Curious... if this is a per-second thing, how come once this happens the
server never recovers?

> -----Original Message-----
> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
> Sent: 31 January 2011 23:53
> To: 'steve.gr...@gmail.com'; 'Half-Life dedicated Win32 server mailing
> list'
> Subject: Re: [hlds] Improved engine handling of server queries ?
> 
> Try increasing the sv_max_queries_sec_global variable, its currently
> 3000/sec, try 10k or more. This will effectively disable apart of the
> DoS protection (making only the per-ip part work) but it should prevent
> squelching of the connect packet.
> 
> - Alfred
> 
> > -----Original Message-----
> > From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> > boun...@list.valvesoftware.com] On Behalf Of steve grout
> > Sent: Monday, January 31, 2011 1:20 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: [hlds] Improved engine handling of server queries ?
> >
> > Since valve tried to do this we're still having issues if we do not
> > hide
> > the servers.  Where as before the server was under attack it used to
> > timeout for everyone it now, so it seems, just stops responding the
> the
> > ping (still can be queried using status).  That's great in that is
> > doesn't kill a game however one side effect is that, when the server
> > goes into this 'mode', if someone should have a network problem and
> > disconnect for any reason, they cannot rejoin the server, in fact no
> > one
> > can join the server until it's been restarted.
> >
> > This happens on both our windows and linux servers. Are other people
> > experiencing the same thing?
> >
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