The threading is designed to make the server more responsive. Not lowering CPU usage.
On Thu, Oct 13, 2011 at 8:37 PM, 1nsane <1nsane...@gmail.com> wrote: > Could someone from Valve elaborate on the server threading? > > I have at least 40% CPU free per core almost always. Would this threading > allow me to run more servers now, or is it for just a couple things like say > the queued packet thread? > > On Thu, Oct 13, 2011 at 8:50 PM, Loïc PERY <louloubi...@gmail.com> wrote: > >> got a lot of >> >> CUtlLinkedList overflow! (exhausted memory allocator) >> CUtlLinkedList overflow! (exhausted memory allocator) >> CUtlLinkedList overflow! (exhausted memory allocator) >> CUtlLinkedList overflow! (exhausted memory allocator) >> CUtlLinkedList overflow! (exhausted memory allocator) >> CUtlLinkedList overflow! (exhausted memory allocator) >> CUtlLinkedList overflow! (exhausted memory allocator) >> CUtlLinkedList overflow! (exhausted memory allocator) >> CUtlLinkedList overflow! (exhausted memory allocator) >> >> then crash >> >> 2011/10/14 Marco Padovan <e...@evcz.tk> >> >> > mines are showing 66.67 >> > >> > Il 14/10/2011 01:44, Dusan Tomic ha scritto: >> > > CPU In Out Uptime Users FPS Players >> > > 33.10 0.00 0.00 0 1 298.66 0 >> > > stats >> > > CPU In Out Uptime Users FPS Players >> > > 24.84 0.00 0.00 <24.84%20%200.00%20%200.00> 0 1 296.35 >> > 0 >> > > stats >> > > CPU In Out Uptime Users FPS Players >> > > 19.88 0.00 0.00 0 1 296.44 0 >> > > >> > > >> > > That is taken from a server, if it's limited shouldn't show for FPS 66? >> > > >> > > -- >> > > Kind regards, >> > > Dusan Tomic >> > > ________________________________________ >> > > >> > > On 13 October 2011 22:08, Henry Goffin <hen...@valvesoftware.com> >> wrote: >> > > >> > >> Yes, FPS is now irrelevant to dedicated servers. You can still use >> > >> "fps_max" to limit framerate on the client; this reduces GPU and CPU >> > >> power usage, and can help with PCs that have heat management problems. >> > >> >> > >> Because of the optimizations in this release, we no longer feel that a >> > >> server tuning variable is necessary. All servers should feel more >> > >> responsive now than they would have under any previous "1000+ FPS" >> > config. >> > >> >> > >> -henry >> > >> >> > >> >> > >> -----Original Message----- >> > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto: >> > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of William >> > >> Balkcom >> > >> Sent: Thursday, October 13, 2011 1:45 PM >> > >> To: hlds_linux@list.valvesoftware.com >> > >> Subject: [hlds_linux] FW: [hlds_announce] Team Fortress 2, >> > Counter-Strike: >> > >> Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates >> > >> Released >> > >> >> > >> Is this considered the official removal of the FPS cvar from the >> > >> source engine? Is it being replaced with something else as mentioned >> > > before? >> > >> >> > >> >> > >> -----Original Message----- >> > >> From: hlds_announce-boun...@list.valvesoftware.com >> > >> [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of >> > >> Jason Ruymen >> > >> Sent: Thursday, October 13, 2011 4:41 PM >> > >> To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life >> > >> dedicated >> > >> Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' >> > >> Subject: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day >> > >> of >> > >> Defeat: Source and Half-Life 2: Deathmatch Updates Released >> > >> >> > >> Required updates for Team Fortress 2, Counter-Strike: Source, Day of >> > >> Defeat: >> > >> Source and Half-Life 2: Deathmatch are now available. Counter-Strike: >> > >> Source has also been moved to use its own engine and dedicated server >> > >> depots. Because of this, dedicated server files for Counter-Strike: >> > >> Source will now be under a 'css' folder. >> > >> >> > >> The specific changes include: >> > >> >> > >> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) >> > >> - Fixed an issue with the multi-threaded renderer which could cause a >> > >> crash on map change >> > >> - Adjusted whitespace to improve formatting in status command output >> > >> - Changed stats output to show KB/s instead of bytes/sec, added a >> > >> connections column, and changed the users column to "Map changes" >> > >> - Fixed game servers not being able to execute the retry command due >> > >> to the dependence on the connect command (which is not executable by >> > >> game servers) >> > >> - Made sndplaydelay executable by servers >> > >> **- Server frame rate is now based on the tickrate of the active >> > >> Source mod, not the fps_max convar >> > >> **- Server processing delays have been reduced, especially for servers >> > >> on modern Linux kernels >> > >> - Entity processing logic has been optimized to significantly reduce >> > >> CPU usage on full servers >> > >> - Multi-threaded server code is now enabled by default under Linux >> > >> (already enabled on Windows) >> > >> - An exploit with non-printable characters causing lag on Windows >> > >> servers has been fixed >> > >> - CPU is fully yielded back to the system whenever the server is >> > >> running faster than the tickrate >> > >> - Dramatic increase in performance for low-level math libraries >> > >> >> > >> Day of Defeat: Source >> > >> **- Removed tickrate command line parameter >> > >> - Updated the localization files >> > >> >> > >> Counter-Strike: Source >> > >> - Prevent AWP cycle time exploit using quick switch >> > >> - Fixed bug causing HUD History to display item pickups from nearby >> > >> players >> > >> - Increased sized of HUD History resource to prevent clipping >> > >> - Changed grenade damage so that it always hits HITGROUP_GENERIC and >> > >> takes into account armor for damage calculations >> > >> - Reduced standing and moving accuracy for pistols >> > >> - Decreased accuracy while moving with sniper rifles >> > >> - Added additional legacy mode (3) to cl_dynamiccrosshair >> > >> - Updated the localization files >> > >> >> > >> Team Fortress 2 >> > >> Manniversary: >> > >> - Experimenting with a new store interface with a subset of players >> > >> - Added several dozen community items in celebration of the >> > >> Manniversary >> > >> - Added loadout presets -- each class can now store four complete >> > >> loadouts, including weapons and cosmetic items, and change between >> > >> them with the press of a button. >> > >> - Added a new item type that can accept user-applied decals. Take any >> > >> image off your hard drive, put it on a stick, and then smash people >> > >> with it! (See the Decal Tool in the store!) >> > >> - Added new co-operative high five taunt >> > >> - Class select menu now shows the active loadout for each class >> > >> - Characters can now equip two misc-slot items at once >> > >> - Added a new in-game abuse-reporting system (see "Capture abuse >> > >> report data" under "Miscellaneous" controls) >> > >> - Non-newly-released weapons in the store can now be tried out for >> > >> free once per week! This will give you a fully-functional version of >> > >> the weapon to be used in-game for no cost. If you decide you like it, >> > >> you can purchase it for a discount during the trial period. >> > >> - All items purchased in the store can be used for crafting and can be >> > >> traded after a few days >> > >> - Added a new startup music track from Meet The Medic >> > >> - Integrated with the new Steam Workshop to enable the publication and >> > >> management of community contributed content >> > >> >> > >> Maps: >> > >> - Added new community control point map Gullywash. Stamps are >> > >> available in the store to support community map authors! >> > >> - Barnblitz is now available for offline practice >> > >> - Frontier: various geometry fixes >> > >> - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated >> > >> forward spawn areas >> > >> >> > >> Replay: >> > >> - New camera shake functionality added for replays that are not >> > >> sufficiently dramatic >> > >> - New slow-motion functionality added for replays where even camera >> > >> shake does not provide sufficient drama >> > >> - Added support for recording voice chat into replays >> > >> >> > >> Items: >> > >> - Pocket Medic can now be equipped by the Soldier in addition to the >> > >> Heavy >> > >> - World Traveler's Hat and the Connoisseur's Cap are now paintable >> > >> - Bonk Boy and Foster's Facade are now misc slot items >> > >> - Fixed The Director's Vision not playing animations correctly for all >> > >> classes in the loadout screen >> > >> - The Killer Exclusive is now paintable >> > >> - When sorting the backpack, otherwise-equivalent items will sort by >> > >> strange weapon rank and crate series number if possible >> > >> - When selecting items from the loadout, weapons with different kill >> > >> eater ranks will all show up >> > >> - Hat of Undeniable Wealth And Respect animations have been added. >> > Really. >> > >> - LOD models added to several older cosmetic items >> > >> >> > >> Response Rules: >> > >> - Reduced the chance of many response lines occurring >> > >> - Responses related to cart progress no longer play when disguised >> > >> - Players will now always call for a medic when low on health or when >> > >> on fire when a medic is under the crosshair, whereas previously the >> > >> character would ask the medic to follow them >> > >> - Named base items will no longer trigger responses that were supposed >> > >> to be for new item variants >> > >> - Added additional Jarate hit responses >> > >> - Demoman: >> > >> - Added achievement award response >> > >> - Removed "I didn't need your help y'know" line if being healed by >> > >> a Medic >> > >> - Saxxy kills will use the same lines as kills from the frying pan >> > >> - Taunting with The Pain Train or the Saxxy now plays the same >> > >> taunt as the grenade launcher >> > >> - Added a taunt for The Ullapool Caber >> > >> - Engineer: >> > >> - Fixed a problem that caused him not to say thanks after exiting a >> > >> teleporter >> > >> - Saxxy kills will use the same lines as kills from The Golden >> Wrench >> > >> - Added a previously unused golden wrench kill line >> > >> - Added an occasional response when swinging The Gunslinger >> > >> - Wrangler taunt now performs the pistol taunt animation >> > >> - Heavy: >> > >> - Added a previously unused fist swing line >> > >> - Medic: >> > >> - Added a line to the response that occurs when doing a battle cry >> > >> while looking at an enemy while holding a melee weapon >> > >> - Taunting with a Saxxy plays the medigun taunt >> > >> - Taunting with the Solemn Vow or the Crusader's Crossbow now plays >> > >> the same taunt as the syringe gun >> > >> - Scout: >> > >> - Removed the response when killing an enemy Scout or Pyro and >> > >> moved the lines to the dominating Pyro/Scout response >> > >> - Added a rare response to double jumping after getting a recent >> > >> kill >> > >> - Sniper: >> > >> - Reduced chattiness when getting many sequential kills >> > >> - Added a missing line to the scoped revenge response >> > >> - Taunting with a Saxxy no longer play lines that reference a knife >> > >> - Soldier: >> > >> - Added a line to the getting übercharged response >> > >> - Taunting with the Righteous Bison, Battalion's Backup, or the >> > >> Saxxy now play the Buff Banner taunt >> > >> >> > >> Bots: >> > >> - TFBots have a percentage chance of noticing weapon fire based on >> > >> their difficulty level. Easy bots are fairly oblivious, and Expert >> > >> bots notice pretty much everything. >> > >> - TFBots now treat certain weapon attacks as "quiet" (Spy knife, >> > >> cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons >> > >> can only be heard by TFBots when nearby, and their chance of being >> > >> noticed is halved if the environment is "noisy" (ie., lots of >> > >> non-quiet gunfire going on in the area). This greatly improves Spies >> > >> ability to backstab TFBots without the entire team immediately turning >> > on >> > > them. >> > >> - Spy bot improvements: >> > >> - Spy bots are much better about circling around and backstabbing >> > >> their victims now >> > >> - Improved Spy bot target selection in some situations (ie: >> > >> clusters of sentries and enemy players) >> > >> - Spy bots will give up on an attack and retreat if an enemy sentry >> > >> gun aims at them >> > >> - Spy bots now avoid nearby enemies while disguised and/or cloaked >> > >> so they don't bump into them and give themselves away >> > >> - Spy bots now have a simple notion of when their "cover is blown" >> > now >> > >> - Spy bots lead their target's position as they chase them down for >> > >> a backstab now >> > >> - Spy bots don't go after victims until setup time has elapsed >> > >> - Hard and Expert Spy bots avoid looking at their prey until they >> > >> get close and go for the stab >> > >> - Easy Spy bots don't avoid enemies, or try to get behind before >> > >> stabbing >> > >> - Normal Spy bots don't avoid enemies >> > >> - Fixed bug where Spy bots would jump against the enemy spawn gates >> > >> during setup time >> > >> - Medic bot improvements: >> > >> - Medic bots stick much closer to running patients now >> > >> - Medic bots stick much closer to their patient if they have an >> > >> Ubercharge ready, or are deploying their Uber >> > >> - Medic bots hide from Sentryguns now, too >> > >> - Pyro bot improvements: >> > >> - Pyro bots are less "pushy" with their compression blast, but will >> > >> use it against Ubers and to get enemies off of a capture point >> > >> >> > >> Other: >> > >> - Razer Hydra support can be enabled via "sixense_enabled 1" in the >> > >> console. >> > >> See http://sixense.com/tf2 for details. >> > >> - Added "tf_allow_taunt_switch". Set to 0 for disallowed (default >> > >> behavior), >> > >> 1 for old bug behavior, or 2 to allow weapon switching any time during >> > >> the taunt. >> > >> - Screenshots can now be hooked up to the Steam Community >> automatically. >> > >> There is a new option to control this under "Miscellaneous" in the >> > >> Advanced Options page. >> > >> - Fixed gold ragdolls playing custom death animations when they should >> > >> be locked in a pose >> > >> - Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is >> > >> at full health. >> > >> - Fixed touching a cabinet while under the effects of the Buffalo >> > >> Steak Sandvich removing the mini-crits but not removing the melee >> > >> weapon restriction >> > >> - Fixed particle effects not showing up on spy disguise items >> > >> - Fixed spies never using genuine, community, or self-made items as >> > >> disguise weapons >> > >> - Fixed demoman weapons primary/secondary being backwards in the >> > >> loadout screen >> > >> - Fixed effects on Sticky Jumper grenades >> > >> - Fixed net_graph not updating server framerate when FPS is greater >> > >> than >> > >> 1000 >> > >> - Fixed game servers not being able to execute the retry command >> > >> - Renamed tf_show_voice_icons to mp_show_voice_icons >> > >> - Updated the localization files >> > >> >> > >> Jason >> > >> >> > >> >> > >> _______________________________________________ >> > >> hlds_announce mailing list >> > >> hlds_annou...@list.valvesoftware.com >> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_announce >> > >> >> > >> >> > >> _______________________________________________ >> > >> To unsubscribe, edit your list preferences, or view the list archives, >> > >> please visit: >> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > >> >> > >> _______________________________________________ >> > >> To unsubscribe, edit your list preferences, or view the list archives, >> > >> please visit: >> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > >> >> > > >> > > >> > > _______________________________________________ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > > >> > > _______________________________________________ >> > > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > > http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux