I think i'm seeing a pattern which causes the overflows and there's nothing *I*
can do about these things. This is just 3 clients from 2 different servers but
i suspect the rest will be showing the same stuff. The rest of the data is just
plain small compared to these on those snapshots.
StringTable soundprecache : 8257 bits (1032.125 bytes)
StringTable instancebaseline : 160672 bits (20084.000 bytes)
StringTable userinfo : 11919 bits (1489.875 bytes)
StringTable DynamicModels : 7128 bits ( 891.000 bytes)
Total Delta : 130135 bits (16266.875 bytes)
StringTable soundprecache : 11173 bits (1396.625 bytes)
StringTable instancebaseline : 192452 bits (24056.500 bytes)
StringTable userinfo : 7610 bits ( 951.250 bytes)
StringTable DynamicModels : 8030 bits (1003.750 bytes)
Total Delta : 100317 bits (12539.625 bytes)
StringTable soundprecache : 10887 bits (1360.875 bytes)
StringTable instancebaseline : 176476 bits (22059.500 bytes)
StringTable userinfo : 8675 bits (1084.375 bytes)
StringTable DynamicModels : 11910 bits (1488.750 bytes)
Total Delta : 110850 bits (13856.250 bytes)
-ics
11.7.2012 20:40, Fletcher Dunn kirjoitti:
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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