Just a note to throw in on this, and maybe other could verify for reference. I notice sometime when players enter a server there is a larger spike then what there used to be.
Also each time my client has crashed out it has been in a large fight with at least 6 players in the area fighting. On Mon, Feb 6, 2012 at 12:20 PM, Fletcher Dunn <fletch...@valvesoftware.com>wrote: > "Ticket canceled" means (almost all of the time) that the *client* told > Steam that they were leaving your server. > > This is the sequence of events that we think is happening: > > 1.) Network disruption begins on the gameserver. > 2.) Client drops, or leaves the game. (This is obviously a common thing > that players do when their experience is suddenly degraded.) The client > isn't experiencing any network problems on his end, so he tells Steam he is > leaving the gameserver, and Steam immediately receives this message and > cancels the auth ticket for the client on that gameserver. > 3.) Gameserver restores network connectivity. It hasn't heard anything > back from the client, but has not timed the client out, either. > 4.) Gameserver receives message from steam auth that the client canceled > their ticket. > > So Steam auth system in this case is just the messenger telling your > server that the client dropped, it is not actually "kicking" the client. > The client-server is UDP, so there's no TIME_WAIT state to immediately > notify the gameserver and terminate the connection if the server tries to > contact the client soon after connectivity is restored. The client will > simply discard such communications --- so the server has to rely on a > (relatively generous) timeout. > > We did fix a problem with the auth system around the New Year, but it > would only account for problems surrounding the relatively infrequent > occasion that we prop all of our servers. The reports we have investigated > have not shown anything unusual on the back end. So this is our current > theory. We think that steam auth has been getting the blame for "kicking" > players, when in fact it's just the first mechanism by which the game > server is notified that the player left. > > I think we should stop trying to debug auth problems, and instead look at > what sorts of basic network disruption might cause clients to leave or > quit. Obviously, this could most definitely be in the realm of a Source > dedicated server bug or design flaw --- but it could also be a plugin > blocking. I'm working on some suggestions for the best ways to debug this. > I think it's basically just "use vprof", but I want to get specific > instructions and know that they work. > > Your humble servant, > - Fletch > > > -----Original Message----- > From: hlds_linux-boun...@list.valvesoftware.com [mailto: > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics > Sent: Saturday, February 04, 2012 10:25 AM > To: Half-Life dedicated Linux server mailing list > Subject: Re: [hlds_linux] No Steam Logon - massive lag > > In relation to this, i've previously seen major lagging time to time that > hits when the round starts. At this time, one or more players drop off with > message "no steam logon" (everyone propably remembers the case when server > basically emptied out due to this) but due to recent change, it now says: > > Player Herra Troot left the game (Client left game (Steam auth ticket has > been canceled)) Player Oliolli left the game (Client left game (Steam auth > ticket has been canceled)) > > The lagging (timeout timer comes up) only lasts about 2-10 seconds and > immediately ends when one or more players drop off and everything is back > to normal. > > My question is, can a client that has issues cause the whole server to lag > untill it gets the reply from steam to drop the player off and why do these > players drop off in the first place as they have been on the game like > every other guy next to them for couple of maps before this? > Shouldn't those tickets automatically renew during gameplay? Atleast thats > what i think my game is sometimes doing when it does a 1-2 seconds > screenjam & soundloop. > > -ics > > 31.1.2012 2:20, Fletcher Dunn kirjoitti: > > Steam auth sometimes gets the blame when in fact the problem is just a > plain-old-fashioned client timeout. We have changed the messaging recently > to make this more clear, but if you are running old binaries. > > > > I do seem to remember that we fixed a similar DoS attack recently. > > > > Can you confirm that you are running the latest binaries? When you boot > your server, does it spit out your public IP next to the message when your > server connects to Steam? Can you verify your files and make sure it > doesn't pull anything down? > > > > Your humble servant, > > - Fletch > > > > -----Original Message----- > > From: hlds_linux-boun...@list.valvesoftware.com [mailto: > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen > > Sent: Saturday, January 28, 2012 7:25 AM > > To: hlds_linux@list.valvesoftware.com > > Subject: [hlds_linux] No Steam Logon - massive lag > > > > > > Hi guys, > > I'm running 6 TF2 servers which are quite popular. Anyhow, my server > laggs, badly sometimes, and right after the spike a lot of players d/c with > the "No Steam Logon" message. This is not related to a machine or any > plugins I am running. This has happened a lot of times now, and I'm sick of > it. What is wrong and why is it happening? Me and a friend were playing on > two of our servers when we both lag out (red message in the top right > corner) and then it stops and returns to normal, but half of the players > are now gone. > > Help? > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux