Does anyone hosting a server using workshop collection? Mine doesn't work anymore. Players get stuck while connecting. There is no error in server log.
2014-04-24 7:28 GMT+02:00 Marcin Paterek <[email protected]>: > Server does not allow net_graph values above 1 > > How to fix that? The new netgraph is so big :/ > > > 2014-04-24 5:41 GMT+02:00 Vitaliy Genkin <[email protected]>: > >> CS:GO server plugins have to be recompiled to match global vars and net >> channel change in this update, highlighted below [**] >> >> >> >> As the community noticed we have switched our Linux version of >> srcds_linux to call a more precise sleeping function – nanosleep, and when >> server is meeting tickrate and the call is not interrupted by a signal it >> should be only called once per frame and more efficiently suspend the >> process main thread until the start of next server frame. The frame start >> std deviation on net channel will show fluctuations of OS CPU scheduling >> for waking up the main server thread at the beginning of the next frame >> which is typically a fraction of a millisecond. Server frame time in net >> graph display will now report duration of the server simulation phase on >> the main thread and std deviation of that so on 64-tick servers simulation >> phase should not exceed 1/64th of a second ~=16 ms to meet the required >> server tickrate. >> >> >> >> Thanks, >> >> -Vitaliy >> >> >> >> [**] >> >> >> >> class CGlobalVarsBase >> >> { >> >> …===… >> >> // Absolute frame counter - continues to increase even if >> game is paused >> >> >> int framecount; >> >> // Non-paused frametime >> >> float >> absoluteframetime; >> >> +++ float >> absoluteframestarttimestddev; >> >> >> >> abstract_class INetChannel : public INetChannelInfo >> >> …===… >> >> virtual void SetRemoteFramerate( float >> flFrameTime, float flFrameTimeStdDeviation, float >> flFrameStartTimeStdDeviation ) = 0; >> >> >> >> >> >> class INetChannelInfo >> >> …===… >> >> virtual void GetRemoteFramerate( >> float *pflFrameTime, float *pflFrameTimeStdDeviation, float >> *pflFrameStartTimeStdDeviation ) const = 0; >> >> >> >> _______________________________________________ >> Csgo_servers mailing list >> [email protected] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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