And another follow up, or maybe i missed it. You cant do a taunt anymore at
round end.. normally you could still taunt kill a person then if your
lucky..


2014-06-20 11:21 GMT+02:00 Ryan Stecker <voidedwea...@gmail.com>:

> Small follow up, I'm seeing the following sound net message being sent
> during one of the spikes:
>
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
> Msg from XX.XX.XX.XX:27015: svc_Sounds: number 1, reliable, bytes 5
>
> Except perhaps 100 lines of this for what appears to be a giant packet
> received in a single tick.
>
> This would definitely give credence to any possible send buffer overflows
> if many sounds are being emitted in a single frame. In fact, earlier one of
> my servers entirely cleared out with every client being disconnected with
> the following message: ERROR! Couldn't send snapshot.
>
> Also, another issue with the taunt menu: if a client receives a full world
> update, they will no longer display the taunt menu and will instead use the
> normal taunt. Recording a demo and stopping it is all that's needed to
> reproduce this.
>
>
>
> On Thu, Jun 19, 2014 at 7:31 PM, Frank <ad...@gamerscrib.net> wrote:
>
> > This may also be the cause of the returning "Buffer Overflow" client
> > crashing I've noticed a few times across a few Windows servers. I'm
> unable
> > to verify this against any Linux based at this point.
> >
> > -----Original Message-----
> > From: hlds_linux-boun...@list.valvesoftware.com
> > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ryan
> > Stecker
> > Sent: Thursday, June 19, 2014 8:23 PM
> > To: Half-Life dedicated Linux server mailing list
> > Subject: Re: [hlds_linux] Mandatory TF2 update released
> >
> > Any chance of looking into perf issues when a full server gets in the
> > middle
> > of a conga taunt? Haven't had a chance to run any vprof profiling, but
> the
> > netgraph shows large spikes in what seems to be sounds, and it's followed
> > by
> > lots of client choke.
> >
> >
> >
> http://cloud-2.steampowered.com/ugc/595914029621586770/63623EC5F08542EB923A7
> > DED740B2A2539227025/
> >
> >
> > On Thu, Jun 19, 2014 at 7:17 PM, Eric Smith <er...@valvesoftware.com>
> > wrote:
> >
> > > We've released a mandatory update for TF2. The notes for the update
> > > are below. The new version number is 2290967.
> > >
> > > -Eric
> > >
> > > -----------------------------------------
> > >
> > > - Added a new startup music track from Expiration Date
> > > - Added a crafting recipe for The Back Scatter
> > > - Fixed a client crash caused by Strange Fists
> > > - Fixed players using the partner taunts to enter enemy spawn rooms
> > > - Fixed a regression with the Disco Beat Down unusual effect
> > > - Fixed The Classic automatically zooming in after going through a
> > > teleporter while charging
> > > - Updated The Tide Turner to also refill the charge meter from impact
> > > kills
> > >
> > >
> > > _______________________________________________
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> > >
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> >
> >
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> >
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