Re: [hlds] Testing for a memory leak (was RE: Memory Leak)
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? :). ... 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] Testing for a memory leak (was RE: Memory Leak)
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Testing for a memory leak (was RE: Memory Leak)
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Dark Messiah and SteamIDs
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] RE: Memory Leak
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 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. 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] ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] RE: Memory Leak
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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] (Half Life 1) Counter-Strike 64 bit platform
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 > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] (Half Life 1) Counter-Strike 64 bit platform
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
RE: [hlds] RE: Memory Leak
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 - 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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 :) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds