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The small number of people that code there own hacks is not what vac was
intended for.
It was intended for stopping publicly available hacks that spread like wild
fire on the Internet.
And even if you code your own Direct X hooks they can and will eventually be
detected by vac.
Either way you look at it, even if vac stops one hacker its a good thing.

-------Original Message-------

From: Stuart Stegall
Date: 04/09/06 19:50:00
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] CS1.6 Servers all bound to 1 CPU?

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Try writing your own directx hooks and then see how long before you get
hacked.  Of course publically available hacks are quickly detected.

kyle wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> VAC works very well on HL1 mods I have tested it with 7 different accounts
> and they were all banned within a month after using XYZ,flautz,and
asuswall
> hacks.  Vac also caught 3 different types of aimbots.   My last test was
> about a month ago.   I went tino my server which was vac secure with an
> aimbot turned on with one account.  And then entered with another account
> with a wallhack on.  Almost one month to the day later both of those
> accounts were banned.
>
> Vac is working and working well.   I just wish they would ban instantly.
> This would stop 97% of all hacking.
>
> -------Original Message-------
>
> From: Wayne
> Date: 04/09/06 17:18:28
> To: hlds@list.valvesoftware.com
> Subject: RE: [hlds] CS1.6 Servers all bound to 1 CPU?
>
> I'd go as far as to say not questionable, but utterly pointless having VAC
> on 1.6.
> Clearly, IMO, VALVe have dropped VAC updating for 1.6 and with good reason
-
> the game is old.
> The only place you can have a safe game of 1.6 is at LANs where the
machines
> are provided and you are unable to load anything onto the machines.
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of David Harrison
> Sent: Monday, 10 April 2006 9:52 AM
> To: hlds@list.valvesoftware.com
> Subject: Re: [hlds] CS1.6 Servers all bound to 1 CPU?
>
> I wholeheartedly agree with Steve here; we're managing too many servers
> to make setting processor affinity ourselves a really workable solution.
>
> I'd personally rather lose VAC and not have to worry about this issue
> until a fix is in place. Based on the comments I see around the traps
> VAC's effectiveness in CS1.6 is questionable anyway so I'd rather the
> problem not be mine to fix.
>
> -- dave
>
> ---- Original Message ----
> From: "Dustin Tuft" <[EMAIL PROTECTED]>
> To: <hlds@list.valvesoftware.com>
> Sent: Monday, April 10, 2006 9:07 AM
> Subject: Re: [hlds] CS1.6 Servers all bound to 1 CPU?
>
>
>> Well I guess you have a limited imanigation. The first place I would
>> start is your process where an admin clicks to start a new server or
>> shut
>> down a server. I asume that you have an existing structure in place
>> that
>> manages this now? so maybe I gave you to much credit, If you have a
>> structure
>> in place then the ease of making it a smarter process is an addtion to
>> your exsiting function on that given server to check the load of all
>> CPU's
>> and set affinity, even say not this server go to the next server in
>> the
>> list.
>> I didn't say anything about recoding the schedular for windows, I only
>> express that I have felt the pian in multi threaded applications that
>> have critical events dependent on proper timing, and in most cases
>> your
>> have to have one threaded process monitor all threads to get anywhere
>> close to
>> correct timing, but that again could lead to lag here, lag being the
>> reality that your waiting for something before you move on.....
>>
>> Dustin Tuft
>>
>>
>>
>>> From: "Steven Hartland" <[EMAIL PROTECTED]>
>>> Reply-To: hlds@list.valvesoftware.com
>>> To: <hlds@list.valvesoftware.com>
>>> Subject: Re: [hlds] CS1.6 Servers all bound to 1 CPU?
>>> Date: Sun, 9 Apr 2006 22:39:07 +0100
>>>
>>> If you know how to statically determine a dynamic process then please
>>> let us all know as Im sure that would be a great breakthrough in
>>> computer science.
>>>
>>> Your basic solution of round robin would be unworkable as there are
>>> too many dynamic variants. You may be running your two servers quite
>>> happily but we are talking about many hundreds of servers across may
>>> hundreds of varying spec machines running multiple varying games
>>> that can change at any second triggered by an admins click.
>>>
>>> Its no surprise that one of the most difficult tasks in an OS is the
>>> scheduler
>>> and as such I dont believe reinventing the wheel to satisfy the
>>> temporary needs of one game is something we should be wasting
>>> resources on do you?
>>>
>>>    Steve
>>>
>>> ----- Original Message -----
>>> From: "Dustin Tuft"
>>>
>>>> Just as a suggestion, you might try re-evaluating your process. It
>>>> seems clear that the way your creating your servers does not allow
>>>> flexable programing to control affinity, since your way out side of
>>>> what I am sure Valve would consider standard deployment it might be
>>>> faster for you to build
>>>> a smarter dynamic process, possibly a program that trackes the
>>>> diffrent servers and sets affinity based on the current CPU load.
>>>> Then you could round robin the servers as they start up taking the
>>>> CPU with the lowest load, you might even think about leaving CPU0
>>>> out of the mix so the windows
>>>> OS doesn't have any complication or get over loaded durning peak
>>>> game play.
>>>>
>>>> I have been running a dual CPU box from the beging of DOD and I have
>>>> always
>>>> found that setting the affinity greatly increases the game server's
>>>> stablity
>>>> even before they patched the server to set affinity by it's self.
>>>>
>>>> CPU's get bussy and when your busses are bussy with I/O a CPU can
>>>> fall behind and there is nothing to correct that not even a better
>>>> built timer. if you take in the whole system all the way to client
>>>> Hard drives over the network, chances are your server CPU spend
>>>> more time waiting to process data
>>>> then any thing else.
>>>>
>>> ================================================
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>>
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