Probably horrible to do, but +1 for not using Snappy... There are
definitely better/faster algorithms available.

Thanks,
Kyle.


On Wed, May 15, 2013 at 9:57 AM, Steven Hartland <kill...@multiplay.co.uk>wrote:

> If your considering a new compression algorithm, I would strongly suggest
> looking at lz4:-
> https://code.google.com/p/lz4/
>
>    Regards
>    Steve
> ----- Original Message ----- From: "Fletcher Dunn" <
> fletch...@valvesoftware.com>
> To: "Half-Life dedicated Win32 server mailing list" <
> hlds@list.valvesoftware.com>
> Sent: Wednesday, May 15, 2013 5:51 PM
>
> Subject: Re: [hlds] Who do we send netspike.txt log too?
>
>
> These are temporary measures to help diagnose and workaround the problem.
>
> Once we confirm that this is the issue, we'll switch to Snappy or some
> other fast compression library.  Our own hand-rolled LZSS compressor is
> known to be slow.
>
> From: 
> hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>[mailto:
> hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>]
> On Behalf Of D Bauhmz
> Sent: Wednesday, May 15, 2013 9:51 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Who do we send netspike.txt log too?
>
> I forgot to ask you Fletcher.
>
> Will sv_compressfragments and sv_**compressstringtablebaselines serve as
> a permanent fix for this issue or is there more optimizations and a
> different fix for this on the way? Are player spawns causing a spike (Which
> I've always thought was normal, heh) something that is planned to be
> fixed/optimized as well?
>
> Thanks
>
> On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn <
> fletch...@valvesoftware.com<**mailto:fletcherd@**valvesoftware.com<fletch...@valvesoftware.com>>>
> wrote:
> No need to send any netspike files.  We have enough good data and further
> netspike files or vprof files are not likely to help right now.  It anybody
> wants to send in more windows traces, however, feel free to do so.
>
> For some reason the servers are spending huge amounts of time in
> compression code.  The data from the traces and vprof is very consistent.
>  Specifically, compressing string tables and fragments can sometimes take a
> very large amount of time.  The LZSS compression code has not changed in
> ages.  The contents of the string tables, as far as I can tell, did not
> change significantly in the SteamPipe update.  I am still at a loss to
> explain what changed in the SteamPipe update.
>
> There are also occasionally mini-spikes when a player spawns, but I don't
> think that's new.
>
> I have a new "prerelease" beta that adds two convars that can be used to
> totally disable compression:
>
> sv_compressfragments - defaults ON (existing behavior to try to compress
> all fragments by default)
> sv_**compressstringtablebaselines - default OFF (new beahvior to turn off
> compression by default)
>
> You can switch these at any time, but sv_compressfragments is "sticky" ---
> it takes effect on a per-client basis, at the time when a client connects.
>
> You might try turning both of those off and see how performance changes or
> if any problems occur.  Of course, this will increase bandwidth.  But it
> would help to confirm that this is indeed the problem.
>
> If anybody wants to do their own data gathering to see where the time is
> going, without the data gathering itself causing spikes that might not have
> otherwise occurred, I'd recommend the following netspike / vprof settings:
>
> vprof_on
> vprof_dump_spikes 20
> sv_netspike 0
> sv_netspike_sendtime_ms 2
> sv_netspike_output 2
>
> From: 
> hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>
> <mailto:hlds-**boun...@list.valvesoftware.com<hlds-boun...@list.valvesoftware.com>
> **> 
> [mailto:hlds-bounces@list.**valvesoftware.com<hlds-boun...@list.valvesoftware.com>
> <mailto:hlds-**boun...@list.valvesoftware.com<hlds-boun...@list.valvesoftware.com>
> **>] On Behalf Of Essay Tew Phaun
>
> Sent: Wednesday, May 15, 2013 12:15 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Who do we send netspike.txt log too?
>
> fletch...@valvesoftware.com<**mailto:fletcherd@**valvesoftware.com<fletch...@valvesoftware.com>>
> I'm not sure if they're still wanting logs or not. I think they've kind of
> found where the problem is. I don't know what it would hurt though.
>
>
> On Wed, May 15, 2013 at 1:59 AM, DragonLight <ad...@ponyfortress2.com<**
> mailto:ad...@ponyfortress2.com**>> wrote:
> Been catching the spikes with the new commands, should we email them to
> someone?
>
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