Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread ics
On CSS i've had cases where custom map used custom models and textures 
and if the model was re-textured and saved same name, they go in one map 
to the other if that map is next in line that also uses them. Red sofa's 
become black, file cabinets, shiny ones become also black if the 
previous map had them changed to black (good example de_nightfever -> 
cs_office).


So propably stringtable for particles isn't cleared either. Some maps 
break the server easier than others, i've located few that make the 
server crash later after that map has been on previously (de_crane, 
de_cross_strike).


-ics

19.1.2013 4:47, Kyle Sanderson kirjoitti:

Depending on the table, it's never cleared from map to map. I know in CS:S,
the particle stringtable is never cleared. Playing one custom map can
destroy another, for the lifetime of the server. At least this is what I
was told months ago, it stands to reason this bug is present in other games
as well.

Hope this helps,
Kyle.


On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald  wrote:


Can't do anything else but bump this. Everyone's servers suffer from this.
Is there any good reason Valve can't just increase the size?

On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun 
wrote:


I just think it's pathetic that you can't even tell anymore what is at
fault. Is it the clients? Is it the servers? Who knows. Both crash with
just about as much frequency and you can bet your bottom dollar that

every

big update will be replete with crashing issues. Steam going down,
Quickplay logging out, crashing on map changes, crashing on MOTD,

crashing

for being in spectator, crashing due to stringtable overflows, it never
ends.

*SPEND*
*SOME*
*TIME
OPTIMIZING
THE
SERVERS
AND
CLIENT
STOP
RELEASING
HUGE
UPDATES
UNTIL
THESE
ARE
STABLE*
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Re: [hlds_linux] [hlds] The Premature Death of Counter-StrikeSource.

2013-01-18 Thread ics
I am also disappointed. I, like Kyle in his way have been supporting 
CS:S community-wise a lot. He has done plugins/addons, i have done many 
maps. I expected more from Valve than this.


This update has been coming on for so long that i don't even remember 
when it started coming. Postponed so many times. But sadly it's only an 
engine sync.


-ics

19.1.2013 6:22, Calvin Judy kirjoitti:
I'm sincerely not trying to offend anyone with this post, but I would 
like to know why Hidden Path was
the development team that Valve decided to let run CS. Their only 
other game besides the two now dead
Counter Strike versions is a Tower Defense game. 
(http://en.wikipedia.org/wiki/Defense_Grid:_The_Awakening)


I feel that the loss of popularity in both CS:S and CS:GO can be 
directly attributed to Hidden Path. To my
understanding Hidden Path was mostly responible for the large 2010 
beta update for CS:S that moved it over
to the updated source engine (Orangebox). Since then the game has had 
a steady decline, and then after seeing
CS:S decline Hidden Path is assigned to work on another CS? The 
community has just been separated more

by adding another game, which also isn't thriving.

I just think this was a mistake made on Valve's part allowing a group 
of inexperienced developers to work on such

a large title.

- Original Message - From: "Kyle Sanderson" 
To: "Half-Life dedicated Linux server mailing list" 


Cc: 
Sent: Friday, January 18, 2013 10:05 PM
Subject: Re: [hlds_linux] [hlds] The Premature Death of 
Counter-StrikeSource.



Well, it's happened. CS:S forked internally, and now requires extra 
effort
to update. As a result of this, CS:S hasn't been updated in quite 
sometime.
I would have liked to have never seen this coming, to have been 
wrong. This

is unfortunately not the case.

This was pretty malicious, and while my disappointment carries no 
weight, I

am.
Kyle Sanderson.


On Tue, Oct 18, 2011 at 7:25 PM, Henry Goffin 
wrote:


I understand the concern, but it's based on an incorrect assumption. 
Yes,
CS:S now stores its own binaries in a different folder. However, it 
has not
actually branched away from the Source 2009 engine, and it still 
compiles
from the same source code. We have simply gained the option of 
updating the

binaries independently, so that for example, if an engine change is
required for a TF feature but ends up causing a bug in CS:S, we can 
still
deploy TF2 without updating CS:S. Updates will continue to come for 
both
games, and the engine will be roughly in sync between the two, 
except for

periods of instability.

For example, given the problems with the very latest Team Fortress 
update,
I would assume that CS:S admins are quite happy to not be impacted. 
We will
still be updating CS:S with all the Source 2009 engine fixes, just 
not at

the exact same time.



From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Tuesday, October 18, 2011 7:13 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
Subject: [hlds] The Premature Death of Counter-Strike Source.

So, as some of you may have noticed... The last, and apparently final
shared Engine/Game update (Manniversary... don't even get me 
started) moved
Counter-Strike Source off of Source 2009 and into it's own engine 
branch.

This was a deliberate change.

What does this mean for the end user? No more shared binaries between
HL2DM, DOD:S, and TF2. If you use MM:S, SM (including extensions), 
ES, or
any sort of VSP, the author will now have to compile a binary built 
against
the CSS "SDK" instead of Source 2009. This is needlessly increasing 
work
for plugin authors. Another issue with this is after the 12th of 
November,
2007 until the 23rd of June, 2010. Fixes were being backported days, 
weeks,
or even months after they're more then public knowledge and are 
exploited.
A decent example of this is sv_soundscape_printdebuginfo, after 5 
months it
was back ported to Episode 1... That was really gross then, who 
would want

it to happen again?

Just to reiterate how serious this is. On June 25th of 2010, Valve 
fixed
the .dll loading exploit on Source 2009 (Which included CSS, thank 
god). To
this date (I just remembered this existed from looking at old patch 
notes
for OB, there's probably a number of exploits that were never 
fixed), the
exploit still functions perfectly on L4D, L4D2 (requires -insecure 
on the
client), and of course the older engines. The exploit allows for 
servers to

run arbitrary code on clients. This can include anything from infecting
them via the built in lobby system (they'd have to join a server, if 
it's a

versus match even better). From there, the .dll could do something as
simple as inviting friends to join them to play a match, then start
downloading and executing code on the client whenever it wants. If CS:S
wasn't part of the Source 2009 pact, I highly doubt it wou

Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Ross Bemrose
Something's going wrong with the StringTable.  Even on the server side, 
adding too many items to the modelpercache, soundprecache, and 
downloadables stringtables will cause the server to crash by overflowing 
another unrelated Stringtable, usually ServerMapCycleMvM.  On a non-MvM 
server.


On 1/18/2013 10:08 PM, Saul Rennison wrote:

Don't all stringtables get cleared upon level change? I know they all get
created when the map is loaded, so it stands to reason that they are
automatically deleted on level shutdown.



Kind regards,
Saul Rennison


On 19 January 2013 02:47, Kyle Sanderson  wrote:


Depending on the table, it's never cleared from map to map. I know in CS:S,
the particle stringtable is never cleared. Playing one custom map can
destroy another, for the lifetime of the server. At least this is what I
was told months ago, it stands to reason this bug is present in other games
as well.

Hope this helps,
Kyle.


On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald  wrote:


Can't do anything else but bump this. Everyone's servers suffer from

this.

Is there any good reason Valve can't just increase the size?

On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun 
wrote:


I just think it's pathetic that you can't even tell anymore what is at
fault. Is it the clients? Is it the servers? Who knows. Both crash with
just about as much frequency and you can bet your bottom dollar that

every

big update will be replete with crashing issues. Steam going down,
Quickplay logging out, crashing on map changes, crashing on MOTD,

crashing

for being in spectator, crashing due to stringtable overflows, it never
ends.

*SPEND*
*SOME*
*TIME
OPTIMIZING
THE
SERVERS
AND
CLIENT
STOP
RELEASING
HUGE
UPDATES
UNTIL
THESE
ARE
STABLE*
___
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Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Ryan Stecker
This is the single biggest crasher on all my servers. I get around ~4
crashes a day due to stringtable overflows.

This negatively affects my stock MvM server. I feel in the future with the
addition of more items, the additional precaching will leave that server in
an entirely unreliable state of constant crashing.

*Please* do something about this, even if it requires breaking demo
compatibility (which seems to already be happening with the number of
people who tell me their demos are broken) or mountains of code to not
break said compatibility.

There are countless server operators out there that are also suffering from
this, and we could really all benefit from a fix.


On Fri, Jan 18, 2013 at 9:08 PM, Saul Rennison wrote:

> Don't all stringtables get cleared upon level change? I know they all get
> created when the map is loaded, so it stands to reason that they are
> automatically deleted on level shutdown.
>
>
>
> Kind regards,
> Saul Rennison
>
>
> On 19 January 2013 02:47, Kyle Sanderson  wrote:
>
> > Depending on the table, it's never cleared from map to map. I know in
> CS:S,
> > the particle stringtable is never cleared. Playing one custom map can
> > destroy another, for the lifetime of the server. At least this is what I
> > was told months ago, it stands to reason this bug is present in other
> games
> > as well.
> >
> > Hope this helps,
> > Kyle.
> >
> >
> > On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald  wrote:
> >
> > > Can't do anything else but bump this. Everyone's servers suffer from
> > this.
> > > Is there any good reason Valve can't just increase the size?
> > >
> > > On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun 
> > > wrote:
> > >
> > > > I just think it's pathetic that you can't even tell anymore what is
> at
> > > > fault. Is it the clients? Is it the servers? Who knows. Both crash
> with
> > > > just about as much frequency and you can bet your bottom dollar that
> > > every
> > > > big update will be replete with crashing issues. Steam going down,
> > > > Quickplay logging out, crashing on map changes, crashing on MOTD,
> > > crashing
> > > > for being in spectator, crashing due to stringtable overflows, it
> never
> > > > ends.
> > > >
> > > > *SPEND*
> > > > *SOME*
> > > > *TIME
> > > > OPTIMIZING
> > > > THE
> > > > SERVERS
> > > > AND
> > > > CLIENT
> > > > STOP
> > > > RELEASING
> > > > HUGE
> > > > UPDATES
> > > > UNTIL
> > > > THESE
> > > > ARE
> > > > STABLE*
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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> please visit:
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Re: [hlds_linux] [hlds] The Premature Death of Counter-StrikeSource.

2013-01-18 Thread Calvin Judy
I'm sincerely not trying to offend anyone with this post, but I would like 
to know why Hidden Path was
the development team that Valve decided to let run CS. Their only other game 
besides the two now dead
Counter Strike versions is a Tower Defense game. 
(http://en.wikipedia.org/wiki/Defense_Grid:_The_Awakening)


I feel that the loss of popularity in both CS:S and CS:GO can be directly 
attributed to Hidden Path. To my
understanding Hidden Path was mostly responible for the large 2010 beta 
update for CS:S that moved it over
to the updated source engine (Orangebox). Since then the game has had a 
steady decline, and then after seeing
CS:S decline Hidden Path is assigned to work on another CS? The community 
has just been separated more

by adding another game, which also isn't thriving.

I just think this was a mistake made on Valve's part allowing a group of 
inexperienced developers to work on such

a large title.

- Original Message - 
From: "Kyle Sanderson" 
To: "Half-Life dedicated Linux server mailing list" 


Cc: 
Sent: Friday, January 18, 2013 10:05 PM
Subject: Re: [hlds_linux] [hlds] The Premature Death of 
Counter-StrikeSource.




Well, it's happened. CS:S forked internally, and now requires extra effort
to update. As a result of this, CS:S hasn't been updated in quite 
sometime.
I would have liked to have never seen this coming, to have been wrong. 
This

is unfortunately not the case.

This was pretty malicious, and while my disappointment carries no weight, 
I

am.
Kyle Sanderson.


On Tue, Oct 18, 2011 at 7:25 PM, Henry Goffin 
wrote:



I understand the concern, but it's based on an incorrect assumption. Yes,
CS:S now stores its own binaries in a different folder. However, it has 
not

actually branched away from the Source 2009 engine, and it still compiles
from the same source code. We have simply gained the option of updating 
the

binaries independently, so that for example, if an engine change is
required for a TF feature but ends up causing a bug in CS:S, we can still
deploy TF2 without updating CS:S. Updates will continue to come for both
games, and the engine will be roughly in sync between the two, except for
periods of instability.

For example, given the problems with the very latest Team Fortress 
update,
I would assume that CS:S admins are quite happy to not be impacted. We 
will

still be updating CS:S with all the Source 2009 engine fixes, just not at
the exact same time.



From: hlds-boun...@list.valvesoftware.com [mailto:
hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Tuesday, October 18, 2011 7:13 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
Win32 server mailing list
Subject: [hlds] The Premature Death of Counter-Strike Source.

So, as some of you may have noticed... The last, and apparently final
shared Engine/Game update (Manniversary... don't even get me started) 
moved

Counter-Strike Source off of Source 2009 and into it's own engine branch.
This was a deliberate change.

What does this mean for the end user? No more shared binaries between
HL2DM, DOD:S, and TF2. If you use MM:S, SM (including extensions), ES, or
any sort of VSP, the author will now have to compile a binary built 
against

the CSS "SDK" instead of Source 2009. This is needlessly increasing work
for plugin authors. Another issue with this is after the 12th of 
November,
2007 until the 23rd of June, 2010. Fixes were being backported days, 
weeks,
or even months after they're more then public knowledge and are 
exploited.
A decent example of this is sv_soundscape_printdebuginfo, after 5 months 
it
was back ported to Episode 1... That was really gross then, who would 
want

it to happen again?

Just to reiterate how serious this is. On June 25th of 2010, Valve fixed
the .dll loading exploit on Source 2009 (Which included CSS, thank god). 
To

this date (I just remembered this existed from looking at old patch notes
for OB, there's probably a number of exploits that were never fixed), the
exploit still functions perfectly on L4D, L4D2 (requires -insecure on the
client), and of course the older engines. The exploit allows for servers 
to

run arbitrary code on clients. This can include anything from infecting
them via the built in lobby system (they'd have to join a server, if it's 
a

versus match even better). From there, the .dll could do something as
simple as inviting friends to join them to play a match, then start
downloading and executing code on the client whenever it wants. If CS:S
wasn't part of the Source 2009 pact, I highly doubt it would have 
received
this fix (HL2DM sure didn't have it for three months until it was 
ported).

Everyone knows how bad GarrysMod 9 had gotten when GMod 10 came out, this
can be L4D today and we would be none the wiser.

What do we gain from this change? Slightly faster download speeds for
HL2DM, DODS, and TF2 as CSS is no longer part of the update package (Mind
you it's not like CSS was not the game 

Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Saul Rennison
Don't all stringtables get cleared upon level change? I know they all get
created when the map is loaded, so it stands to reason that they are
automatically deleted on level shutdown.



Kind regards,
Saul Rennison


On 19 January 2013 02:47, Kyle Sanderson  wrote:

> Depending on the table, it's never cleared from map to map. I know in CS:S,
> the particle stringtable is never cleared. Playing one custom map can
> destroy another, for the lifetime of the server. At least this is what I
> was told months ago, it stands to reason this bug is present in other games
> as well.
>
> Hope this helps,
> Kyle.
>
>
> On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald  wrote:
>
> > Can't do anything else but bump this. Everyone's servers suffer from
> this.
> > Is there any good reason Valve can't just increase the size?
> >
> > On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun 
> > wrote:
> >
> > > I just think it's pathetic that you can't even tell anymore what is at
> > > fault. Is it the clients? Is it the servers? Who knows. Both crash with
> > > just about as much frequency and you can bet your bottom dollar that
> > every
> > > big update will be replete with crashing issues. Steam going down,
> > > Quickplay logging out, crashing on map changes, crashing on MOTD,
> > crashing
> > > for being in spectator, crashing due to stringtable overflows, it never
> > > ends.
> > >
> > > *SPEND*
> > > *SOME*
> > > *TIME
> > > OPTIMIZING
> > > THE
> > > SERVERS
> > > AND
> > > CLIENT
> > > STOP
> > > RELEASING
> > > HUGE
> > > UPDATES
> > > UNTIL
> > > THESE
> > > ARE
> > > STABLE*
> > > ___
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] [hlds] The Premature Death of Counter-Strike Source.

2013-01-18 Thread Kyle Sanderson
Well, it's happened. CS:S forked internally, and now requires extra effort
to update. As a result of this, CS:S hasn't been updated in quite sometime.
I would have liked to have never seen this coming, to have been wrong. This
is unfortunately not the case.

This was pretty malicious, and while my disappointment carries no weight, I
am.
Kyle Sanderson.


On Tue, Oct 18, 2011 at 7:25 PM, Henry Goffin wrote:

> I understand the concern, but it's based on an incorrect assumption. Yes,
> CS:S now stores its own binaries in a different folder. However, it has not
> actually branched away from the Source 2009 engine, and it still compiles
> from the same source code. We have simply gained the option of updating the
> binaries independently, so that for example, if an engine change is
> required for a TF feature but ends up causing a bug in CS:S, we can still
> deploy TF2 without updating CS:S. Updates will continue to come for both
> games, and the engine will be roughly in sync between the two, except for
> periods of instability.
>
> For example, given the problems with the very latest Team Fortress update,
> I would assume that CS:S admins are quite happy to not be impacted. We will
> still be updating CS:S with all the Source 2009 engine fixes, just not at
> the exact same time.
>
>
>
> From: hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
> Sent: Tuesday, October 18, 2011 7:13 PM
> To: Half-Life dedicated Linux server mailing list; Half-Life dedicated
> Win32 server mailing list
> Subject: [hlds] The Premature Death of Counter-Strike Source.
>
> So, as some of you may have noticed... The last, and apparently final
> shared Engine/Game update (Manniversary... don't even get me started) moved
> Counter-Strike Source off of Source 2009 and into it's own engine branch.
> This was a deliberate change.
>
> What does this mean for the end user? No more shared binaries between
> HL2DM, DOD:S, and TF2. If you use MM:S, SM (including extensions), ES, or
> any sort of VSP, the author will now have to compile a binary built against
> the CSS "SDK" instead of Source 2009. This is needlessly increasing work
> for plugin authors. Another issue with this is after the 12th of November,
> 2007 until the 23rd of June, 2010. Fixes were being backported days, weeks,
> or even months after they're more then public knowledge and are exploited.
> A decent example of this is sv_soundscape_printdebuginfo, after 5 months it
> was back ported to Episode 1... That was really gross then, who would want
> it to happen again?
>
> Just to reiterate how serious this is. On June 25th of 2010, Valve fixed
> the .dll loading exploit on Source 2009 (Which included CSS, thank god). To
> this date (I just remembered this existed from looking at old patch notes
> for OB, there's probably a number of exploits that were never fixed), the
> exploit still functions perfectly on L4D, L4D2 (requires -insecure on the
> client), and of course the older engines. The exploit allows for servers to
> run arbitrary code on clients. This can include anything from infecting
> them via the built in lobby system (they'd have to join a server, if it's a
> versus match even better). From there, the .dll could do something as
> simple as inviting friends to join them to play a match, then start
> downloading and executing code on the client whenever it wants. If CS:S
> wasn't part of the Source 2009 pact, I highly doubt it would have received
> this fix (HL2DM sure didn't have it for three months until it was ported).
> Everyone knows how bad GarrysMod 9 had gotten when GMod 10 came out, this
> can be L4D today and we would be none the wiser.
>
> What do we gain from this change? Slightly faster download speeds for
> HL2DM, DODS, and TF2 as CSS is no longer part of the update package (Mind
> you it's not like CSS was not the game getting the constant material/model
> updates...). Sure, this is nice. However, killing Counter-Strike Source
> before CS:GO comes out really can't be the goal here, right?
>
> VoiceHook is already broken because of the last required update, and needs
> to be built against the old SDK for server admins to be able to use it.
> Everything other plugin will follow as the Source 2009 engine continues to
> be updated.
>
> Hate me if you want for saying this, I haven't told a lie though.
> Kyle.
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
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Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Kyle Sanderson
Depending on the table, it's never cleared from map to map. I know in CS:S,
the particle stringtable is never cleared. Playing one custom map can
destroy another, for the lifetime of the server. At least this is what I
was told months ago, it stands to reason this bug is present in other games
as well.

Hope this helps,
Kyle.


On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald  wrote:

> Can't do anything else but bump this. Everyone's servers suffer from this.
> Is there any good reason Valve can't just increase the size?
>
> On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun 
> wrote:
>
> > I just think it's pathetic that you can't even tell anymore what is at
> > fault. Is it the clients? Is it the servers? Who knows. Both crash with
> > just about as much frequency and you can bet your bottom dollar that
> every
> > big update will be replete with crashing issues. Steam going down,
> > Quickplay logging out, crashing on map changes, crashing on MOTD,
> crashing
> > for being in spectator, crashing due to stringtable overflows, it never
> > ends.
> >
> > *SPEND*
> > *SOME*
> > *TIME
> > OPTIMIZING
> > THE
> > SERVERS
> > AND
> > CLIENT
> > STOP
> > RELEASING
> > HUGE
> > UPDATES
> > UNTIL
> > THESE
> > ARE
> > STABLE*
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> >
> ___
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Re: [hlds_linux] DMESG LOG / Message: UDP: short packet

2013-01-18 Thread Invalid Protocol
The kernel drops the packets with invalid length ("short packet") or for
which checksum validation fails ("bad checksum"), so you don't have to add
any rules for them (I verified the source code long time ago, so I'm quite
sure about this). Also I doubt that your server is attacked, probably you
receive few invalid packets per day, like everybody else.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Mico
Sent: Saturday, January 19, 2013 2:08 AM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] DMESG LOG / Message: UDP: short packet

Sorry for omitting data, I'm running servers Counter-Strike 1.6.

SO: Ubuntu Server 12.04

On Vie 18 Ene 2013 20:39:04 Mico escribió:
> Hi folks, I have a question about the logs attached below:
> 
> [8687918.348720] UDP: short packet: From 200.117.220.244:27005 50/44 to
> 200.58.97.121:27029
> [8688154.114667] UDP: short packet: From 200.117.220.244:27005 51/40 to
> 200.58.97.121:27029
> [8688193.390630] UDP: short packet: From 200.117.220.244:27005 44/43 to
> 200.58.97.121:27029
> [8688297.085966] UDP: short packet: From 200.117.220.244:27005 49/44 to
> 200.58.97.121:27029
> [8688354.986654] UDP: short packet: From 200.117.220.244:27005 49/39 to
> 200.58.97.121:27029
> [8688537.877283] UDP: short packet: From 200.117.220.244:27005 51/49 to
> 200.58.97.121:27024
> [8688662.819592] UDP: short packet: From 200.117.220.244:27005 42/41 to
> 200.58.97.121:27029
> [8679718.078109] UDP: short packet: From 190.18.153.48:15623 49320/48 to
> 200.58.97.121:27029
> [8679741.662004] UDP: short packet: From 190.18.153.48:15623 308/54 to
> 200.58.97.121:27029
> [8679760.842512] UDP: short packet: From 190.18.153.48:15623 308/76 to
> 200.58.97.121:27029
> [8680347.573463] UDP: short packet: From 181.166.32.20:5380 318/46 to
> 200.58.97.121:27029
> [8680358.973280] UDP: short packet: From 181.166.32.20:5380 318/48 to
> 200.58.97.121:27029
> [8680426.952825] UDP: short packet: From 181.166.32.20:5380 308/49 to
> 200.58.97.121:27029
> [8680672.948758] UDP: short packet: From 181.166.32.20:5380 318/39 to
> 200.58.97.121:27029
> 
> Always stop the attack denying IP with iptables, but every day I see many
> different IPs appear to attack the server, have some iptables rule to
block
> the package?

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Re: [hlds_linux] DMESG LOG / Message: UDP: short packet

2013-01-18 Thread Mico
Sorry for omitting data, I'm running servers Counter-Strike 1.6.

SO: Ubuntu Server 12.04

On Vie 18 Ene 2013 20:39:04 Mico escribió:
> Hi folks, I have a question about the logs attached below:
> 
> [8687918.348720] UDP: short packet: From 200.117.220.244:27005 50/44 to
> 200.58.97.121:27029
> [8688154.114667] UDP: short packet: From 200.117.220.244:27005 51/40 to
> 200.58.97.121:27029
> [8688193.390630] UDP: short packet: From 200.117.220.244:27005 44/43 to
> 200.58.97.121:27029
> [8688297.085966] UDP: short packet: From 200.117.220.244:27005 49/44 to
> 200.58.97.121:27029
> [8688354.986654] UDP: short packet: From 200.117.220.244:27005 49/39 to
> 200.58.97.121:27029
> [8688537.877283] UDP: short packet: From 200.117.220.244:27005 51/49 to
> 200.58.97.121:27024
> [8688662.819592] UDP: short packet: From 200.117.220.244:27005 42/41 to
> 200.58.97.121:27029
> [8679718.078109] UDP: short packet: From 190.18.153.48:15623 49320/48 to
> 200.58.97.121:27029
> [8679741.662004] UDP: short packet: From 190.18.153.48:15623 308/54 to
> 200.58.97.121:27029
> [8679760.842512] UDP: short packet: From 190.18.153.48:15623 308/76 to
> 200.58.97.121:27029
> [8680347.573463] UDP: short packet: From 181.166.32.20:5380 318/46 to
> 200.58.97.121:27029
> [8680358.973280] UDP: short packet: From 181.166.32.20:5380 318/48 to
> 200.58.97.121:27029
> [8680426.952825] UDP: short packet: From 181.166.32.20:5380 308/49 to
> 200.58.97.121:27029
> [8680672.948758] UDP: short packet: From 181.166.32.20:5380 318/39 to
> 200.58.97.121:27029
> 
> Always stop the attack denying IP with iptables, but every day I see many
> different IPs appear to attack the server, have some iptables rule to block
> the package?

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Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Alex Kowald
Can't do anything else but bump this. Everyone's servers suffer from this.
Is there any good reason Valve can't just increase the size?

On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun  wrote:

> I just think it's pathetic that you can't even tell anymore what is at
> fault. Is it the clients? Is it the servers? Who knows. Both crash with
> just about as much frequency and you can bet your bottom dollar that every
> big update will be replete with crashing issues. Steam going down,
> Quickplay logging out, crashing on map changes, crashing on MOTD, crashing
> for being in spectator, crashing due to stringtable overflows, it never
> ends.
>
> *SPEND*
> *SOME*
> *TIME
> OPTIMIZING
> THE
> SERVERS
> AND
> CLIENT
> STOP
> RELEASING
> HUGE
> UPDATES
> UNTIL
> THESE
> ARE
> STABLE*
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
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[hlds_linux] DMESG LOG / Message: UDP: short packet

2013-01-18 Thread Mico
Hi folks, I have a question about the logs attached below:

[8687918.348720] UDP: short packet: From 200.117.220.244:27005 50/44 to 
200.58.97.121:27029
[8688154.114667] UDP: short packet: From 200.117.220.244:27005 51/40 to 
200.58.97.121:27029
[8688193.390630] UDP: short packet: From 200.117.220.244:27005 44/43 to 
200.58.97.121:27029
[8688297.085966] UDP: short packet: From 200.117.220.244:27005 49/44 to 
200.58.97.121:27029
[8688354.986654] UDP: short packet: From 200.117.220.244:27005 49/39 to 
200.58.97.121:27029
[8688537.877283] UDP: short packet: From 200.117.220.244:27005 51/49 to 
200.58.97.121:27024
[8688662.819592] UDP: short packet: From 200.117.220.244:27005 42/41 to 
200.58.97.121:27029
[8679718.078109] UDP: short packet: From 190.18.153.48:15623 49320/48 to 
200.58.97.121:27029
[8679741.662004] UDP: short packet: From 190.18.153.48:15623 308/54 to 
200.58.97.121:27029
[8679760.842512] UDP: short packet: From 190.18.153.48:15623 308/76 to 
200.58.97.121:27029
[8680347.573463] UDP: short packet: From 181.166.32.20:5380 318/46 to 
200.58.97.121:27029
[8680358.973280] UDP: short packet: From 181.166.32.20:5380 318/48 to 
200.58.97.121:27029
[8680426.952825] UDP: short packet: From 181.166.32.20:5380 308/49 to 
200.58.97.121:27029
[8680672.948758] UDP: short packet: From 181.166.32.20:5380 318/39 to 
200.58.97.121:27029

Always stop the attack denying IP with iptables, but every day I see many 
different IPs appear to attack the server, have some iptables rule to block the 
package?


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Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread cmunroe
 

Hmmm, I said this a few weeks ago and everyone got mad at me... 

On
, Essay Tew Phaun wrote: 

> I just think it's pathetic that you can't
even tell anymore what is at
> fault. Is it the clients? Is it the
servers? Who knows. Both crash with
> just about as much frequency and
you can bet your bottom dollar that every
> big update will be replete
with crashing issues. Steam going down,
> Quickplay logging out,
crashing on map changes, crashing on MOTD, crashing
> for being in
spectator, crashing due to stringtable overflows, it never
> ends.
> 
>
*SPEND*
> *SOME*
> *TIME
> OPTIMIZING
> THE
> SERVERS
> AND
> CLIENT
>
STOP
> RELEASING
> HUGE
> UPDATES
> UNTIL
> THESE
> ARE
> STABLE*
>
___
> To unsubscribe, edit
your list preferences, or view the list archives, please visit:
>
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux [1]




Links:
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[1]
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Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Essay Tew Phaun
I just think it's pathetic that you can't even tell anymore what is at
fault. Is it the clients? Is it the servers? Who knows. Both crash with
just about as much frequency and you can bet your bottom dollar that every
big update will be replete with crashing issues. Steam going down,
Quickplay logging out, crashing on map changes, crashing on MOTD, crashing
for being in spectator, crashing due to stringtable overflows, it never
ends.

*SPEND*
*SOME*
*TIME
OPTIMIZING
THE
SERVERS
AND
CLIENT
STOP
RELEASING
HUGE
UPDATES
UNTIL
THESE
ARE
STABLE*
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[hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Matt D .

This issue has been raised many times now, each time it seems to be dismissed 
in one way or another, and yet servers everywhere are still experiencing these 
Stringtable crashes. Servers running custom maps and content are basically 
under siege. Stock maps and modes may work alright with the various 
improvements Valve has made, but don't think for a second that these errors 
have been eradicated. Even small amounts of custom content put servers at risk 
for Stringtable crashes, and running full 32 players on a custom map with 
plugins nowadays is akin to server suicide.
The crashes have been around for years now yes, but MvM has exponentially 
increased the frequency that they occur at. Yes we aren't forced to use custom 
content, sure it's not Valve's responsibility to accommodate us, but 
considering everything worked perfectly fine before the stupid robots showed 
up, it sucks pretty hard knowing that a lot of this game's modding potential 
has been destroyed by the fact that servers with custom content won't last more 
than 20 minutes before a crash.

I know there are other people out there that share my concerns, if you're 
experiencing these problems as well I encourage you to speak up in hopes that 
maybe TF2 can go back to being the modding paradise it used to be.

> From: hlds_linux-requ...@list.valvesoftware.com
> Subject: hlds_linux Digest, Vol 59, Issue 27
> To: hlds_linux@list.valvesoftware.com
> Date: Fri, 18 Jan 2013 12:00:02 -0800
> 
> Send hlds_linux mailing list submissions to
>   hlds_linux@list.valvesoftware.com
> 
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> or, via email, send a message with subject or body 'help' to
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> 
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> 
> When replying, please edit your Subject line so it is more specific
> than "Re: Contents of hlds_linux digest..."
> 
> 
> Today's Topics:
> 
>1. Servers not coming up after a map change? (Essay Tew Phaun)
>2. L4D2 Update Released (hasser css)
>3. Re: L4D2 Update Released (Scipizoa)
>4. Re: L4D2 Update Released (hasser css)
>5. Re: L4D2 Update Released (Sachin Sud)
>6. Re: Servers not coming up after a map change? (Ken Bateman)
>7. Re: Servers not coming up after a map change? (Kyle Sanderson)
> 
> 
> --
> 
> Message: 1
> Date: Thu, 17 Jan 2013 22:16:24 -0500
> From: Essay Tew Phaun 
> To: Half-Life dedicated Linux server mailing list
>   
> Subject: [hlds_linux] Servers not coming up after a map change?
> Message-ID:
>   
> Content-Type: text/plain; charset=ISO-8859-1
> 
> I'm having an issue where our servers are sometimes not accessible after a
> map change. The map changes, the server is still up but it does not respond
> in the server browser nor can you connect to it. It's not at 100% CPU
> either, it's not crashing at all or generating any logs.
> 
> 
> --
> 
> Message: 2
> Date: Thu, 17 Jan 2013 22:33:46 -0500
> From: hasser css 
> To: Half-Life dedicated Linux server mailing list
>   ,Half-Life dedicated Win32 server
>   mailing list 
> Subject: [hlds_linux] L4D2 Update Released
> Message-ID:
>   
> Content-Type: text/plain; charset=ISO-8859-1
> 
> No one sends out these emails anymore for L4D2 but yeah. Update is
> out, go grab it.
> 
> 
> 
> --
> 
> Message: 3
> Date: Thu, 17 Jan 2013 22:36:25 -0500 (EST)
> From: Scipizoa  
> To: hlds_linux@list.valvesoftware.com
> Subject: Re: [hlds_linux] L4D2 Update Released
> Message-ID: 
> Content-Type: text/plain; charset="UTF-8"
> 
> is anyone having trouble with their servers after the updates, ? like? 
> crashing or anything
> 
> From: hasser css 
> To: Half-Life dedicated Linux server mailing list 
> , Half-Life dedicated Win32 server mailing 
> list 
> Sent: Thursday, January 17, 2013 at 10:33 pm
> Subject: [hlds_linux] L4D2 Update Released
> 
> No one sends out these emails anymore for L4D2 but yeah. Update is
> 
> out, go grab it.
> 
> 
> 
> ___
> 
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> visit:
> 
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> 
> 
> 
> --
> 
> Message: 4
> Date: Thu, 17 Jan 2013 22:42:03 -0500
> From: hasser css 
> To: Half-Life dedicated Linux server mailing list
>   
> Subject: Re: [hlds_linux] L4D2 Update Released
> Message-ID:
>   
> Content-Type: text/plain; charset=ISO-8859-1
> 
> I get this on launch, and no one seems to be joining my server (but
> the second part probably is because "official dedicated" is STILL the
> default option for server-finding instead of unmodded third-party
> dedicated servers. pretty lame in my 

Re: [hlds_linux] Servers not coming up after a map change?

2013-01-18 Thread Kyle Sanderson
Any chance at attaching a debugger? Should just be `gdb attach $pid` then
`backtrace`, `info registers` as well if you're up for it.

Thanks,
Kyle.

Thanks,
Kyle.
On 18 Jan 2013 11:25, "Ken Bateman"  wrote:

> On Thu, Jan 17, 2013 at 10:16 PM, Essay Tew Phaun 
> wrote:
>
> > I'm having an issue where our servers are sometimes not accessible after
> a
> > map change. The map changes, the server is still up but it does not
> respond
> > in the server browser nor can you connect to it. It's not at 100% CPU
> > either, it's not crashing at all or generating any logs.
> >
>
> Sounds to me like you have an ill-behaved sourcemod plugin that is
> blocking.
>
> -Ken
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Re: [hlds_linux] Servers not coming up after a map change?

2013-01-18 Thread Ken Bateman
On Thu, Jan 17, 2013 at 10:16 PM, Essay Tew Phaun  wrote:

> I'm having an issue where our servers are sometimes not accessible after a
> map change. The map changes, the server is still up but it does not respond
> in the server browser nor can you connect to it. It's not at 100% CPU
> either, it's not crashing at all or generating any logs.
>

Sounds to me like you have an ill-behaved sourcemod plugin that is
blocking.

-Ken
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