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?
> > _______________________________________________
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> >
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>
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