Server performance still sucks.hitting 94% on one core with 20 players with a 
Intel Xeon E5-2643 v2 (25M Cache, 3.50 GHz).

Date: Thu, 24 Apr 2014 11:54:58 +0200
From: [email protected]
To: [email protected]
Subject: Re: [Csgo_servers] CSGO 1.32.7.0

 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;
 




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