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
>> > >>
>> > >> _______________________________________________
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>> > >> please visit:
>> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> > >>
>> > >
>> > >
>> > > _______________________________________________
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>> > please visit:
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>> > >
>> > > _______________________________________________
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>> >
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