Re: [hlds] Testing for a memory leak (was RE: Memory Leak)

2006-11-04 Thread Chad

Does valve care, I have emailed them many times about problems and have
not gotten one decent response (I say decent because I can't remember
any responses and if they did send one, it was a generic one providing
no help)
That said, do they even read these?

Jason O. Washburn wrote:

Bart you ROCK!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Saturday, November 04, 2006 4:30 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Testing for a memory leak (was RE: Memory Leak)


Confirmed a very clear leak here's the graph of my 20min
test: http://gaming.multiplay.co.uk/dropzone/hl2/server_4326_hour.png

As per Barts reproduction steps all that was done was
start a basic CS:S server, no addons and then run:
"changelevel de_dust2" each time 'World triggered "Round_Start"' was
seen.

Im my test I didnt have -dev set so as to produce a more acurate running
picture.

Now over to the Alfred and the guys at valve as this should
be pretty easy to nail given these reproduction steps, good work Bart.

Steve

Bart King wrote:


If anyone wants to test this follow the instructions below.  If you
can verify these findings, the more likely Valve will investigate (I'm





sure you'll agree that restarting servers every so often due to this
is annoying/financially costworthy/bane of your administrative life,
right? :).


...



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RE: [hlds] Testing for a memory leak (was RE: Memory Leak)

2006-11-04 Thread Jason O. Washburn
Bart you ROCK!

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: Saturday, November 04, 2006 4:30 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Testing for a memory leak (was RE: Memory Leak)


Confirmed a very clear leak here's the graph of my 20min
test: http://gaming.multiplay.co.uk/dropzone/hl2/server_4326_hour.png

As per Barts reproduction steps all that was done was
start a basic CS:S server, no addons and then run:
"changelevel de_dust2" each time 'World triggered "Round_Start"' was
seen.

Im my test I didnt have -dev set so as to produce a more acurate running
picture.

Now over to the Alfred and the guys at valve as this should
be pretty easy to nail given these reproduction steps, good work Bart.

Steve

Bart King wrote:
> If anyone wants to test this follow the instructions below.  If you
> can verify these findings, the more likely Valve will investigate (I'm

> sure you'll agree that restarting servers every so often due to this
> is annoying/financially costworthy/bane of your administrative life,
> right? :).
...



This e.mail is private and confidential between Multiplay (UK) Ltd. and
the person or entity to whom it is addressed. In the event of
misdirection, the recipient is prohibited from using, copying, printing
or otherwise disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission
please telephone +44 845 868 1337 or return the E.mail to
[EMAIL PROTECTED]


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Re: [hlds] Testing for a memory leak (was RE: Memory Leak)

2006-11-04 Thread Steven Hartland

Confirmed a very clear leak here's the graph of my 20min
test:
http://gaming.multiplay.co.uk/dropzone/hl2/server_4326_hour.png

As per Barts reproduction steps all that was done was
start a basic CS:S server, no addons and then run:
"changelevel de_dust2" each time 'World triggered "Round_Start"'
was seen.

Im my test I didnt have -dev set so as to produce a more
acurate running picture.

Now over to the Alfred and the guys at valve as this should
be pretty easy to nail given these reproduction steps, good
work Bart.

   Steve

Bart King wrote:

If anyone wants to test this follow the instructions below.  If you
can verify these findings, the more likely Valve will investigate (I'm
sure you'll agree that restarting servers every so often due to this is
annoying/financially costworthy/bane of your administrative life,
right? :).

...



This e.mail is private and confidential between Multiplay (UK) Ltd. and the 
person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it.

In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
or return the E.mail to [EMAIL PROTECTED]


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[hlds] Testing for a memory leak (was RE: Memory Leak)

2006-11-04 Thread Bart King
Hi,

I've been able to easily replicate the problem without the need to wait
for a week (though doing so will provide better diagnostic results).

If anyone wants to test this follow the instructions below.  If you can
verify these findings, the more likely Valve will investigate (I'm sure
you'll agree that restarting servers every so often due to this is
annoying/financially costworthy/bane of your administrative life, right?
:).

1. Install a basic installation of Counter-Strike: Source somewhere. Do
not install any plugins (such as Mani) as this just complicates the test
environment.

2. Create a server.cfg using the following settings:

sv_logfile 0
log on

3. Start the server using the following command line:

 Windows: srcds.exe -console -dev -game cstrike +map de_dust2
+maxplayers 8
 Linux/BSD: ./srcds_run -dev -game cstrike +map de_dust2 +maxplayers 8

4. Wait for the server to start (until you see "World triggered:
Round_Start" in the console).

5. Take a memory reading:

 a) On Windows, use Task Manager. Make sure you have the "Mem Usage",
"Peak Mem Usage" and "VM Size" columns visible. Look for srcds.exe -
record the three figures.

 b) On Linux/BSD, use 'ps -u' to find the srcds process. You may see
several processes with the same name, but as they are threads, they
share the same memory space. Note the "VSZ", "RSS" and "%MEM" columns.

6. In the CS:S console, issue the command 'changelevel de_dust2'.

7. Again, wait for the map to load and the game to start (watch for
Round_Start again).

8. Take another memory reading.  You should see the memory usage
increase between 1 and 2 megabytes.

9. Repeat from step 6 and you should see the memory usage increase every
time the map is changed.

Below are my findings using these steps (starting the server from
scratch):

Windows:

Mem Usage, Peak Mem Usage, VM Size

53,228 - 53,228 - 55,516
54,488 - 56,832 - 56,780
55,720 - 58,540 - 57,944
56,968 - 59,668 - 59,208
57,992 - 60,900 - 60,212
59,304 - 61,840 - 61,532

FreeBSD:

 %MEM   VSZ   RSS
 25.5 137840 64216
 26.0 139080 65516
 26.5 140348 66800
 27.0 141624 68076
 27.5 142888 69340
 28.0 144152 70608

To conclude, because the test scenario remains constant and the
resulting outcome (a server running dust2) should be the same each time
the level is changed (to the same level), there should be no significant
and constant changes in memory usage.

As an afterthought, I wonder how the memory usage increases if you put
'changelevel de_dust2' in server.cfg...

Looking forward to what anyone else discovers.

Bart

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: 04 November 2006 18:34
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: Memory Leak

Bart King wrote:
> Indeed, this is a good point.
>
> However, on my local server (which I use for development work - it
> also runs FreeBSD, but that seems to be irrelevant) I have been
> running a srcds server, with 8 player slots, accessible from the
> Internet (passworded), with 4 bots, changing maps every hour (no
> addons).  In top, it is showing similar signs of memory leaks after
> running for a few days.
>
> Possible test scenario, I'll have to restart it and monitor it more
> closely and see if this is the case.  This would be ideal since it
> wouldn't rely on real people playing on it.

If that does show the leak that is definitely a good reproduction
environment for the guys at Valve, nice catch Bart.

Steve


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[hlds] Dark Messiah and SteamIDs

2006-11-04 Thread Frazer
I notice from the log files that the SteamID does not seem to be captured.

Valve:  is this expected to change?

Curious how VAC will work.  Also - can't ban, collect stats etc.

Up side is that you can play the game on any number of PC's simultaneously
with one Steam logon.

Ubi-issue?


Frazer





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Re: [hlds] RE: Memory Leak

2006-11-04 Thread Steven Hartland

Bart King wrote:

Indeed, this is a good point.

However, on my local server (which I use for development work - it
also
runs FreeBSD, but that seems to be irrelevant) I have been running a
srcds server, with 8 player slots, accessible from the Internet
(passworded), with 4 bots, changing maps every hour (no addons).  In
top, it is showing similar signs of memory leaks after running for a
few
days.

Possible test scenario, I'll have to restart it and monitor it more
closely and see if this is the case.  This would be ideal since it
wouldn't rely on real people playing on it.


If that does show the leak that is definitely a good reproduction
environment for the guys at Valve, nice catch Bart.

   Steve



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disseminating it or any information contained in it.

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RE: [hlds] RE: Memory Leak

2006-11-04 Thread Bart King
Hi,

Indeed, this is a good point.

However, on my local server (which I use for development work - it also
runs FreeBSD, but that seems to be irrelevant) I have been running a
srcds server, with 8 player slots, accessible from the Internet
(passworded), with 4 bots, changing maps every hour (no addons).  In
top, it is showing similar signs of memory leaks after running for a few
days.

Possible test scenario, I'll have to restart it and monitor it more
closely and see if this is the case.  This would be ideal since it
wouldn't rely on real people playing on it.

Cheers,

Bart

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven Hartland
Sent: 04 November 2006 17:17
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: Memory Leak

>From the SS it also seem to be affecting performance maybe a list of
entities is not being cleared out or something resulting in more and
more work being done as time goes by.

The really hard thing with this is to get a fair test, this would
require a server running just base maps and no addons yet still heavily
populated and thats hard to do as everyone wants / needs the addons.

Steve

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Re: [hlds] RE: Memory Leak

2006-11-04 Thread Steven Hartland

From the SS it also seem to be affecting performance maybe

a list of entities is not being cleared out or something
resulting in more and more work being done as time goes by.

The really hard thing with this is to get a fair test, this
would require a server running just base maps and no addons
yet still heavily populated and thats hard to do as everyone
wants / needs the addons.

   Steve

Bart King wrote:

You make a good point, but I am running the server as is and my map
rotation on the server is simply de_dust, cs_office, de_dust2 and
cs_italy.  Also, if there was no leak, regardless of map changing, the
total number would still go down or level out over averages and not
have
a continuing trend of going up.

Yes, different maps have different amounts of props, binary trees and
all the other things that make up the actual level, but these should
all
be flushed when the map changes (not that I'm saying they aren't - I
just don't know, hence the discussion) but there is something wrong,
somewhere.




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RE: [hlds] RE: Memory Leak

2006-11-04 Thread Jason O. Washburn
Sounds like Bart has a valid point.  I noticed the same thing on my DOD
1.3 server a while back but updates seem to have cured it.

  Jason

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bart King
Sent: Saturday, November 04, 2006 4:37 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] RE: Memory Leak

Hi,

You make a good point, but I am running the server as is and my map
rotation on the server is simply de_dust, cs_office, de_dust2 and
cs_italy.  Also, if there was no leak, regardless of map changing, the
total number would still go down or level out over averages and not have
a continuing trend of going up.

Yes, different maps have different amounts of props, binary trees and
all the other things that make up the actual level, but these should all
be flushed when the map changes (not that I'm saying they aren't - I
just don't know, hence the discussion) but there is something wrong,
somewhere.

Bart

(The server is still running now, using just shy of a 1GB of memory:
http://www.bart666.com/stuff/srcds-screenshot.png)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Renshaw
Sent: 04 November 2006 06:58
To: hlds@list.valvesoftware.com
Subject: [hlds] RE: Memory Leak

Don't agree about memory leak, I think maybe some of maps in your
rotation aren't very well made or a plugin/mod/script your running isn't
playing nice

... have one 75 tickrate running poolpartyv2 takes upto 47meg when full
with 20 players, running mani beta, mattie's es beta, zblock, &
steambans.. memory usage drops to about 35meg when 10 or less players
are on. have another 20 man with the same setup but 66 tick & running a
mixture of custom & standard maps.. memory usage is between 66meg &
125meg depending on usage & map.. this releases memory back just fine..
niether server presently crash or need restarting..

Now I'm happy again once found how to turn off dynamic pricing from the
list thanks Roman :)


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Re: [hlds] (Half Life 1) Counter-Strike 64 bit platform

2006-11-04 Thread David Williams
why sell it. the 32bit version will work just as fast just deploy a
couple of servers on it and start up a hosting company or something.

Paweł Majewski wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Hi
> I have question. I heard that valve stoped support for AMD64 dedicated
> servers.
> Is it true ?
> In future, will valve make support for this platforms ?
> My server have opteron amd64 and i dont know reason that i should keep it.
> Maybe i have to sell it ?
>
> Because i'm wating and wating for VAC 2 on 64 bit, other changes and nothing
> happend.
>
> Best regards
> Tramp
> --
>
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>
>


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[hlds] (Half Life 1) Counter-Strike 64 bit platform

2006-11-04 Thread Paweł Majewski
--
[ Picked text/plain from multipart/alternative ]
Hi
I have question. I heard that valve stoped support for AMD64 dedicated
servers.
Is it true ?
In future, will valve make support for this platforms ?
My server have opteron amd64 and i dont know reason that i should keep it.
Maybe i have to sell it ?

Because i'm wating and wating for VAC 2 on 64 bit, other changes and nothing
happend.

Best regards
Tramp
--

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RE: [hlds] RE: Memory Leak

2006-11-04 Thread Bart King
Hi,

Your graphs do not share not the same comparison to my scenario, as I am
running a single Counter-Strike: Source server in my test.

Therefore, a conclusion can be drawn in that the possible memory leak is
solely in CS:S.  While CS:S shares the same engine as HL2:DM, the two
games are entirely separate (both have their own server.dll which is the
actual game), which makes this conclusion possible.

Something isn't getting deleted or free()'d somewhere, I'm sure :)

Cheers for that data sample.

Bart

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kevin Ottalini
Sent: 04 November 2006 11:16
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] RE: Memory Leak

Bart,
   For comparative purposes, here is a graph of the memory usage of my 3
servers, 2 SRCDS and 1 HLDS all on one 3.0GHz Win2003 box with 2GB of
memory.  The servers have all been running for about 120 hours at this
point.

I do run a high res timer, so the servers all run at 300fps or better.

This graph has about 30 hours worth for you to look at.

I'm running 1ea HLDM server - 16 players, 1ea HL2DM server - 16 players
and 1ea HLDM:S server - 24 players here, the servers are quite busy.
I don't run any bots on the servers, although I do allow monsters on the
HLDM server.  I don't run any mod addons on the SRCDS servers (all
stock) and I only run metamod and botsman's stripper on the HLDM server.

http://qsextreme.com/special/memusage_30hours.PNG

qUiCkSiLvEr


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Re: [hlds] RE: Memory Leak

2006-11-04 Thread Kevin Ottalini

Bart,
  For comparative purposes, here is a graph of the memory usage of my 3
servers, 2 SRCDS and 1 HLDS all on one 3.0GHz Win2003 box with 2GB of
memory.  The servers have all been running for about 120 hours at this
point.

I do run a high res timer, so the servers all run at 300fps or better.

This graph has about 30 hours worth for you to look at.

I'm running 1ea HLDM server - 16 players, 1ea HL2DM server - 16 players and
1ea HLDM:S server - 24 players here, the servers are quite busy.
I don't run any bots on the servers, although I do allow monsters on the
HLDM server.  I don't run any mod addons on the SRCDS servers (all stock)
and I only run metamod and botsman's stripper on the HLDM server.

http://qsextreme.com/special/memusage_30hours.PNG

qUiCkSiLvEr


- Original Message -
From: "Bart King"
To: 
Sent: Saturday, November 04, 2006 2:37 AM
Subject: RE: [hlds] RE: Memory Leak



Hi,

You make a good point, but I am running the server as is and my map
rotation on the server is simply de_dust, cs_office, de_dust2 and
cs_italy.  Also, if there was no leak, regardless of map changing, the
total number would still go down or level out over averages and not have
a continuing trend of going up.

Yes, different maps have different amounts of props, binary trees and
all the other things that make up the actual level, but these should all
be flushed when the map changes (not that I'm saying they aren't - I
just don't know, hence the discussion) but there is something wrong,
somewhere.

Bart

(The server is still running now, using just shy of a 1GB of memory:
http://www.bart666.com/stuff/srcds-screenshot.png)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Renshaw
Sent: 04 November 2006 06:58
To: hlds@list.valvesoftware.com
Subject: [hlds] RE: Memory Leak

Don't agree about memory leak, I think maybe some of maps in your
rotation aren't very well made or a plugin/mod/script your running isn't
playing nice

... have one 75 tickrate running poolpartyv2 takes upto 47meg when full
with 20 players, running mani beta, mattie's es beta, zblock, &
steambans.. memory usage drops to about 35meg when 10 or less players
are on. have another 20 man with the same setup but 66 tick & running a
mixture of custom & standard maps.. memory usage is between 66meg &
125meg depending on usage & map.. this releases memory back just fine..
niether server presently crash or need restarting..

Now I'm happy again once found how to turn off dynamic pricing from the
list thanks Roman :)




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RE: [hlds] RE: Memory Leak

2006-11-04 Thread Bart King
Hi,

You make a good point, but I am running the server as is and my map
rotation on the server is simply de_dust, cs_office, de_dust2 and
cs_italy.  Also, if there was no leak, regardless of map changing, the
total number would still go down or level out over averages and not have
a continuing trend of going up.

Yes, different maps have different amounts of props, binary trees and
all the other things that make up the actual level, but these should all
be flushed when the map changes (not that I'm saying they aren't - I
just don't know, hence the discussion) but there is something wrong,
somewhere.

Bart

(The server is still running now, using just shy of a 1GB of memory:
http://www.bart666.com/stuff/srcds-screenshot.png)

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Renshaw
Sent: 04 November 2006 06:58
To: hlds@list.valvesoftware.com
Subject: [hlds] RE: Memory Leak

Don't agree about memory leak, I think maybe some of maps in your
rotation aren't very well made or a plugin/mod/script your running isn't
playing nice

... have one 75 tickrate running poolpartyv2 takes upto 47meg when full
with 20 players, running mani beta, mattie's es beta, zblock, &
steambans.. memory usage drops to about 35meg when 10 or less players
are on. have another 20 man with the same setup but 66 tick & running a
mixture of custom & standard maps.. memory usage is between 66meg &
125meg depending on usage & map.. this releases memory back just fine..
niether server presently crash or need restarting..

Now I'm happy again once found how to turn off dynamic pricing from the
list thanks Roman :)


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