That's not what i ment. These crashes that folks are now complaining started around December. People just go post into that thread too along with others.

-ics

7.2.2012 23:37, Mart-Jan Reeuwijk kirjoitti:
I do hope the "should" will turn into "will". That thread on SPUF is running 
almost a year now with over 500 replies or w/e, unless thats a separate issue...




________________________________
From: Fletcher Dunn<fletch...@valvesoftware.com>
To: Half-Life dedicated Linux server mailing 
list<hlds_linux@list.valvesoftware.com>
Sent: Tuesday, 7 February 2012, 19:01
Subject: Re: [hlds_linux] No Steam Logon - massive lag

Yes, I believe that a crash affecting several clients at once would produce 
very similar behavior.  The Steam client could detect a broken pipe with the 
game process, inform Steam backend, and Steam notifies your gameserver, all 
before the gameserver times out the client.

It goes without saying that we should fix the crashes.

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, February 07, 2012 6:23 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] No Steam Logon - massive lag

Thanks for the very clear response. The message about steam logon was infact 
very confusing, so there was no way for a regular player like me to know if 
they disconnected due to Steam or themselves. There still isn't, except i know 
now it isn't Steam's fault like everyone seems to assume.

On a matter of what might be causing clients to leave or quit, there an issue 
that might cause this and the latest client crashes that everyone on SPUF 
complains about are related. Infact just hour ago, i saw majority of the people 
on one of my server timed out and was wondering why that happens. Then those 
folks came back, told that their game crashed. I said not everyone did and soon 
after that, i also had a crash. So whatever happened there, i don't know and 
also the server log didn't said anything odd when i looked at it.

It looks to me according the logs that the guy airblasted against me and had a 
crash. Then bunch of others had crash too.

-ics


6.2.2012 19:20, Fletcher Dunn kirjoitti:
"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.
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