Ah, if you are seeing it mostly on the saxton servers, then that could be a 
clue.  There's could be some big array or object or something in the saxton 
entities being networked inefficiently.

The netspike file should make it obvious where the bandwidth is going.  But if 
you need some help analyzing it, email it to me directly.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Erik-jan Riemers
Sent: Wednesday, July 11, 2012 10:30 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

When you update, put in the notes the cvars or whatever you can setup for those 
option. Since I only see it on a couple of servers (saxton servers mostly, but 
hey I can understand) its actually a nice feedback to know that clients are 
having issues and it could be related too a plugin too.

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Fletcher Dunn
Sent: woensdag 11 juli 2012 18:58
To: Half-Life dedicated Linux server mailing list; ics
Subject: Re: [hlds_linux] netspike.txt

The netspike file has long existed in the Source engine as a way to track which 
entities were causing large spikes of network traffic.  There's a convar you 
can use to configure a threshold when it will get dumped.  (I think by default 
it's off.)  Recently there was a change where, if a client was dropped to the 
infamous "snapshot overflow" error, it would re-run the network packing code 
for that client, forcing the netspike file to be dumped, to help figure out 
what entities are the cause of the problem.  That could definitely cause CPU 
spikes.  I didn't realize we had shipped with that debugging mode on.  We'll 
make it configurable by convar for the next release.

In the meantime, each time it dumps a network trace, it means you dropped a 
client.  It needed to send them a full snapshot of the game state, but the 
snapshot was too big, so it had to drop the client.  You might want to see 
which entities are responsible for so much traffic, because you are dropping 
players.

If there's something particular to your server, this trace will help you tune 
it.  If you find a problem you think is global to the game, please report it 
here.

Your humble servant,
Fletch

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Thorsten Knoll
Sent: Wednesday, July 11, 2012 8:39 AM
To: ics; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

i only have it on my registered servers with quickplay.
on my not registered servers there´s no netspike.txt.

-moss

Am 11.07.2012 12:47, schrieb ics:
> I have that file on 4 servers from 0.5 to 2.17 gb in filesize. I guess 
> opening and writing to that file could cause the cpu spikes some are 
> having. What is this file for? Can someone from valve enlighten the 
> matter?
>
> -ics
> ----- Alkuperäinen viesti -----
>> yes it looks like debuggin info of some sort. My two servers have 
>> those files to and both are 2.0Gb each....
>>
>> On 2012-07-11 11:20, Jesse Molina wrote:
>>> Interesting.
>>>
>>> This file has indeed appeared on some servers on a host which I manage.
>>>
>>> In one case, the file is now 1.3GB in size.
>>>
>>> I suspect Valve has noticed the same thing I noticed.
>>>
>>> When the Pyromania update came out, I noticed that my host was using
>>> much more bandwidth than usual.   There seemed to be a spike happening,
>>> intermittently, for limited periods of time.   I observed a 30% traffic
>>> in/out increase for 30-60 seconds at a time.
>>>
>>> All clients on all servers on that particular host, and all servers 
>>> on that host, would suddenly start sending much more data, for no 
>>> apparent reason.
>>>
>>> I only have a 10base-T uplink on this host, so I am limited to 10Mbps.
>>> All four of the servers were full that day.   However, due to the
>>> traffic spikes, we had to shut one of them down to prevent exceeding
>>> the circuit limitation.   This is how the issue first came to my
>>> attention.
>>>
>>> I did a tcpdump of the traffic but whatever the issue was, it was 
>>> embedded in the game traffic itself and was being represented by all 
>>> clients on all four servers at the exact same time.
>>>
>>> If I was to guess, something like an authentication request or 
>>> item-server related activity was suddenly causing all clients and the
>>> server to suddenly transmit much more data.   Whatever it was, it would
>>> have been something that affected all clients across those four 
>>> servers on the same host.
>>>
>>> Valve would have noticed huge spikes like this since ALL of their 
>>> servers and clients would suddenly start transmitting 20-30% more 
>>> traffic.
>>>
>>> I am guessing they are trying to debug the problem by collecting 
>>> evidence.
>>>
>>> That's just a guess though.
>>>
>>>
>>>
>>> Russell Smith wrote:
>>>> What is this file?   I haven't noticed it before, but it's showing up
>>>> in my tf folder.   Looks like a log of packet information being sent
>>>> to clients.
>>>>
>>>> Why is this showing up now, and how can this logging be disabled?
>>>>
>>>> 40602.961200/2703847 Player [Player.X][7][adr:XX.XXX.XXX.XX:46611]
>>>> was sent a datagram 320000 bits (40000.000 bytes) NET_Tick
>>>> :             70 bits (     8.750 bytes)
>>>> [soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav : 323
>>>> bits (   40.375 bytes)
>>>> [soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa : 112
>>>> bits (   14.000 bytes)
>>>> [soundprecache] 3747:)weapons/pickaxe_swing1.wav : 168
>>>> bits (   21.000 bytes)
>>>> [soundprecache] 3748:)weapons/pickaxe_swing2.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3749:)weapons/pickaxe_swing3.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3750:weapons/blade_slice_2.wav : 214
>>>> bits (   26.750 bytes)
>>>> [soundprecache] 3751:weapons/blade_slice_3.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3752:weapons/blade_slice_4.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3753:)weapons\sniper_railgun_dry_fire.wav : 248
>>>> bits (   31.000 bytes)
>>>> [soundprecache] 3754:)weapons\sniper_railgun_charged_shot_01.w : 176
>>>> bits (   22.000 bytes)
>>>> [soundprecache] 3755:)weapons\sniper_railgun_charged_shot_02.w : 120
>>>> bits (   15.000 bytes)
>>>> [soundprecache] 3756:)weapons\sniper_railgun_charged_shot_crit : 160
>>>> bits (   20.000 bytes)
>>>> [soundprecache] 3757:)weapons\sniper_railgun_charged_shot_crit : 160
>>>> bits (   20.000 bytes)
>>>> [soundprecache] 3758:)weapons\sniper_railgun_world_reload.wav : 152
>>>> bits (   19.000 bytes)
>>>> [soundprecache] 3759:)weapons\sniper_railgun_no_fire.wav : 112
>>>> bits (   14.000 bytes)
>>>> [soundprecache] 3760:)weapons\sniper_railgun_single_01.wav : 128
>>>> bits (   16.000 bytes)
>>>> [soundprecache] 3761:)weapons\sniper_railgun_single_02.wav : 72
>>>> bits (     9.000 bytes)
>>>> [soundprecache] 3762:)weapons/flame_thrower_bb_start.wav : 232
>>>> bits (   29.000 bytes)
>>>> [soundprecache] 3763:)weapons/flame_thrower_bb_loop_crit.wav : 128
>>>> bits (   16.000 bytes)
>>>> [soundprecache] 3764:)weapons/flame_thrower_bb_loop.wav : 56
>>>> bits (     7.000 bytes)
>>>> [soundprecache] 3765:)weapons/ambassador_shoot.wav : 184
>>>> bits (   23.000 bytes)
>>>> [soundprecache] 3766:)weapons/ambassador_shoot_crit.wav : 96
>>>> bits (   12.000 bytes)
>>>> [soundprecache] 3767:)weapons/demo_sword_hit_world1.wav : 224
>>>> bits (   28.000 bytes)
>>>> [soundprecache] 3768:)weapons/demo_sword_hit_world2.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3769:vo/sword_hit01.wav : 158
>>>> bits (   19.750 bytes)
>>>> [soundprecache] 3770:vo/sword_hit02.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3771:vo/sword_hit03.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3772:vo/sword_hit04.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3773:vo/sword_hit05.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3774:vo/sword_hit06.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3775:vo/sword_hit07.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3776:vo/sword_hit08.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3777:vo/sword_hit09.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3778:vo/sword_hit10.wav : 72
>>>> bits (     9.000 bytes)
>>>> [soundprecache] 3779:vo/sword_idle01.wav : 104
>>>> bits (   13.000 bytes)
>>>> [soundprecache] 3780:vo/sword_idle02.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3781:vo/sword_idle03.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3782:vo/sword_idle04.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3783:vo/sword_idle05.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3784:vo/sword_idle06.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3785:vo/sword_idle07.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3786:vo/sword_idle08.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3787:vo/sword_idle09.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3788:vo/sword_idle10.wav : 72
>>>> bits (     9.000 bytes)
>>>> [soundprecache] 3789:vo/sword_idle11.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3790:vo/sword_idle12.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3791:vo/sword_idle13.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3792:vo/sword_idle14.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3793:vo/sword_idle15.wav : 64
>>>> bits (     8.000 bytes)
>>>> [soundprecache] 3794:)weapons/letranger_shoot.wav : 176
>>>> bits (   22.000 bytes)
>>>> [soundprecache] 3795:)weapons/letranger_shoot_crit.wav : 96
>>>> bits (   12.000 bytes)
>>>>
>>>>
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