive-Rework's `cfg/server.cfg`, which has been running on
public servers for years.
## Server discoverability
Cosmetic but real UX wins for public servers.
| Cvar | Recommended | What it does |
|---|---|---|
| `sv_tags` | `"coop,custom,modded"` (your choice) | Comma-separated tags shown in the Steam server browser. Players filter on these. |
| `sv_region` | `3` (EU), `1` (US East), `255` (any) | Region reported to the master server. Set this and your server appears in the right regional browser. |
| `sv_search_key` | `"left4me"` (or your own string) | When players search from the in-game lobby, only servers with a matching key appear. Useful for grouping a fleet. |
| `sv_steamgroup` | your group's ID | Steam group members get reserved-slot priority (with the appropriate plugin). |
| `sv_lan` | `0` | Set `1` only for local-only play; skips Steam auth (players can't friend-join). |
## Logging hygiene
Relevant because the project's log-streaming feature (the work in
`l4d2web/static/js/files-overlay/editor.js` and adjacent) tails
the server log file. These cvars control what actually gets
written.
| Cvar | Recommended | Notes |
|---|---|---|
| `sv_logfile` | `1` | Server log to disk. Required for log-streaming. |
| `sv_logflush` | `0` | Don't flush after every line — slow. Keep at `0` unless you're debugging crashes. |
| `sv_logecho` | `1` | Mirror log to stdout — needed for any process that tails srcds's console. |
| `sv_logbans` | `1` | Log every `kickid` / `banid` to the same log file. Cheap audit trail. |
| `sv_log_onefile` | `0` | Default — one log per day. `1` rolls everything into a single file (gets large quickly). |
| `sv_logsdir` | `"logs"` | Default. Path is relative to the game directory. |
## Verifying a cvar actually exists
The local `/Users/mwiegand/Projekte/left4me/cvar_list` dump (~2199
entries) is **incomplete** — it's missing several real L4D2 cvars
that upstream Competitive-Rework uses and that have been verified
in-engine via RCON. Likely it was generated via the in-engine
`cvarlist` command, which truncates and filters.
Authoritative existence check via SourceMod console (RCON):
```
sm_cvar <name> # no value → "Value of cvar X: Y" if real,
# "unknown" otherwise
```
The screenshot evidence for `net_maxcleartime` (2026-05-20):
```
> sm_cvar net_maxcleartime
[SM] Value of cvar "net_maxcleartime": "0.0001"
```
Rule of thumb when copying configs from elsewhere:
1. If the cvar is in `cvar_list` → it's definitely real.
2. If it's *not* in `cvar_list` but is in upstream Competitive-
Rework's `server.cfg` → probably real, but verify via `sm_cvar`
before relying on it.
3. If it's in neither and only mentioned in a random forum post →
high probability it's a CSGO/CS:S or HL2 cvar that someone
assumed exists in L4D2.
## Cvars that DO NOT exist in L4D2 (despite some guides claiming otherwise) ## Cvars that DO NOT exist in L4D2 (despite some guides claiming otherwise)
These come up in older guides or are inherited from other Source These come up in older guides or are inherited from other Source
games but don't actually exist in L4D2's command set. Verified by games but don't actually exist in L4D2's command set. Verified by
RCON `<cmd>` returning "unknown command": RCON `sm_cvar <name>` returning "unknown":
- `net_maxcleartime` — CSGO/CS:S only.
- `z_resolve_zombie_collision_multiplier` — confirmed unknown in - `z_resolve_zombie_collision_multiplier` — confirmed unknown in
current L4D2 builds (verified via RCON 2026-05-14). Some current L4D2 builds (verified via RCON 2026-05-14). Some
community guides list it; it's not in the binary. community guides list it; it's not in the binary.
- `z_update_rate` — referenced in older tuning guides but not a
real L4D2 cvar. The actual zombie-AI cadence knob is
`nb_update_frequency`.
If a guide tells you to set one of these in L4D2, the guide is If a guide tells you to set one of these in L4D2, the guide is
wrong or out of date. wrong or out of date.
**Earlier revisions of this doc also listed `net_maxcleartime`
here. That was wrong** — it's a real L4D2 cvar (RCON-verified
2026-05-20 returning `0.0001` on `left4.me`). It just happens to
be missing from the `cvar_list` dump. The lesson: the cvar_list
file is useful as a positive check but unreliable as a negative
check (see
[Verifying a cvar actually exists](#verifying-a-cvar-actually-exists)).
## Security and integrity ## Security and integrity
``` ```
@ -229,6 +451,28 @@ filesystem's native uid" (on disk) and `<outer>` means "the uid
exposed outward through the mount." Empirically verified; do not exposed outward through the mount." Empirically verified; do not
trust the man page's word choice. trust the man page's word choice.
## Project integration (left4me overlays)
The project already ships overlays in `examples/script-overlays/`
that map cleanly onto the recommendations above:
| Overlay | Use it for |
|---|---|
| [`tickrate.sh`](../examples/script-overlays/tickrate.sh) | Drop-in 100-tick foundation: installs the Tickrate Enabler plugin (`tickrate_enabler.dll/.so/.vdf`) and writes the core rate cvars (`sv_minrate/maxrate 100000`, `nb_update_frequency 0.014`, `net_splitpacket_maxrate 50000`, `net_maxcleartime 0.0001`, `fps_max 0`). Required base layer for any of the higher-tick recommendations in this doc. |
| [`competitive_rework.sh`](../examples/script-overlays/competitive_rework.sh) | Pulls the entire SirPlease/L4D2-Competitive-Rework master branch into the overlay. Full confogl bundle — plugins, configs, cfgogl per-mode tuning. Opinionated for tournament versus. Use this *or* `tickrate.sh`, not both. |
| [`cedapug_maps.sh`](../examples/script-overlays/cedapug_maps.sh), [`l4d2center_maps.sh`](../examples/script-overlays/l4d2center_maps.sh) | Competitive map pools (orthogonal to cvars). |
The cvars in the "Copy-paste best practice config" section above
are intended to be applied **on top of `tickrate.sh`** — either by
adding them to an instance's `spec.config` YAML list, or by
creating a new overlay (e.g. `examples/script-overlays/ux_polish.sh`)
that writes them to `$OVERLAY/left4dead2/cfg/server.cfg`.
How `spec.config` becomes `server.cfg` (for reference):
`l4d2host/l4d2host/instances.py:52-54` joins the YAML list with
newlines into `{LEFT4ME_ROOT}/instances/{name}/server.cfg`, then
that file is staged into the runtime upper layer at instance start.
## Launch parameters (reference) ## Launch parameters (reference)
Typical srcds invocation: Typical srcds invocation:
@ -248,7 +492,9 @@ Typical srcds invocation:
Primary references used for the recommendations above: Primary references used for the recommendations above:
- [L4D2-Competitive-Rework server.cfg](https://github.com/SirPlease/L4D2-Competitive-Rework/blob/master/cfg/server.cfg) - [L4D2-Competitive-Rework server.cfg](https://github.com/SirPlease/L4D2-Competitive-Rework/blob/master/cfg/server.cfg) — the canonical confogl/competitive cvar block. Many cheat-flagged cvars in this doc are sourced from here.
- [L4D2-Competitive-Rework cvar_tracking.cfg](https://github.com/SirPlease/L4D2-Competitive-Rework/blob/master/cfg/cvar_tracking.cfg) — client-cvar enforcement list (anti-cheat tracking; not directly used here but useful context).
- [Lux's L4D2 high-zombie-count packet compression analysis (Steam Discussions, app/550)](https://steamcommunity.com/app/550/discussions/0/2568690416482192538/) — origin of the `net_compresspackets` / `net_splitrate` / `net_maxcleartime` recommendations.
- [L4D2 Dedicated Server Guide (Steam Community)](https://steamcommunity.com/sharedfiles/filedetails/?id=276173458) - [L4D2 Dedicated Server Guide (Steam Community)](https://steamcommunity.com/sharedfiles/filedetails/?id=276173458)
- [L4D2 Dedicated Server Network Tweaks (Steam Discussions)](https://steamcommunity.com/app/550/discussions/1/1839063537784156851/) - [L4D2 Dedicated Server Network Tweaks (Steam Discussions)](https://steamcommunity.com/app/550/discussions/1/1839063537784156851/)
- [SirPlease/Server4Dead-Project — Tickrate Enabler](https://github.com/SirPlease/Server4Dead-Project/tree/master/Tickrate%20Enabler) - [SirPlease/Server4Dead-Project — Tickrate Enabler](https://github.com/SirPlease/Server4Dead-Project/tree/master/Tickrate%20Enabler)
@ -257,3 +503,5 @@ Primary references used for the recommendations above:
- [Source Multiplayer Networking — Valve Developer Community](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking) - [Source Multiplayer Networking — Valve Developer Community](https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking)
- [Required Versions (SourceMod wiki)](https://wiki.alliedmods.net/Required_Versions_(SourceMod)) - [Required Versions (SourceMod wiki)](https://wiki.alliedmods.net/Required_Versions_(SourceMod))
- [MetaMod:Source news](https://www.sourcemm.net/) - [MetaMod:Source news](https://www.sourcemm.net/)
- Local: `/Users/mwiegand/Projekte/left4me/cvar_list` — 2199-line dump of L4D2 cvars (positive existence reference; *not* exhaustive — see [Verifying a cvar actually exists](#verifying-a-cvar-actually-exists)).
- Local: `examples/script-overlays/tickrate.sh`, `examples/script-overlays/competitive_rework.sh` — overlay scripts that apply these settings to a left4me instance.

File diff suppressed because it is too large Load diff