That has nothing to do with the actual root of the problem, which are the
client crashes.

I was just trying to clear up some confusion in case people thought "No
Steam Logon" had something to do with the crashes.

The cause and effect relationship is that the client crashes, and the Steam
backend tells the server that the client isn't on the server anymore
(because it crashed).

On Mon, Oct 17, 2011 at 5:54 PM, Saul Rennison <saul.renni...@gmail.com>wrote:

> Precisely. Try reducing sv_timeout to something like 5 or 10 and see if you
> still have the issue.
>
> On Monday, 17 October 2011, Ryan Stecker <voidedwea...@gmail.com> wrote:
> > No Steam Logon, in this case, is simply a side effect of all of the
> clients crashing. It would be better to qualify this type of disconnection
> simply as a timeout.
> >
> > On Mon, Oct 17, 2011 at 5:18 PM, Andrew DeMerse <ademe...@gmail.com>
> wrote:
> >>
> >> I've seen the taunt thing happen a few times on my servers. Instantly
> half of the players drop from "No Steam Logon" without warning.
> >> The reason in the logs is "Failure Code 6"
> >>
> >> On Mon, Oct 17, 2011 at 5:43 PM, Rob Liu <robl...@gmail.com> wrote:
> >>>
> >>> Bit off topic here but,  are we going to see a patch today? Regarding
> to TF2 hl2.exe crashing?
> >>> Also, I heard there's some kind of high-five taunt crash, which will
> instantly crash out half of the players on the server.
> >>>
> >>> http://forums.steampowered.com/forums/showthread.php?t=2179130
> >>>
> >>> On Tue, Oct 18, 2011 at 10:35 AM, Henry Goffin <
> hen...@valvesoftware.com> wrote:
> >>>>
> >>>> On Windows, we use QueryPerformanceCounter and
> QueryPerformanceFrequency to calculate elapsed time in the main server loop.
> There is also some startup code which measures CPU clock speed by calling
> QPC in a loop until 1/32 of a second has elapsed, but we only use this to
> estimate CPU speed for crash reports.
> >>>>
> >>>>
> >>>> -----Original Message-----
> >>>> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Gary Stanley
> >>>> Sent: Monday, October 17, 2011 2:23 PM
> >>>> To: Half-Life dedicated Win32 server mailing list
> >>>> Subject: Re: [hlds] Max FPS
> >>>>
> >>>> At 04:11 PM 10/17/2011, Henry Goffin wrote:
> >>>> >We rely on a stable OS timer, but we don't rely on CPU cycle counts
> >>>> >or directly query the hardware clock. I don't know if that answers
> >>>> >your question; I'm not familiar with these setups. We trust that
> >>>> >when the OS gives us a high res timer value, that it is correct. I
> >>>> >believe that modern Windows versions compensate for clock speed
> >>>> >changes automatically. But please report if you think that you are
> >>>> >having issues related to variable clock speed.
> >>>> >
> >>>>
> >>>> Do you still use QueryPerformanceCounter() in a loop?
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>>
> >>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >
> >
>
> --
>
>
> Kind regards,
> *Saul Rennison*
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds
>
>
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