Ah so your saying we need to bind them to other CPU's, and not to allow them to use the available CPU's.
Unfortunately I dont think that's going to be an option as we're not just talking CS on a machine here and the fact that servers are dynamically created and moved around machines means its virtually impossible to determine which CPU core out of the 4 available on a machine a specific instance should be bound to. Its why the OS has a scheduler which enables it to determine just that. Just how prevalent was the bug anyway? Yes we all have crashes but nothing significant enough that would mean a fix that causes this much pain is worth it. Is it mainly a client issue? If so how about only setting affinity only when not running in dedicated server mode? I know the real fix is going to take some time but it seems that the current one is going to cause more issues than it solves. I know we've been running dual processor boxes since the year dot and its not been a significant issue hence the removal of the current fix, from a server admins point of view, would be the lesser of two evils. Possibly a -beta noaffinity? N.B. CS is not the only game to suffer from this issue. One of the patches from iD for Quake4 had the same issue and they backed it out pretty dam sharpish when it was brought to their attention. Sorry to harp on about this but it is a major issue for us and any admin who has multi "core" machines, be that dual core or multi CPU, which I suspect is a very high proportion of us. Steve ----- Original Message ----- From: "Alfred Reynolds" <[EMAIL PROTECTED]>
No it doesn't. Those programs let you bind hlds to another CPU, but it stays local to that CPU. Removing the call would let the app wander over all the CPU's again and the bug would return.
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