There is this tool available too.

http://www.brainless.us/downloads.aspx?cid=1

On Thu, Jan 21, 2010 at 9:48 AM, Philipp Reddigau <phil...@gkserver.de>wrote:

> Hi,
> I will try to answer all replys in one post.
>
> First i will describe how our FDL works.
> The content server(fdl) connect all 5 minutes to all boxes an check|
> someone
> uploaded a file?
> if there are any changes against the content server the new data will be
> transfered.
> So in a general time of 10 Minutes all files are up to date.
> But with missing *.bz2 files.
> The bz2 files are generated each night. After the first compression they
> are
> going into several checks to be sure that the file is ok and complete.
> (Example: Maybe a bsp was not uploaded complete at fdl sync time)
> On each night we have about 500 to 1000 new files including. bsp, nav, mp3
> and so on.
> why so much?
> It is possible that one Custom Map (same Version) differ from a other
> Server
> cause client upload failures or other crap.
> As an example:
> We have the map $2000$.bsp in 7 versions. (But it is the same Map and they
> are working all)
> So we have this map 7 times as bz2 because..the engine..
> Its crap if you upload any of this versions to fdl as normal bsp all
> players
> can play with it. Now upload any version of the *.bz2 it will not work on
> all players, some players can join some not.
> I hope you understand what i mean. English is not my best language ;).
>
> So now to your suggestions/questions:
> @Bjorn
> --force is needed for some integrity checks we are touch *.bz2
> Something like that.
> if [ ! -e ./bz2data_diff/bsp/"$file".bz2 ]; then
>        touch ./bz2data_diff/bsp/"$file".bz2
>        fi
> We are packing only new files and delete/blacklist all bz2 of the same file
> if we reach a file version limit of 10.
>
> @Shane
> Yes i have checked. Its compatible with bzip2.
> The output is a little bit bigger than the bzip2 compressed file, because
> pbzip2 breaks the source file in little pieces and each piece is compressed
> by a other core.
> I think that the developers are using a really old libary to decompress.
> Because of that i ask about the method that the developers are using.
> concrete witch libary version are in use?
> If i know that i will program a multithreaded bzip2 myself.
>
> Have you tried to upload a compressed pbzip2 file to a fdl?
> Maybe someone can test it.
>
>
> Mit freundlichen Grüßen,
> Philipp Reddigau (GKServer)
>
> GKServer
> Daniel Zschau
> Niederfährer Straße 38
> 01662 Meißen
>
>
> -----Ursprüngliche Nachricht-----
> Von: hlds_linux-boun...@list.valvesoftware.com
> [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von Shane
> Turner
> Gesendet: Donnerstag, 21. Januar 2010 17:38
> An: Half-Life dedicated Linux server mailing list
> Betreff: Re: [hlds_linux] BZip2 compression methods
>
> I think we need a slightly better description of the problem you're
> trying to solve.
>
> My interpretation of your original post is that you have a large number
> of files to compress, but many cores. You tried pbzip2 (Parallel BZIP2)
> and the resulting files couldn't be decompressed.
>
> Have you confirmed that the pbzip2 compressed files are decompressible
> by normal bzip2? The page for pbzip2 indicates that they should be
> compatible with bzip2 1.0.2 or newer.
>
> The problem could be that the game is using a bzip2 algorithm that isn't
> compatible with bzip2 1.0.2.
>
> Shane
>
> On 3:59 PM, Philipp Reddigau wrote:
> > Hi,
> > Thank you for the reply.
> > But this will compress up to 10 files at once.
> > It will not compress one file on more than one core.
> > It would be better and much faster if one file compressed by 8 or 16
> cores.
> >
> > An Example: (we are do it like your skript)
> > 5000 files:
> > normal method(one file at time one core):
> > 7h 34m
> >
> > like your skript(15 files on 15 cores): !extreme load, hdd is unusable!
> > 1h 37m
> >
> > pbzip2(8 cores): !all is right, hdd usuable!
> > 1h 43m
> >
> > Take care at the number of cores.
> >
> > Mit freundlichen Grüßen,
> > Philipp Reddigau (GKServer)
> >
> > GKServer
> > Daniel Zschau
> > Niederfährer Straße 38
> > 01662 Meißen
> >
> >
> > -----Ursprüngliche Nachricht-----
> > Von: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] Im Auftrag von kama
> > Gesendet: Donnerstag, 21. Januar 2010 14:17
> > An: Half-Life dedicated Linux server mailing list
> > Betreff: Re: [hlds_linux] BZip2 compression methods
> >
> >
> >
> > On Thu, 21 Jan 2010, Philipp Reddigau wrote:
> >
> >
> >> Hi,
> >> we are using a automatic *.bz2 for our content servers (fastdownload) on
> >> nix/lenny.
> >> It works fine with bzip2 --compress --keep --force --best "$file"
> >> But we have one Problem..we have many files to compress and one bzip2 is
> >>
> > not
> >
> >> enough.
> >> So we have tried pbzip2 after compress join on server "Could not CRC
> >> blabla".
> >> So the game cannot decompress the file..
> >> I there a way to get it clean with any other compress program?
> >> (multithreaded)
> >> Anyone knows witch exact format is required, that the games can
> decompress
> >> it?
> >> I cannot find any information about the decompression.
> >>
> > maybe do a script that does it for you instead...
> >
> > This script will keep you at max 10 instances of bzip:
> >
> > -- snip--
> > #!/usr/local/bin/bash
> >
> > max
> >
> > for file in $*
> > do
> >   bzip2 --compress --keep --force --best "$file"&
> >   while [ `ps aux | grep bzip | awk 'END { print NR }'` -ge $max ]
> >   do
> >    sleep 1
> >   done
> > done
> > -- snap --
> >
> > This is just an example. There are probably ways to tune it and make it
> > better.
> >
> > /Bjorn
> >
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> >
> >
> >
> >
>
>
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