Re: [hlds_linux] Setting up dedicated server on Arch GNU/Linux AMD64

2011-05-09 Thread Amer
Unfortunately, I'm also getting this exact problem on ArchLinux 32bit.


On Mon, May 9, 2011 at 4:28 AM, Peter Szabo pwyv...@gmail.com wrote:
 Hi there guys!

 I am trying to set up a Source dedicated server (primarily: Garry's
 Mod, Counter Strike: Source, and Team Fortress 2) on Arch GNU/Linux
 AMD64.

 I downloaded the hldsupdatetool.bin from steampowered.com and
 satisfied all library dependencies:


 $ ldd hldsupdatetool.bin
        linux-gate.so.1 =  (0xf7734000)
        libc.so.6 = /usr/lib32/libc.so.6 (0xf75c1000)
        /lib/ld-linux.so.2 (0xf7735000)

 Now if I run the file ./hldsupdatetool.bin it prints the license, and
 then the process dies with a Segmentation Fault.
 If I run it as root via sudo, (or logged in as root) I don't get the
 segfault, but the process still dies.

 Is there anything I am doing wrong? Also: is there a 64 bit client available?

 Thanks: Peter

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Joshua Smith
Just wanted to say i'm experiencing the same issues as well, debian lenny
x64.

On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:

 There is no problem is no one is aware of the issues. I find SPUF among
 wiki unreliable as on wiki they get to choose what goes in and what not.
 Same goes for SPUF. Atleast here no one is censoring or deleting messages
 (yet).

 -ics

 8.5.2011 22:20, bottige...@gmail.com kirjoitti:

  I tried posting this information on SPUF in Replay - Server
 Operators but my posts seem to be repeatedly deleted. These forum
 operators are really out of line.

 On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:

 Same lagspikes occur despite if it's different partition, different disk
 or
 same filesystem.

 -ics

 8.5.2011 12:36, frostschutz kirjoitti:

 On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:

 Unable to rename


 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block
 to /var/www
 /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!

 I verified the folder was usable by copying files into it manually.

 Maybe it has to stay in the same filesystem. You could create a tmp/www,
 tell the server to move it there, and point nginx there? Haven't tried
 this feature myself yet so not 100% sure how it works.

 Regards
 frostschutz

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Flubber
We are using an external server for the replay, and experiencing no lag for
now.
Anyway to have a full 24 server without modifying the maxplayers to 25?

2011/5/9 Joshua Smith bgcl...@gmail.com

 Just wanted to say i'm experiencing the same issues as well, debian lenny
 x64.

 On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:

  There is no problem is no one is aware of the issues. I find SPUF among
  wiki unreliable as on wiki they get to choose what goes in and what not.
  Same goes for SPUF. Atleast here no one is censoring or deleting messages
  (yet).
 
  -ics
 
  8.5.2011 22:20, bottige...@gmail.com kirjoitti:
 
   I tried posting this information on SPUF in Replay - Server
  Operators but my posts seem to be repeatedly deleted. These forum
  operators are really out of line.
 
  On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:
 
  Same lagspikes occur despite if it's different partition, different
 disk
  or
  same filesystem.
 
  -ics
 
  8.5.2011 12:36, frostschutz kirjoitti:
 
  On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:
 
  Unable to rename
 
 
 
 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block
  to /var/www
  /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!
 
  I verified the folder was usable by copying files into it manually.
 
  Maybe it has to stay in the same filesystem. You could create a
 tmp/www,
  tell the server to move it there, and point nginx there? Haven't tried
  this feature myself yet so not 100% sure how it works.
 
  Regards
  frostschutz
 
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Re: [hlds_linux] Setting up dedicated server on Arch GNU/Linux AMD64

2011-05-09 Thread Peter Szabo
# Svensk Ljud  Ljus Produktion

This appears in the everything.log when I run it with normal user:

May  9 10:58:43 dafaces kernel: [1508430.108108]
hldsupdatetool.[27504]: segfault at 14 ip f764b79d sp
ffe14808 error 4 in libc-2.13.so[f75df000+15f000]

And this when I run it with sudo:

May  9 10:59:28 dafaces kernel: [1508475.092849]
hldsupdatetool.[27510]: segfault at 14 ip f766b79d sp
ffae69b8 error 4 in libc-2.13.so[f75ff000+15f000]

And this when I run it directly as root:

May  9 11:00:27 dafaces kernel: [1508534.052921]
hldsupdatetool.[28112]: segfault at 14 ip f760879d sp
ffb48a08 error 4 in libc-2.13.so[f759c000+15f000]

Besides the time and process ID the error is the same. Now I actually
took some steps in this case:

  - Recompiled glibc-2-13
  - Recompiled the kernel

But the error is still there. Now what I actually think, that the
binary is the problem.

I am running Arch, Aptitude is called Pacman here, and yes, I did
installed the multilib libraries, as I said before, I satisfied all
dynamic library dependencies of the file, thats why I posted the
output of `ldd hldsupdatetool.bin` in the initial mail.

# Amer

AFAIK this binary is supposed to be 32bit native. Check your dependencies.

To be honest: I knew it since I joined this mailing list, that the
problem is the binary, but the beancounters at support told me to
complain to you guys.

All help would be highly appreciated.


Thanks: Peter

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[hlds_linux] replay feature

2011-05-09 Thread Saint K .
Hi,

Is it me, or is the info regarding the replay feature a bit limited?

I've enabled it just now for the first time, and I see it creating a bunch of 
files.

20110509-113551-pl_goldrush.dmx
20110509-113551-pl_goldrush_part_0.block
20110509-113551-pl_goldrush_part_10.block
20110509-113551-pl_goldrush_part_11.block
20110509-113551-pl_goldrush_part_12.block
20110509-113551-pl_goldrush_part_13.block
20110509-113551-pl_goldrush_part_14.block
20110509-113551-pl_goldrush_part_15.block

etc etc etc.

What are the .dmx and .block files used for?  And what files do I offer to my 
clients to download?

Also, if someone has the replay feature enabled, will it just create a list 
like this above for the game in general, or does it record per user?

Cheers,
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Eli Witt
I'm on this same boat. I rent a VDS from NFO as well as a normal TF2 server,
I've got the TF2 server FTP'ing the demos to the VDS, and the only issue
I've had thus far is a very occasional hiccup,  but nothing like these one
minute rollbacks and things others have stated. No players besides the ones
with poor hardware have been complaining.

As for the maxplayers bug, I've now seen the server do one of three very
weird things;

1. replay joins and stays spectator, like it's supposed to, but uses a slot.
reporting 1/24 to server browser.

2. replay joins and stays spectator, does NOT use a slot, but instead the
server shows 0/23 (25 slot server with one hidden, should be 0/24 @ that
point) - the 1st human that joins does NOT affect the player count, it will
still report 0/23 to the server browser, it takes two humans connected, and
then the server will report 1/23

3. replay does NOT join at all, replay function still works, and server is
still missing a slot. Takes one OR two players to start showing players
connected in the server browser, happens randomly.

I've observed all three of these behaviors, constantly, for the past two
days. The server has not been restarted or had any config changes made, so
it seems to randomly pick which bug it wants to roll with on each mapchange.



On Mon, May 9, 2011 at 4:52 AM, Flubber flub...@gmail.com wrote:

 We are using an external server for the replay, and experiencing no lag for
 now.
 Anyway to have a full 24 server without modifying the maxplayers to 25?

 2011/5/9 Joshua Smith bgcl...@gmail.com

  Just wanted to say i'm experiencing the same issues as well, debian lenny
  x64.
 
  On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:
 
   There is no problem is no one is aware of the issues. I find SPUF among
   wiki unreliable as on wiki they get to choose what goes in and what
 not.
   Same goes for SPUF. Atleast here no one is censoring or deleting
 messages
   (yet).
  
   -ics
  
   8.5.2011 22:20, bottige...@gmail.com kirjoitti:
  
I tried posting this information on SPUF in Replay - Server
   Operators but my posts seem to be repeatedly deleted. These forum
   operators are really out of line.
  
   On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:
  
   Same lagspikes occur despite if it's different partition, different
  disk
   or
   same filesystem.
  
   -ics
  
   8.5.2011 12:36, frostschutz kirjoitti:
  
   On Sun, May 08, 2011 at 12:49:25AM -0700, bottiger10@gmail.comwrote:
  
   Unable to rename
  
  
  
 
 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block
   to /var/www
   /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!
  
   I verified the folder was usable by copying files into it manually.
  
   Maybe it has to stay in the same filesystem. You could create a
  tmp/www,
   tell the server to move it there, and point nginx there? Haven't
 tried
   this feature myself yet so not 100% sure how it works.
  
   Regards
   frostschutz
  
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Re: [hlds_linux] replay feature

2011-05-09 Thread Eli Witt
You don't offer any of the files to your players.

The server is logging everything on the server into the .block files, and
when a player requests the replay of a life, the server sends a list of
those .block files that the client was alive for, and the tf2 client
automatically downloads them.

Your players should never need to see the HTTP directory with all the files,
it runs transparently to them like using a fast DL server.



On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote:

 Hi,

 Is it me, or is the info regarding the replay feature a bit limited?

 I've enabled it just now for the first time, and I see it creating a bunch
 of files.

 20110509-113551-pl_goldrush.dmx
 20110509-113551-pl_goldrush_part_0.block
 20110509-113551-pl_goldrush_part_10.block
 20110509-113551-pl_goldrush_part_11.block
 20110509-113551-pl_goldrush_part_12.block
 20110509-113551-pl_goldrush_part_13.block
 20110509-113551-pl_goldrush_part_14.block
 20110509-113551-pl_goldrush_part_15.block

 etc etc etc.

 What are the .dmx and .block files used for?  And what files do I offer to
 my clients to download?

 Also, if someone has the replay feature enabled, will it just create a list
 like this above for the game in general, or does it record per user?

 Cheers,
 ___
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 please visit:
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Flubber
That's explain the differences between the reports i received from our
players. It seems to be very unstable concerning players count and showing
different information when it wishes.

2011/5/9 Eli Witt eliw...@gmail.com

 I'm on this same boat. I rent a VDS from NFO as well as a normal TF2
 server,
 I've got the TF2 server FTP'ing the demos to the VDS, and the only issue
 I've had thus far is a very occasional hiccup,  but nothing like these one
 minute rollbacks and things others have stated. No players besides the
 ones
 with poor hardware have been complaining.

 As for the maxplayers bug, I've now seen the server do one of three very
 weird things;

 1. replay joins and stays spectator, like it's supposed to, but uses a
 slot.
 reporting 1/24 to server browser.

 2. replay joins and stays spectator, does NOT use a slot, but instead the
 server shows 0/23 (25 slot server with one hidden, should be 0/24 @ that
 point) - the 1st human that joins does NOT affect the player count, it will
 still report 0/23 to the server browser, it takes two humans connected, and
 then the server will report 1/23

 3. replay does NOT join at all, replay function still works, and server is
 still missing a slot. Takes one OR two players to start showing players
 connected in the server browser, happens randomly.

 I've observed all three of these behaviors, constantly, for the past two
 days. The server has not been restarted or had any config changes made, so
 it seems to randomly pick which bug it wants to roll with on each
 mapchange.



 On Mon, May 9, 2011 at 4:52 AM, Flubber flub...@gmail.com wrote:

  We are using an external server for the replay, and experiencing no lag
 for
  now.
  Anyway to have a full 24 server without modifying the maxplayers to 25?
 
  2011/5/9 Joshua Smith bgcl...@gmail.com
 
   Just wanted to say i'm experiencing the same issues as well, debian
 lenny
   x64.
  
   On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:
  
There is no problem is no one is aware of the issues. I find SPUF
 among
wiki unreliable as on wiki they get to choose what goes in and what
  not.
Same goes for SPUF. Atleast here no one is censoring or deleting
  messages
(yet).
   
-ics
   
8.5.2011 22:20, bottige...@gmail.com kirjoitti:
   
 I tried posting this information on SPUF in Replay - Server
Operators but my posts seem to be repeatedly deleted. These forum
operators are really out of line.
   
On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:
   
Same lagspikes occur despite if it's different partition, different
   disk
or
same filesystem.
   
-ics
   
8.5.2011 12:36, frostschutz kirjoitti:
   
On Sun, May 08, 2011 at 12:49:25AM -0700,
 bottiger10@gmail.comwrote:
   
Unable to rename
   
   
   
  
 
 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block
to /var/www
/nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!
   
I verified the folder was usable by copying files into it
 manually.
   
Maybe it has to stay in the same filesystem. You could create a
   tmp/www,
tell the server to move it there, and point nginx there? Haven't
  tried
this feature myself yet so not 100% sure how it works.
   
Regards
frostschutz
   
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Re: [hlds_linux] replay feature

2011-05-09 Thread Saint K .
Thanks for that.

This rather surprises me. So I only need to offer them for download. That kind 
of punches a hole in my plan on gzipping/tarring the entire thing before 
offering it up for download.

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
Sent: 09 May 2011 16:17
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

You don't offer any of the files to your players.

The server is logging everything on the server into the .block files, and when 
a player requests the replay of a life, the server sends a list of those .block 
files that the client was alive for, and the tf2 client automatically downloads 
them.

Your players should never need to see the HTTP directory with all the files, it 
runs transparently to them like using a fast DL server.



On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote:

 Hi,

 Is it me, or is the info regarding the replay feature a bit limited?

 I've enabled it just now for the first time, and I see it creating a 
 bunch of files.

 20110509-113551-pl_goldrush.dmx
 20110509-113551-pl_goldrush_part_0.block
 20110509-113551-pl_goldrush_part_10.block
 20110509-113551-pl_goldrush_part_11.block
 20110509-113551-pl_goldrush_part_12.block
 20110509-113551-pl_goldrush_part_13.block
 20110509-113551-pl_goldrush_part_14.block
 20110509-113551-pl_goldrush_part_15.block

 etc etc etc.

 What are the .dmx and .block files used for?  And what files do I 
 offer to my clients to download?

 Also, if someone has the replay feature enabled, will it just create a 
 list like this above for the game in general, or does it record per user?

 Cheers,
 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Jon Lippincott
We are aware of the player count issue and are working on it. 

-Jon

On May 9, 2011, at 1:55 AM, Flubber flub...@gmail.com wrote:

 We are using an external server for the replay, and experiencing no lag for
 now.
 Anyway to have a full 24 server without modifying the maxplayers to 25?
 
 2011/5/9 Joshua Smith bgcl...@gmail.com
 
 Just wanted to say i'm experiencing the same issues as well, debian lenny
 x64.
 
 On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:
 
 There is no problem is no one is aware of the issues. I find SPUF among
 wiki unreliable as on wiki they get to choose what goes in and what not.
 Same goes for SPUF. Atleast here no one is censoring or deleting messages
 (yet).
 
 -ics
 
 8.5.2011 22:20, bottige...@gmail.com kirjoitti:
 
 I tried posting this information on SPUF in Replay - Server
 Operators but my posts seem to be repeatedly deleted. These forum
 operators are really out of line.
 
 On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:
 
 Same lagspikes occur despite if it's different partition, different
 disk
 or
 same filesystem.
 
 -ics
 
 8.5.2011 12:36, frostschutz kirjoitti:
 
 On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:
 
 Unable to rename
 
 
 
 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block
 to /var/www
 /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!
 
 I verified the folder was usable by copying files into it manually.
 
 Maybe it has to stay in the same filesystem. You could create a
 tmp/www,
 tell the server to move it there, and point nginx there? Haven't tried
 this feature myself yet so not 100% sure how it works.
 
 Regards
 frostschutz
 
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Saint K .
After setting replay up today I can report we're experiencing the same issues.

Debian x64, intermitted lag spikes, you can detect them through HLSW as well, 
and working on the SSH terminal I can even notice freezes in my typing at that 
moment. We have a very powerful machine with low usage, I have no reasons to 
assume any of the hardware is at fault.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Joshua Smith
Sent: 09 May 2011 08:54
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

Just wanted to say i'm experiencing the same issues as well, debian lenny x64.

On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:

 There is no problem is no one is aware of the issues. I find SPUF 
 among wiki unreliable as on wiki they get to choose what goes in and what not.
 Same goes for SPUF. Atleast here no one is censoring or deleting 
 messages (yet).

 -ics

 8.5.2011 22:20, bottige...@gmail.com kirjoitti:

  I tried posting this information on SPUF in Replay - Server
 Operators but my posts seem to be repeatedly deleted. These forum 
 operators are really out of line.

 On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:

 Same lagspikes occur despite if it's different partition, different 
 disk or same filesystem.

 -ics

 8.5.2011 12:36, frostschutz kirjoitti:

 On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:

 Unable to rename


 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/201105
 08-030722-ctf_2fort_part_0.block
 to /var/www
 /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!

 I verified the folder was usable by copying files into it manually.

 Maybe it has to stay in the same filesystem. You could create a 
 tmp/www, tell the server to move it there, and point nginx there? 
 Haven't tried this feature myself yet so not 100% sure how it works.

 Regards
 frostschutz

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Re: [hlds_linux] replay feature

2011-05-09 Thread Jon Lippincott
Also, the files are already compressed using bzip. 

We will be releasing a FAQ for server ops within the next day or so, which will 
include all the details. I'll post to this list and the forums.

-Jon

On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:

 Thanks for that.
 
 This rather surprises me. So I only need to offer them for download. That 
 kind of punches a hole in my plan on gzipping/tarring the entire thing before 
 offering it up for download.
 
 Cheers,
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
 Sent: 09 May 2011 16:17
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature
 
 You don't offer any of the files to your players.
 
 The server is logging everything on the server into the .block files, and 
 when a player requests the replay of a life, the server sends a list of those 
 .block files that the client was alive for, and the tf2 client automatically 
 downloads them.
 
 Your players should never need to see the HTTP directory with all the files, 
 it runs transparently to them like using a fast DL server.
 
 
 
 On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote:
 
 Hi,
 
 Is it me, or is the info regarding the replay feature a bit limited?
 
 I've enabled it just now for the first time, and I see it creating a 
 bunch of files.
 
 20110509-113551-pl_goldrush.dmx
 20110509-113551-pl_goldrush_part_0.block
 20110509-113551-pl_goldrush_part_10.block
 20110509-113551-pl_goldrush_part_11.block
 20110509-113551-pl_goldrush_part_12.block
 20110509-113551-pl_goldrush_part_13.block
 20110509-113551-pl_goldrush_part_14.block
 20110509-113551-pl_goldrush_part_15.block
 
 etc etc etc.
 
 What are the .dmx and .block files used for?  And what files do I 
 offer to my clients to download?
 
 Also, if someone has the replay feature enabled, will it just create a 
 list like this above for the game in general, or does it record per user?
 
 Cheers,
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Re: [hlds_linux] replay feature

2011-05-09 Thread Saint K .
Thanks for the info. I was worried about the filesize of things but knowing its 
bzip'ed makes it more easy.

Any idea's on the lagspikes we're reporting?

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
Sent: 09 May 2011 18:44
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

Also, the files are already compressed using bzip. 

We will be releasing a FAQ for server ops within the next day or so, which will 
include all the details. I'll post to this list and the forums.

-Jon

On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:

 Thanks for that.
 
 This rather surprises me. So I only need to offer them for download. That 
 kind of punches a hole in my plan on gzipping/tarring the entire thing before 
 offering it up for download.
 
 Cheers,
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli 
 Witt
 Sent: 09 May 2011 16:17
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature
 
 You don't offer any of the files to your players.
 
 The server is logging everything on the server into the .block files, and 
 when a player requests the replay of a life, the server sends a list of those 
 .block files that the client was alive for, and the tf2 client automatically 
 downloads them.
 
 Your players should never need to see the HTTP directory with all the files, 
 it runs transparently to them like using a fast DL server.
 
 
 
 On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote:
 
 Hi,
 
 Is it me, or is the info regarding the replay feature a bit limited?
 
 I've enabled it just now for the first time, and I see it creating a 
 bunch of files.
 
 20110509-113551-pl_goldrush.dmx
 20110509-113551-pl_goldrush_part_0.block
 20110509-113551-pl_goldrush_part_10.block
 20110509-113551-pl_goldrush_part_11.block
 20110509-113551-pl_goldrush_part_12.block
 20110509-113551-pl_goldrush_part_13.block
 20110509-113551-pl_goldrush_part_14.block
 20110509-113551-pl_goldrush_part_15.block
 
 etc etc etc.
 
 What are the .dmx and .block files used for?  And what files do I 
 offer to my clients to download?
 
 Also, if someone has the replay feature enabled, will it just create 
 a list like this above for the game in general, or does it record per user?
 
 Cheers,
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Saint K .
I've done some testing at the lag spikes seem to occur at the moment the client 
starts downloading the movie.

Can anyone confirm this?

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 09 May 2011 18:16
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

After setting replay up today I can report we're experiencing the same issues.

Debian x64, intermitted lag spikes, you can detect them through HLSW as well, 
and working on the SSH terminal I can even notice freezes in my typing at that 
moment. We have a very powerful machine with low usage, I have no reasons to 
assume any of the hardware is at fault.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Joshua Smith
Sent: 09 May 2011 08:54
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

Just wanted to say i'm experiencing the same issues as well, debian lenny x64.

On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:

 There is no problem is no one is aware of the issues. I find SPUF 
 among wiki unreliable as on wiki they get to choose what goes in and what not.
 Same goes for SPUF. Atleast here no one is censoring or deleting 
 messages (yet).

 -ics

 8.5.2011 22:20, bottige...@gmail.com kirjoitti:

  I tried posting this information on SPUF in Replay - Server
 Operators but my posts seem to be repeatedly deleted. These forum 
 operators are really out of line.

 On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:

 Same lagspikes occur despite if it's different partition, different 
 disk or same filesystem.

 -ics

 8.5.2011 12:36, frostschutz kirjoitti:

 On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:

 Unable to rename


 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/201105
 08-030722-ctf_2fort_part_0.block
 to /var/www
 /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!

 I verified the folder was usable by copying files into it manually.

 Maybe it has to stay in the same filesystem. You could create a 
 tmp/www, tell the server to move it there, and point nginx there?
 Haven't tried this feature myself yet so not 100% sure how it works.

 Regards
 frostschutz

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Evan
The download is happening from your webserver application (such as apache).
It would not interfere with the game's thread to cause it to have to wait or
lag.  This is unless your webserver itself has a higher priority and is
causing scrds to wait for processing time, or while the webserver reads from
disk, srcds is using memory paging and needs to wait for I/O.

On Mon, May 9, 2011 at 1:52 PM, Saint K. sai...@specialattack.net wrote:

 I've done some testing at the lag spikes seem to occur at the moment the
 client starts downloading the movie.

 Can anyone confirm this?

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: 09 May 2011 18:16
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

 After setting replay up today I can report we're experiencing the same
 issues.

 Debian x64, intermitted lag spikes, you can detect them through HLSW as
 well, and working on the SSH terminal I can even notice freezes in my typing
 at that moment. We have a very powerful machine with low usage, I have no
 reasons to assume any of the hardware is at fault.

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Joshua Smith
 Sent: 09 May 2011 08:54
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

 Just wanted to say i'm experiencing the same issues as well, debian lenny
 x64.

 On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:

  There is no problem is no one is aware of the issues. I find SPUF
  among wiki unreliable as on wiki they get to choose what goes in and what
 not.
  Same goes for SPUF. Atleast here no one is censoring or deleting
  messages (yet).
 
  -ics
 
  8.5.2011 22:20, bottige...@gmail.com kirjoitti:
 
   I tried posting this information on SPUF in Replay - Server
  Operators but my posts seem to be repeatedly deleted. These forum
  operators are really out of line.
 
  On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:
 
  Same lagspikes occur despite if it's different partition, different
  disk or same filesystem.
 
  -ics
 
  8.5.2011 12:36, frostschutz kirjoitti:
 
  On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:
 
  Unable to rename
 
 
  /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/201105
  08-030722-ctf_2fort_part_0.block
  to /var/www
  /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!
 
  I verified the folder was usable by copying files into it manually.
 
  Maybe it has to stay in the same filesystem. You could create a
  tmp/www, tell the server to move it there, and point nginx there?
  Haven't tried this feature myself yet so not 100% sure how it works.
 
  Regards
  frostschutz
 
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Saint K .
Could it perhaps be the bzip action applied before transfer, or on completing 
the movie? (Not sure when it takes place).

Resource wise nothing really seems to peak, CPU load stays steady. I can 
however in netgraph see a peak, and in HLSW I can see a peak in the response 
time.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Evan
Sent: 09 May 2011 20:42
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

The download is happening from your webserver application (such as apache).
It would not interfere with the game's thread to cause it to have to wait or 
lag.  This is unless your webserver itself has a higher priority and is causing 
scrds to wait for processing time, or while the webserver reads from disk, 
srcds is using memory paging and needs to wait for I/O.

On Mon, May 9, 2011 at 1:52 PM, Saint K. sai...@specialattack.net wrote:

 I've done some testing at the lag spikes seem to occur at the moment 
 the client starts downloading the movie.

 Can anyone confirm this?

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: 09 May 2011 18:16
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay 
 enabled

 After setting replay up today I can report we're experiencing the same 
 issues.

 Debian x64, intermitted lag spikes, you can detect them through HLSW 
 as well, and working on the SSH terminal I can even notice freezes in 
 my typing at that moment. We have a very powerful machine with low 
 usage, I have no reasons to assume any of the hardware is at fault.

 Saint K.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Joshua Smith
 Sent: 09 May 2011 08:54
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay 
 enabled

 Just wanted to say i'm experiencing the same issues as well, debian 
 lenny x64.

 On Sun, May 8, 2011 at 1:27 PM, ics i...@ics-base.net wrote:

  There is no problem is no one is aware of the issues. I find SPUF 
  among wiki unreliable as on wiki they get to choose what goes in and 
  what
 not.
  Same goes for SPUF. Atleast here no one is censoring or deleting 
  messages (yet).
 
  -ics
 
  8.5.2011 22:20, bottige...@gmail.com kirjoitti:
 
   I tried posting this information on SPUF in Replay - Server
  Operators but my posts seem to be repeatedly deleted. These forum 
  operators are really out of line.
 
  On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net  wrote:
 
  Same lagspikes occur despite if it's different partition, 
  different disk or same filesystem.
 
  -ics
 
  8.5.2011 12:36, frostschutz kirjoitti:
 
  On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:
 
  Unable to rename
 
 
  /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/2011
  05 08-030722-ctf_2fort_part_0.block to /var/www 
  /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!
 
  I verified the folder was usable by copying files into it manually.
 
  Maybe it has to stay in the same filesystem. You could create a 
  tmp/www, tell the server to move it there, and point nginx there?
  Haven't tried this feature myself yet so not 100% sure how it works.
 
  Regards
  frostschutz
 
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  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
 
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread hlds
The local publish job is executed into server's main thread instead of being 
executed in a different one.

 This is not such a huge problem because the files are small, but the 
CLocalPublishJob::DoExecute function contains a ThreadSleep(500) call, which 
simply blocks the server for 0.5 seconds. This every 10-30 seconds.

 I have no idea why Valve did this (the sleep is called after a file is deleted 
and before is verified if the file still exists), but until they fix the 
problem you can patch the replay.so library.

 Use a hex editor (http://mh-nexus.de/en/hxd/  for example) and search for

 C7 04 24 F4 01 00 00 E8 45 EB FD FF

 Replace the bytes with

 90 90 90 90 90 90 90 90 90 90 90 90

 This should fix the lag problem for Linux servers. I don't guarantee that 
there are no side effects, but seems to work ok on my public server.

As I understood from SPUF they know that for Linux servers the job is executed 
into main thread and will provide a fix next week. But is Valve, next week is a 
relative term...

- Original Message -
From: Ronny Schedel
Sent: 05/07/11 10:44 AM
To:  hlds_linux@list.valvesoftware.com 
Subject: [hlds_linux] TF2: Still massive lag spikes with replay enabled

 Hi, look at the picture: http://www.ronny-schedel.de/tf2replaylag.jpg  This is 
taken from an empty server, just me standing still and taking a replay. The 
replay is recorded locally, no FTP transfer. You can see the lag spike in the 
net graph clearly. Best regards Ronny Schedel 
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[hlds_linux] New Replay feature listening on 27040

2011-05-09 Thread report
Hi,

after the new Counter-Strike Source update, our servers now listens on
port 27040 and so forth, which is a big issue, because we have servers
running from port 27015-27060.

Isn't there a command to disable this replay feature, so it doesn't listen
on that port?

Regards,
Lasse Poulsen
servON.dk


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Re: [hlds_linux] New Replay feature listening on 27040

2011-05-09 Thread Casper Zingenberg
Not when you are asking :(. 

Write to me on IRC. Think I Got a solution


Best Regards
Casper webzi
SpeedGaming 




Den 09/05/2011 kl. 21.18 skrev rep...@servon.dk:

 Hi,
 
 after the new Counter-Strike Source update, our servers now listens on
 port 27040 and so forth, which is a big issue, because we have servers
 running from port 27015-27060.
 
 Isn't there a command to disable this replay feature, so it doesn't listen
 on that port?
 
 Regards,
 Lasse Poulsen
 servON.dk
 
 
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Re: [hlds_linux] New Replay feature listening on 27040

2011-05-09 Thread AnAkIn .
Change the replay_port cvar.

2011/5/9 rep...@servon.dk

 Hi,

 after the new Counter-Strike Source update, our servers now listens on
 port 27040 and so forth, which is a big issue, because we have servers
 running from port 27015-27060.

 Isn't there a command to disable this replay feature, so it doesn't listen
 on that port?

 Regards,
 Lasse Poulsen
 servON.dk


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-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] New Replay feature listening on 27040

2011-05-09 Thread ics
Also, find replay into server console gives you lots of more options 
that were not mentioned in update notes.


-ics

9.5.2011 22:22, AnAkIn . kirjoitti:

Change the replay_port cvar.

2011/5/9rep...@servon.dk


Hi,

after the new Counter-Strike Source update, our servers now listens on
port 27040 and so forth, which is a big issue, because we have servers
running from port 27015-27060.

Isn't there a command to disable this replay feature, so it doesn't listen
on that port?

Regards,
Lasse Poulsen
servON.dk


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[hlds_linux] Fixes

2011-05-09 Thread Jon Lippincott
Hey all,

So we have a Linux fix in the pipe and should be rolling it out by the end of 
the day.  This should fix the massive lag spikes for FTP offloading, and the 
(smaller) spikes for those running local HTTP servers.

Other fixes include:

   - Fixed pruning of stale replay data
   - Renaming failing for those using the local HTTP mode.  If you are serving 
replay data on a different volume, the rename will fail silently and the game 
will explicitly copy  delete the file.

-Jon

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Saint K .
Thanks for the info. I've patched up the file and awaiting feedback.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.com
Sent: 09 May 2011 21:10
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

The local publish job is executed into server's main thread instead of being 
executed in a different one.

 This is not such a huge problem because the files are small, but the 
CLocalPublishJob::DoExecute function contains a ThreadSleep(500) call, which 
simply blocks the server for 0.5 seconds. This every 10-30 seconds.

 I have no idea why Valve did this (the sleep is called after a file is deleted 
and before is verified if the file still exists), but until they fix the 
problem you can patch the replay.so library.

 Use a hex editor (http://mh-nexus.de/en/hxd/  for example) and search for

 C7 04 24 F4 01 00 00 E8 45 EB FD FF

 Replace the bytes with

 90 90 90 90 90 90 90 90 90 90 90 90

 This should fix the lag problem for Linux servers. I don't guarantee that 
there are no side effects, but seems to work ok on my public server.

As I understood from SPUF they know that for Linux servers the job is executed 
into main thread and will provide a fix next week. But is Valve, next week is a 
relative term...

- Original Message -
From: Ronny Schedel
Sent: 05/07/11 10:44 AM
To:  hlds_linux@list.valvesoftware.com 
Subject: [hlds_linux] TF2: Still massive lag spikes with replay enabled

 Hi, look at the picture: http://www.ronny-schedel.de/tf2replaylag.jpg  This is 
taken from an empty server, just me standing still and taking a replay. The 
replay is recorded locally, no FTP transfer. You can see the lag spike in the 
net graph clearly. Best regards Ronny Schedel 
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Re: [hlds_linux] Fixes

2011-05-09 Thread Saul Rennison
Awesome news Jon I'm sure this'll make a lot of admins happy!

Keep up the good work.

On Monday, 9 May 2011, Jon Lippincott j...@valvesoftware.com wrote:
 Hey all,

 So we have a Linux fix in the pipe and should be rolling it out by the end of 
 the day.  This should fix the massive lag spikes for FTP offloading, and the 
 (smaller) spikes for those running local HTTP servers.

 Other fixes include:

    - Fixed pruning of stale replay data
    - Renaming failing for those using the local HTTP mode.  If you are 
 serving replay data on a different volume, the rename will fail silently and 
 the game will explicitly copy  delete the file.

 -Jon

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-- 

Thanks,
- Saul

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Re: [hlds_linux] Fixes

2011-05-09 Thread Evan
Best news I've heard all day!

Now I just have to put end of the day in my valve time calculator j/k

On Mon, May 9, 2011 at 3:44 PM, Saul Rennison saul.renni...@gmail.comwrote:

 Awesome news Jon I'm sure this'll make a lot of admins happy!

 Keep up the good work.

 On Monday, 9 May 2011, Jon Lippincott j...@valvesoftware.com wrote:
  Hey all,
 
  So we have a Linux fix in the pipe and should be rolling it out by the
 end of the day.  This should fix the massive lag spikes for FTP offloading,
 and the (smaller) spikes for those running local HTTP servers.
 
  Other fixes include:
 
 - Fixed pruning of stale replay data
 - Renaming failing for those using the local HTTP mode.  If you are
 serving replay data on a different volume, the rename will fail silently and
 the game will explicitly copy  delete the file.
 
  -Jon
 
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 --

 Thanks,
 - Saul

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Re: [hlds_linux] replay feature

2011-05-09 Thread Saint K .
Got one last question. Is there a bandwidth rate limit per client on the 
download speed?

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 09 May 2011 18:55
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

Thanks for the info. I was worried about the filesize of things but knowing its 
bzip'ed makes it more easy.

Any idea's on the lagspikes we're reporting?

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
Sent: 09 May 2011 18:44
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

Also, the files are already compressed using bzip. 

We will be releasing a FAQ for server ops within the next day or so, which will 
include all the details. I'll post to this list and the forums.

-Jon

On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:

 Thanks for that.
 
 This rather surprises me. So I only need to offer them for download. That 
 kind of punches a hole in my plan on gzipping/tarring the entire thing before 
 offering it up for download.
 
 Cheers,
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli 
 Witt
 Sent: 09 May 2011 16:17
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature
 
 You don't offer any of the files to your players.
 
 The server is logging everything on the server into the .block files, and 
 when a player requests the replay of a life, the server sends a list of those 
 .block files that the client was alive for, and the tf2 client automatically 
 downloads them.
 
 Your players should never need to see the HTTP directory with all the files, 
 it runs transparently to them like using a fast DL server.
 
 
 
 On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote:
 
 Hi,
 
 Is it me, or is the info regarding the replay feature a bit limited?
 
 I've enabled it just now for the first time, and I see it creating a 
 bunch of files.
 
 20110509-113551-pl_goldrush.dmx
 20110509-113551-pl_goldrush_part_0.block
 20110509-113551-pl_goldrush_part_10.block
 20110509-113551-pl_goldrush_part_11.block
 20110509-113551-pl_goldrush_part_12.block
 20110509-113551-pl_goldrush_part_13.block
 20110509-113551-pl_goldrush_part_14.block
 20110509-113551-pl_goldrush_part_15.block
 
 etc etc etc.
 
 What are the .dmx and .block files used for?  And what files do I 
 offer to my clients to download?
 
 Also, if someone has the replay feature enabled, will it just create 
 a list like this above for the game in general, or does it record per user?
 
 Cheers,
 ___
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 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Jon Lippincott
The ThreadSleep() call was expected to be running off of the main thread, which 
will be fixed in the next update.

The rationale behind the call is as follows: We found that deleting a file 
immediately followed by a call asking the OS if the file still exists would 
occasionally fail, which would break the file publish and shut down replay for 
the remainder of the round.  The 500ms delay is obviously very conservative, 
but should not matter once the job actually runs on a separate thread.  

I'm not sure anyone will care about this particular detail once after the 
update, but I could potentially expose a cvar if it's still causing problems 
for anyone.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, May 09, 2011 12:41 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

Thanks for the info. I've patched up the file and awaiting feedback.

Saint K.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.com
Sent: 09 May 2011 21:10
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

The local publish job is executed into server's main thread instead of being 
executed in a different one.

 This is not such a huge problem because the files are small, but the 
CLocalPublishJob::DoExecute function contains a ThreadSleep(500) call, which 
simply blocks the server for 0.5 seconds. This every 10-30 seconds.

 I have no idea why Valve did this (the sleep is called after a file is deleted 
and before is verified if the file still exists), but until they fix the 
problem you can patch the replay.so library.

 Use a hex editor (http://mh-nexus.de/en/hxd/  for example) and search for

 C7 04 24 F4 01 00 00 E8 45 EB FD FF

 Replace the bytes with

 90 90 90 90 90 90 90 90 90 90 90 90

 This should fix the lag problem for Linux servers. I don't guarantee that 
there are no side effects, but seems to work ok on my public server.

As I understood from SPUF they know that for Linux servers the job is executed 
into main thread and will provide a fix next week. But is Valve, next week is a 
relative term...

- Original Message -
From: Ronny Schedel
Sent: 05/07/11 10:44 AM
To:  hlds_linux@list.valvesoftware.com 
Subject: [hlds_linux] TF2: Still massive lag spikes with replay enabled

 Hi, look at the picture: http://www.ronny-schedel.de/tf2replaylag.jpg  This is 
taken from an empty server, just me standing still and taking a replay. The 
replay is recorded locally, no FTP transfer. You can see the lag spike in the 
net graph clearly. Best regards Ronny Schedel 
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Re: [hlds_linux] replay feature

2011-05-09 Thread Evan
Because the download is handled with your webserver application (such as
apache), you can throttle/limit your download rate there.

On Mon, May 9, 2011 at 4:00 PM, Saint K. sai...@specialattack.net wrote:

 Got one last question. Is there a bandwidth rate limit per client on the
 download speed?

 Cheers,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: 09 May 2011 18:55
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature

 Thanks for the info. I was worried about the filesize of things but knowing
 its bzip'ed makes it more easy.

 Any idea's on the lagspikes we're reporting?

 Cheers,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
 Sent: 09 May 2011 18:44
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature

 Also, the files are already compressed using bzip.

 We will be releasing a FAQ for server ops within the next day or so, which
 will include all the details. I'll post to this list and the forums.

 -Jon

 On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:

  Thanks for that.
 
  This rather surprises me. So I only need to offer them for download. That
 kind of punches a hole in my plan on gzipping/tarring the entire thing
 before offering it up for download.
 
  Cheers,
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli
  Witt
  Sent: 09 May 2011 16:17
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] replay feature
 
  You don't offer any of the files to your players.
 
  The server is logging everything on the server into the .block files, and
 when a player requests the replay of a life, the server sends a list of
 those .block files that the client was alive for, and the tf2 client
 automatically downloads them.
 
  Your players should never need to see the HTTP directory with all the
 files, it runs transparently to them like using a fast DL server.
 
 
 
  On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net
 wrote:
 
  Hi,
 
  Is it me, or is the info regarding the replay feature a bit limited?
 
  I've enabled it just now for the first time, and I see it creating a
  bunch of files.
 
  20110509-113551-pl_goldrush.dmx
  20110509-113551-pl_goldrush_part_0.block
  20110509-113551-pl_goldrush_part_10.block
  20110509-113551-pl_goldrush_part_11.block
  20110509-113551-pl_goldrush_part_12.block
  20110509-113551-pl_goldrush_part_13.block
  20110509-113551-pl_goldrush_part_14.block
  20110509-113551-pl_goldrush_part_15.block
 
  etc etc etc.
 
  What are the .dmx and .block files used for?  And what files do I
  offer to my clients to download?
 
  Also, if someone has the replay feature enabled, will it just create
  a list like this above for the game in general, or does it record per
 user?
 
  Cheers,
  ___
  To unsubscribe, edit your list preferences, or view the list
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] replay feature

2011-05-09 Thread Saint K .
Right, that was stupid of me =)

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Evan
Sent: 09 May 2011 22:08
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

Because the download is handled with your webserver application (such as 
apache), you can throttle/limit your download rate there.

On Mon, May 9, 2011 at 4:00 PM, Saint K. sai...@specialattack.net wrote:

 Got one last question. Is there a bandwidth rate limit per client on 
 the download speed?

 Cheers,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: 09 May 2011 18:55
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature

 Thanks for the info. I was worried about the filesize of things but 
 knowing its bzip'ed makes it more easy.

 Any idea's on the lagspikes we're reporting?

 Cheers,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
 Sent: 09 May 2011 18:44
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature

 Also, the files are already compressed using bzip.

 We will be releasing a FAQ for server ops within the next day or so, 
 which will include all the details. I'll post to this list and the forums.

 -Jon

 On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:

  Thanks for that.
 
  This rather surprises me. So I only need to offer them for download. 
  That
 kind of punches a hole in my plan on gzipping/tarring the entire thing 
 before offering it up for download.
 
  Cheers,
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com
  [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli 
  Witt
  Sent: 09 May 2011 16:17
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] replay feature
 
  You don't offer any of the files to your players.
 
  The server is logging everything on the server into the .block 
  files, and
 when a player requests the replay of a life, the server sends a list 
 of those .block files that the client was alive for, and the tf2 
 client automatically downloads them.
 
  Your players should never need to see the HTTP directory with all 
  the
 files, it runs transparently to them like using a fast DL server.
 
 
 
  On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net
 wrote:
 
  Hi,
 
  Is it me, or is the info regarding the replay feature a bit limited?
 
  I've enabled it just now for the first time, and I see it creating 
  a bunch of files.
 
  20110509-113551-pl_goldrush.dmx
  20110509-113551-pl_goldrush_part_0.block
  20110509-113551-pl_goldrush_part_10.block
  20110509-113551-pl_goldrush_part_11.block
  20110509-113551-pl_goldrush_part_12.block
  20110509-113551-pl_goldrush_part_13.block
  20110509-113551-pl_goldrush_part_14.block
  20110509-113551-pl_goldrush_part_15.block
 
  etc etc etc.
 
  What are the .dmx and .block files used for?  And what files do I 
  offer to my clients to download?
 
  Also, if someone has the replay feature enabled, will it just 
  create a list like this above for the game in general, or does it 
  record per
 user?
 
  Cheers,
  ___
  To unsubscribe, edit your list preferences, or view the list 
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
  ___
  To unsubscribe, edit your list preferences, or view the list 
  archives,
 please visit:
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[hlds_linux] Port assing after last 2 updates

2011-05-09 Thread molnár lászló
Hello

We are getting some port allocation problems since the MAY.05-07 updates on CSS.
The porblem is that som servers can#39;t start on their assigned port because 
other
server occupies their ports,this mostly happens if a customer suts down his
server and another server close to the first customers port range restarts his
server.

At first we thought that this is because the know Eventscript problem, but we 
realized
that servers whit no EV installed are doin this too.

Our server port are starting from 27030 and every new server on the same ip is 
started on every 5 port
(for example 27030 , 27035 , 27040)

Source TV ports are set up so they are using the server port +1
(for example, if the game server runs on 27030 then the Source Tv port is 27031)

So everything worked fine untill the last 2 updates, but after that, we 
don#39;t know why the servers
are starting on random ports
(for example the server wich was normaly on 27040 port, started on the 27046 
port)

Do others experiencing the same problem?
Or do someon know how could we fix this, cause it#39;s really anoying to 
search every time -with
the netstat-unpl command- wich PID is occupieing the needed port.

And finally an example from a server.

This server is assigned to run on the 27035 port.
If ask for the PID occupied ports i got this:

server ~ # netstat -unpl | grep 5984

udp0  0 IP:27008 0.0.0.0:*   
5984/srcds_linux

udp0  0 IP:26905 0.0.0.0:*   
5984/srcds_linux

udp0  0 IP:27035 0.0.0.0:*   
5984/srcds_linux ( ez a ndash;port flagje )

udp0  0 IP:27036 0.0.0.0:*   
5984/srcds_linux ( ez a sourcetv portja )

udp0  0 IP:27044 0.0.0.0:*   
5984/srcds_linux


Greats

Laszlo
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Re: [hlds_linux] Port assing after last 2 updates

2011-05-09 Thread servON Report


Check out the Replay feature email that Lasse started...

There are some commands to change the ports for replay. (some new feature)

Basicly srcds uses 3+ ports now, default for replay is 27040+ unless another 
port is defined..


Adding: +replay_port 9000 to the startupcommand will make 9000 the default 
port and if 9000 is occupied it will jump to the next and so on..



Venlig hilsen,
Patrick Thagaard Hansen

-Oprindelig meddelelse- 
From: molnár lászló

Sent: Monday, May 09, 2011 10:21 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Port assing after last 2 updates

Hello

We are getting some port allocation problems since the MAY.05-07 updates on 
CSS.
The porblem is that som servers can#39;t start on their assigned port 
because other

server occupies their ports,this mostly happens if a customer suts down his
server and another server close to the first customers port range restarts 
his

server.

At first we thought that this is because the know Eventscript problem, but 
we realized

that servers whit no EV installed are doin this too.

Our server port are starting from 27030 and every new server on the same ip 
is started on every 5 port

(for example 27030 , 27035 , 27040)

Source TV ports are set up so they are using the server port +1
(for example, if the game server runs on 27030 then the Source Tv port is 
27031)


So everything worked fine untill the last 2 updates, but after that, we 
don#39;t know why the servers

are starting on random ports
(for example the server wich was normaly on 27040 port, started on the 27046 
port)


Do others experiencing the same problem?
Or do someon know how could we fix this, cause it#39;s really anoying to 
search every time -with

the netstat-unpl command- wich PID is occupieing the needed port.

And finally an example from a server.

This server is assigned to run on the 27035 port.
If ask for the PID occupied ports i got this:

server ~ # netstat -unpl | grep 5984

udp0  0 IP:27008 0.0.0.0:* 
5984/srcds_linux


udp0  0 IP:26905 0.0.0.0:* 
5984/srcds_linux


udp0  0 IP:27035 0.0.0.0:* 
5984/srcds_linux ( ez a ndash;port flagje )


udp0  0 IP:27036 0.0.0.0:* 
5984/srcds_linux ( ez a sourcetv portja )


udp0  0 IP:27044 0.0.0.0:* 
5984/srcds_linux



Greats

Laszlo
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Re: [hlds_linux] replay feature

2011-05-09 Thread Ronny Schedel

Here are some questions for your FAQ:

How does the replay feature really work? I mean, people have to hit some 
keys like F6 to start recording. So, only people which started the record 
can download the files? How long are people able to download the files after 
they finished playing? As long as the files are available on the web server? 
This means the clients gets some links only during the record, because the 
record on the server is all the time, even when no one has requested a 
record, correct?


Does the replay system stay after the competition? Is it planned to be 
ported to other games?


Best regards

Ronny


Also, the files are already compressed using bzip.

We will be releasing a FAQ for server ops within the next day or so, which 
will include all the details. I'll post to this list and the forums.


-Jon

On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:


Thanks for that.

This rather surprises me. So I only need to offer them for download. That 
kind of punches a hole in my plan on gzipping/tarring the entire thing 
before offering it up for download.


Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt

Sent: 09 May 2011 16:17
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

You don't offer any of the files to your players.

The server is logging everything on the server into the .block files, and 
when a player requests the replay of a life, the server sends a list of 
those .block files that the client was alive for, and the tf2 client 
automatically downloads them.


Your players should never need to see the HTTP directory with all the 
files, it runs transparently to them like using a fast DL server.




On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net 
wrote:



Hi,

Is it me, or is the info regarding the replay feature a bit limited?

I've enabled it just now for the first time, and I see it creating a
bunch of files.

20110509-113551-pl_goldrush.dmx
20110509-113551-pl_goldrush_part_0.block
20110509-113551-pl_goldrush_part_10.block
20110509-113551-pl_goldrush_part_11.block
20110509-113551-pl_goldrush_part_12.block
20110509-113551-pl_goldrush_part_13.block
20110509-113551-pl_goldrush_part_14.block
20110509-113551-pl_goldrush_part_15.block

etc etc etc.

What are the .dmx and .block files used for?  And what files do I
offer to my clients to download?

Also, if someone has the replay feature enabled, will it just create a
list like this above for the game in general, or does it record per 
user?


Cheers,
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Re: [hlds_linux] Fixes

2011-05-09 Thread Sergiusz Bazanski
What about the vehicle bug? :D

Sergiusz Bazański
xmpp: sergi...@q3k.org
 www: http://q3k.org/

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Re: [hlds_linux] replay feature

2011-05-09 Thread Jon Lippincott
Some good questions - thanks.

The post will include an overview of the system as well as some FAQ's.

I'm working on this now, so anyone else w/ questions feel free to drop them in 
now and I'll try to get them answered.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Monday, May 09, 2011 1:46 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

Here are some questions for your FAQ:

How does the replay feature really work? I mean, people have to hit some 
keys like F6 to start recording. So, only people which started the record 
can download the files? How long are people able to download the files after 
they finished playing? As long as the files are available on the web server? 
This means the clients gets some links only during the record, because the 
record on the server is all the time, even when no one has requested a 
record, correct?

Does the replay system stay after the competition? Is it planned to be 
ported to other games?

Best regards

Ronny

 Also, the files are already compressed using bzip.

 We will be releasing a FAQ for server ops within the next day or so, which 
 will include all the details. I'll post to this list and the forums.

 -Jon

 On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:

 Thanks for that.

 This rather surprises me. So I only need to offer them for download. That 
 kind of punches a hole in my plan on gzipping/tarring the entire thing 
 before offering it up for download.

 Cheers,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
 Sent: 09 May 2011 16:17
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature

 You don't offer any of the files to your players.

 The server is logging everything on the server into the .block files, and 
 when a player requests the replay of a life, the server sends a list of 
 those .block files that the client was alive for, and the tf2 client 
 automatically downloads them.

 Your players should never need to see the HTTP directory with all the 
 files, it runs transparently to them like using a fast DL server.



 On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net 
 wrote:

 Hi,

 Is it me, or is the info regarding the replay feature a bit limited?

 I've enabled it just now for the first time, and I see it creating a
 bunch of files.

 20110509-113551-pl_goldrush.dmx
 20110509-113551-pl_goldrush_part_0.block
 20110509-113551-pl_goldrush_part_10.block
 20110509-113551-pl_goldrush_part_11.block
 20110509-113551-pl_goldrush_part_12.block
 20110509-113551-pl_goldrush_part_13.block
 20110509-113551-pl_goldrush_part_14.block
 20110509-113551-pl_goldrush_part_15.block

 etc etc etc.

 What are the .dmx and .block files used for?  And what files do I
 offer to my clients to download?

 Also, if someone has the replay feature enabled, will it just create a
 list like this above for the game in general, or does it record per 
 user?

 Cheers,
 ___
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 please visit:
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Re: [hlds_linux] replay feature

2011-05-09 Thread Jon Lippincott
You should be able to cap download rates in your Web server configuration, 
assuming it's supported.  The replay system doesn't control the Web server at 
all.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Monday, May 09, 2011 1:00 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

Got one last question. Is there a bandwidth rate limit per client on the 
download speed?

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 09 May 2011 18:55
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

Thanks for the info. I was worried about the filesize of things but knowing its 
bzip'ed makes it more easy.

Any idea's on the lagspikes we're reporting?

Cheers,

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
Sent: 09 May 2011 18:44
To: Half-Life dedicated Linux server mailing list
Cc: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

Also, the files are already compressed using bzip. 

We will be releasing a FAQ for server ops within the next day or so, which will 
include all the details. I'll post to this list and the forums.

-Jon

On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:

 Thanks for that.
 
 This rather surprises me. So I only need to offer them for download. That 
 kind of punches a hole in my plan on gzipping/tarring the entire thing before 
 offering it up for download.
 
 Cheers,
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli 
 Witt
 Sent: 09 May 2011 16:17
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature
 
 You don't offer any of the files to your players.
 
 The server is logging everything on the server into the .block files, and 
 when a player requests the replay of a life, the server sends a list of those 
 .block files that the client was alive for, and the tf2 client automatically 
 downloads them.
 
 Your players should never need to see the HTTP directory with all the files, 
 it runs transparently to them like using a fast DL server.
 
 
 
 On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net wrote:
 
 Hi,
 
 Is it me, or is the info regarding the replay feature a bit limited?
 
 I've enabled it just now for the first time, and I see it creating a 
 bunch of files.
 
 20110509-113551-pl_goldrush.dmx
 20110509-113551-pl_goldrush_part_0.block
 20110509-113551-pl_goldrush_part_10.block
 20110509-113551-pl_goldrush_part_11.block
 20110509-113551-pl_goldrush_part_12.block
 20110509-113551-pl_goldrush_part_13.block
 20110509-113551-pl_goldrush_part_14.block
 20110509-113551-pl_goldrush_part_15.block
 
 etc etc etc.
 
 What are the .dmx and .block files used for?  And what files do I 
 offer to my clients to download?
 
 Also, if someone has the replay feature enabled, will it just create 
 a list like this above for the game in general, or does it record per user?
 
 Cheers,
 ___
 To unsubscribe, edit your list preferences, or view the list 
 archives, please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Ross Bemrose
As long as you're looking at player count issues, can you fix the issue 
where having SourceTV on increases the maxplayers number in the Steam 
Servers tabs, but doesn't add the SourceTV bot to the player count (i.e. 
you end up with 0/25 on a 24-player server)?


Strangely, TF2's server list doesn't exhibit this problem and correctly 
lists 0/24.


On 5/9/2011 11:39 AM, Jon Lippincott wrote:

We are aware of the player count issue and are working on it.

-Jon

On May 9, 2011, at 1:55 AM, Flubberflub...@gmail.com  wrote:


We are using an external server for the replay, and experiencing no lag for
now.
Anyway to have a full 24 server without modifying the maxplayers to 25?

2011/5/9 Joshua Smithbgcl...@gmail.com


Just wanted to say i'm experiencing the same issues as well, debian lenny
x64.

On Sun, May 8, 2011 at 1:27 PM, icsi...@ics-base.net  wrote:


There is no problem is no one is aware of the issues. I find SPUF among
wiki unreliable as on wiki they get to choose what goes in and what not.
Same goes for SPUF. Atleast here no one is censoring or deleting messages
(yet).

-ics

8.5.2011 22:20, bottige...@gmail.com kirjoitti:

I tried posting this information on SPUF in Replay - Server

Operators but my posts seem to be repeatedly deleted. These forum
operators are really out of line.

On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net   wrote:


Same lagspikes occur despite if it's different partition, different

disk

or
same filesystem.

-ics

8.5.2011 12:36, frostschutz kirjoitti:


On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com wrote:


Unable to rename




/home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block

to /var/www
/nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!

I verified the folder was usable by copying files into it manually.


Maybe it has to stay in the same filesystem. You could create a

tmp/www,

tell the server to move it there, and point nginx there? Haven't tried
this feature myself yet so not 100% sure how it works.

Regards
frostschutz

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Re: [hlds_linux] replay feature

2011-05-09 Thread Eli Witt
I'm not sure if you meant these as both questions for the FAQ and asking
them in general, or just the FAQ, but going by the tone of your post I'll
guess the fomer and help you out from what I've garnered from testing the
system thus far;

Recording of the replays by the server starts as soon as a player (bot or
human) connects to the server, and will seamlessly record everything until
the last player disconnects. When a client smashes all over F6 to get a
replay, the server simply correlates the time they were alive to the various
.block files and forks over a list of the appropriate files for the TF2
client to request from the web server. (Hence why unlike a demo recording,
you can watch from anyone's POV at any time, everything is recorded to the
files)

As for the duration of being able to download the files from the web server,
I tested whether least the client will keep intelligently trying
to acquire the files even across a game restart by starting the demo capture
when I spawned on the map, running around and doing things to be recorded
for about a minute, then jumping off the map. I hopped into the replay menu
in the client, and while it still stated 'Downloading...' I quite rudely
killed the apache process on the server as well as killing TF2 via
taskamanger @ the same time. I then restarted Steam, hopped back into TF2
and checked the replay menu. It still stated 'waiting..' so I fired the
apache process back up, and about 10 seconds later, the replay finished
downloading, error free. So it would seem the client will at least keep
trying, if there's a cap on that timer, I suppose Jon will need to answer
that one.


On Mon, May 9, 2011 at 4:45 PM, Ronny Schedel i...@ronny-schedel.de wrote:

 Here are some questions for your FAQ:

 How does the replay feature really work? I mean, people have to hit some
 keys like F6 to start recording. So, only people which started the record
 can download the files? How long are people able to download the files after
 they finished playing? As long as the files are available on the web server?
 This means the clients gets some links only during the record, because the
 record on the server is all the time, even when no one has requested a
 record, correct?

 Does the replay system stay after the competition? Is it planned to be
 ported to other games?

 Best regards

 Ronny


  Also, the files are already compressed using bzip.

 We will be releasing a FAQ for server ops within the next day or so, which
 will include all the details. I'll post to this list and the forums.

 -Jon

 On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net wrote:

  Thanks for that.

 This rather surprises me. So I only need to offer them for download. That
 kind of punches a hole in my plan on gzipping/tarring the entire thing
 before offering it up for download.

 Cheers,

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
 Sent: 09 May 2011 16:17
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] replay feature

 You don't offer any of the files to your players.

 The server is logging everything on the server into the .block files, and
 when a player requests the replay of a life, the server sends a list of
 those .block files that the client was alive for, and the tf2 client
 automatically downloads them.

 Your players should never need to see the HTTP directory with all the
 files, it runs transparently to them like using a fast DL server.



 On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net
 wrote:

  Hi,

 Is it me, or is the info regarding the replay feature a bit limited?

 I've enabled it just now for the first time, and I see it creating a
 bunch of files.

 20110509-113551-pl_goldrush.dmx
 20110509-113551-pl_goldrush_part_0.block
 20110509-113551-pl_goldrush_part_10.block
 20110509-113551-pl_goldrush_part_11.block
 20110509-113551-pl_goldrush_part_12.block
 20110509-113551-pl_goldrush_part_13.block
 20110509-113551-pl_goldrush_part_14.block
 20110509-113551-pl_goldrush_part_15.block

 etc etc etc.

 What are the .dmx and .block files used for?  And what files do I
 offer to my clients to download?

 Also, if someone has the replay feature enabled, will it just create a
 list like this above for the game in general, or does it record per
 user?

 Cheers,
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread bottige...@gmail.com
While these fixes are being done, can you also increase the maximum
TF2 player count to 33?

Kicking the SourceTV bot with replays activated will crash TF2.

On Mon, May 9, 2011 at 3:53 PM, Ross Bemrose rbemr...@vgmusic.com wrote:
 As long as you're looking at player count issues, can you fix the issue
 where having SourceTV on increases the maxplayers number in the Steam
 Servers tabs, but doesn't add the SourceTV bot to the player count (i.e. you
 end up with 0/25 on a 24-player server)?

 Strangely, TF2's server list doesn't exhibit this problem and correctly
 lists 0/24.

 On 5/9/2011 11:39 AM, Jon Lippincott wrote:

 We are aware of the player count issue and are working on it.

 -Jon

 On May 9, 2011, at 1:55 AM, Flubberflub...@gmail.com  wrote:

 We are using an external server for the replay, and experiencing no lag
 for
 now.
 Anyway to have a full 24 server without modifying the maxplayers to 25?

 2011/5/9 Joshua Smithbgcl...@gmail.com

 Just wanted to say i'm experiencing the same issues as well, debian
 lenny
 x64.

 On Sun, May 8, 2011 at 1:27 PM, icsi...@ics-base.net  wrote:

 There is no problem is no one is aware of the issues. I find SPUF among
 wiki unreliable as on wiki they get to choose what goes in and what
 not.
 Same goes for SPUF. Atleast here no one is censoring or deleting
 messages
 (yet).

 -ics

 8.5.2011 22:20, bottige...@gmail.com kirjoitti:

 I tried posting this information on SPUF in Replay - Server

 Operators but my posts seem to be repeatedly deleted. These forum
 operators are really out of line.

 On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net   wrote:

 Same lagspikes occur despite if it's different partition, different

 disk

 or
 same filesystem.

 -ics

 8.5.2011 12:36, frostschutz kirjoitti:

 On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com
 wrote:

 Unable to rename




 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block

 to /var/www
 /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!

 I verified the folder was usable by copying files into it manually.

 Maybe it has to stay in the same filesystem. You could create a

 tmp/www,

 tell the server to move it there, and point nginx there? Haven't
 tried
 this feature myself yet so not 100% sure how it works.

 Regards
 frostschutz

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 archives,
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Jon Lippincott
Why would you have both SourceTV and Replay enabled on the same server?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
bottige...@gmail.com
Sent: Monday, May 09, 2011 4:16 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

While these fixes are being done, can you also increase the maximum
TF2 player count to 33?

Kicking the SourceTV bot with replays activated will crash TF2.

On Mon, May 9, 2011 at 3:53 PM, Ross Bemrose rbemr...@vgmusic.com wrote:
 As long as you're looking at player count issues, can you fix the issue
 where having SourceTV on increases the maxplayers number in the Steam
 Servers tabs, but doesn't add the SourceTV bot to the player count (i.e. you
 end up with 0/25 on a 24-player server)?

 Strangely, TF2's server list doesn't exhibit this problem and correctly
 lists 0/24.

 On 5/9/2011 11:39 AM, Jon Lippincott wrote:

 We are aware of the player count issue and are working on it.

 -Jon

 On May 9, 2011, at 1:55 AM, Flubberflub...@gmail.com  wrote:

 We are using an external server for the replay, and experiencing no lag
 for
 now.
 Anyway to have a full 24 server without modifying the maxplayers to 25?

 2011/5/9 Joshua Smithbgcl...@gmail.com

 Just wanted to say i'm experiencing the same issues as well, debian
 lenny
 x64.

 On Sun, May 8, 2011 at 1:27 PM, icsi...@ics-base.net  wrote:

 There is no problem is no one is aware of the issues. I find SPUF among
 wiki unreliable as on wiki they get to choose what goes in and what
 not.
 Same goes for SPUF. Atleast here no one is censoring or deleting
 messages
 (yet).

 -ics

 8.5.2011 22:20, bottige...@gmail.com kirjoitti:

 I tried posting this information on SPUF in Replay - Server

 Operators but my posts seem to be repeatedly deleted. These forum
 operators are really out of line.

 On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net   wrote:

 Same lagspikes occur despite if it's different partition, different

 disk

 or
 same filesystem.

 -ics

 8.5.2011 12:36, frostschutz kirjoitti:

 On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com
 wrote:

 Unable to rename




 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block

 to /var/www
 /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!

 I verified the folder was usable by copying files into it manually.

 Maybe it has to stay in the same filesystem. You could create a

 tmp/www,

 tell the server to move it there, and point nginx there? Haven't
 tried
 this feature myself yet so not 100% sure how it works.

 Regards
 frostschutz

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread Ross Bemrose
I have SourceTV on and set to record demos of all players that I can 
check later if someone reports suspected cheating to me.


On 5/9/2011 7:23 PM, Jon Lippincott wrote:

Why would you have both SourceTV and Replay enabled on the same server?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
bottige...@gmail.com
Sent: Monday, May 09, 2011 4:16 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

While these fixes are being done, can you also increase the maximum
TF2 player count to 33?

Kicking the SourceTV bot with replays activated will crash TF2.

On Mon, May 9, 2011 at 3:53 PM, Ross Bemroserbemr...@vgmusic.com  wrote:

As long as you're looking at player count issues, can you fix the issue
where having SourceTV on increases the maxplayers number in the Steam
Servers tabs, but doesn't add the SourceTV bot to the player count (i.e. you
end up with 0/25 on a 24-player server)?

Strangely, TF2's server list doesn't exhibit this problem and correctly
lists 0/24.

On 5/9/2011 11:39 AM, Jon Lippincott wrote:

We are aware of the player count issue and are working on it.

-Jon

On May 9, 2011, at 1:55 AM, Flubberflub...@gmail.comwrote:


We are using an external server for the replay, and experiencing no lag
for
now.
Anyway to have a full 24 server without modifying the maxplayers to 25?

2011/5/9 Joshua Smithbgcl...@gmail.com


Just wanted to say i'm experiencing the same issues as well, debian
lenny
x64.

On Sun, May 8, 2011 at 1:27 PM, icsi...@ics-base.netwrote:


There is no problem is no one is aware of the issues. I find SPUF among
wiki unreliable as on wiki they get to choose what goes in and what
not.
Same goes for SPUF. Atleast here no one is censoring or deleting
messages
(yet).

-ics

8.5.2011 22:20, bottige...@gmail.com kirjoitti:

I tried posting this information on SPUF in Replay - Server

Operators but my posts seem to be repeatedly deleted. These forum
operators are really out of line.

On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net wrote:


Same lagspikes occur despite if it's different partition, different

disk

or
same filesystem.

-ics

8.5.2011 12:36, frostschutz kirjoitti:


On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com
wrote:


Unable to rename




/home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block

to /var/www
/nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!

I verified the folder was usable by copying files into it manually.


Maybe it has to stay in the same filesystem. You could create a

tmp/www,

tell the server to move it there, and point nginx there? Haven't
tried
this feature myself yet so not 100% sure how it works.

Regards
frostschutz

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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

2011-05-09 Thread bottige...@gmail.com
So I can have an extra slot by kicking SourceTV.

On Mon, May 9, 2011 at 4:23 PM, Jon Lippincott j...@valvesoftware.com wrote:
 Why would you have both SourceTV and Replay enabled on the same server?

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 
 bottige...@gmail.com
 Sent: Monday, May 09, 2011 4:16 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

 While these fixes are being done, can you also increase the maximum
 TF2 player count to 33?

 Kicking the SourceTV bot with replays activated will crash TF2.

 On Mon, May 9, 2011 at 3:53 PM, Ross Bemrose rbemr...@vgmusic.com wrote:
 As long as you're looking at player count issues, can you fix the issue
 where having SourceTV on increases the maxplayers number in the Steam
 Servers tabs, but doesn't add the SourceTV bot to the player count (i.e. you
 end up with 0/25 on a 24-player server)?

 Strangely, TF2's server list doesn't exhibit this problem and correctly
 lists 0/24.

 On 5/9/2011 11:39 AM, Jon Lippincott wrote:

 We are aware of the player count issue and are working on it.

 -Jon

 On May 9, 2011, at 1:55 AM, Flubberflub...@gmail.com  wrote:

 We are using an external server for the replay, and experiencing no lag
 for
 now.
 Anyway to have a full 24 server without modifying the maxplayers to 25?

 2011/5/9 Joshua Smithbgcl...@gmail.com

 Just wanted to say i'm experiencing the same issues as well, debian
 lenny
 x64.

 On Sun, May 8, 2011 at 1:27 PM, icsi...@ics-base.net  wrote:

 There is no problem is no one is aware of the issues. I find SPUF among
 wiki unreliable as on wiki they get to choose what goes in and what
 not.
 Same goes for SPUF. Atleast here no one is censoring or deleting
 messages
 (yet).

 -ics

 8.5.2011 22:20, bottige...@gmail.com kirjoitti:

 I tried posting this information on SPUF in Replay - Server

 Operators but my posts seem to be repeatedly deleted. These forum
 operators are really out of line.

 On Sun, May 8, 2011 at 2:49 AM, icsi...@ics-base.net   wrote:

 Same lagspikes occur despite if it's different partition, different

 disk

 or
 same filesystem.

 -ics

 8.5.2011 12:36, frostschutz kirjoitti:

 On Sun, May 08, 2011 at 12:49:25AM -0700, bottige...@gmail.com
 wrote:

 Unable to rename




 /home/bottiger/steam/server1/orangebox/tf/replay/server/tmp/20110508-030722-ctf_2fort_part_0.block

 to /var/www
 /nginx-default/replays/20110508-030722-ctf_2fort_part_0.block!

 I verified the folder was usable by copying files into it manually.

 Maybe it has to stay in the same filesystem. You could create a

 tmp/www,

 tell the server to move it there, and point nginx there? Haven't
 tried
 this feature myself yet so not 100% sure how it works.

 Regards
 frostschutz

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[hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-05-09 Thread Jason Ruymen
Optional updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  Please run 
hldsupdatetool to receive the updates.  The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash in the material system.

Team Fortress 2
- Replay publishing system will try to do a rename for local HTTP mode but will 
manually copy and delete the file if the rename fails, which can happen if the 
source and destination are on different volumes.
- Fixed threading issues on Linux, which was causing major lag spikes.
- Fixed replay data cleanup system, which cleans up stale data at the end of 
each round.  This asynchronous operation can be explicitly invoked by executing 
a replay_docleanup command on the server.
- Removed unused convar, replay_cleanup_time.
- Saxxy fanfare music wasn't playing on music channel.  Music will only play 
once per launch now and will not play on a changelevel.

Jason


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Re: [hlds_linux] Fixes

2011-05-09 Thread Jon Lippincott
This is live now!

-Jon 

-Original Message-
From: Jon Lippincott 
Sent: Monday, May 09, 2011 12:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Fixes

Hey all,

So we have a Linux fix in the pipe and should be rolling it out by the end of 
the day.  This should fix the massive lag spikes for FTP offloading, and the 
(smaller) spikes for those running local HTTP servers.

Other fixes include:

   - Fixed pruning of stale replay data
   - Renaming failing for those using the local HTTP mode.  If you are serving 
replay data on a different volume, the rename will fail silently and the game 
will explicitly copy  delete the file.

-Jon

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Re: [hlds_linux] Fixes

2011-05-09 Thread Kyle Sanderson
Thanks Jon!

On Mon, May 9, 2011 at 5:13 PM, Jon Lippincott j...@valvesoftware.com wrote:
 This is live now!

 -Jon

 -Original Message-
 From: Jon Lippincott
 Sent: Monday, May 09, 2011 12:31 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Fixes

 Hey all,

 So we have a Linux fix in the pipe and should be rolling it out by the end of 
 the day.  This should fix the massive lag spikes for FTP offloading, and the 
 (smaller) spikes for those running local HTTP servers.

 Other fixes include:

   - Fixed pruning of stale replay data
   - Renaming failing for those using the local HTTP mode.  If you are serving 
 replay data on a different volume, the rename will fail silently and the game 
 will explicitly copy  delete the file.

 -Jon

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Re: [hlds_linux] replay feature

2011-05-09 Thread clad iron
will the extra slot that is taken, be fixed to automatically adjust the
server limit ?
So if a server is running lets say a 32 slot server, it only shows 31 in the
master server list.
So can there ever truly be 32 players in the map with the relay running?

On Mon, May 9, 2011 at 7:12 PM, Eli Witt eliw...@gmail.com wrote:

 I'm not sure if you meant these as both questions for the FAQ and asking
 them in general, or just the FAQ, but going by the tone of your post I'll
 guess the fomer and help you out from what I've garnered from testing the
 system thus far;

 Recording of the replays by the server starts as soon as a player (bot or
 human) connects to the server, and will seamlessly record everything until
 the last player disconnects. When a client smashes all over F6 to get a
 replay, the server simply correlates the time they were alive to the
 various
 .block files and forks over a list of the appropriate files for the TF2
 client to request from the web server. (Hence why unlike a demo recording,
 you can watch from anyone's POV at any time, everything is recorded to the
 files)

 As for the duration of being able to download the files from the web
 server,
 I tested whether least the client will keep intelligently trying
 to acquire the files even across a game restart by starting the demo
 capture
 when I spawned on the map, running around and doing things to be recorded
 for about a minute, then jumping off the map. I hopped into the replay menu
 in the client, and while it still stated 'Downloading...' I quite rudely
 killed the apache process on the server as well as killing TF2 via
 taskamanger @ the same time. I then restarted Steam, hopped back into TF2
 and checked the replay menu. It still stated 'waiting..' so I fired the
 apache process back up, and about 10 seconds later, the replay finished
 downloading, error free. So it would seem the client will at least keep
 trying, if there's a cap on that timer, I suppose Jon will need to answer
 that one.


 On Mon, May 9, 2011 at 4:45 PM, Ronny Schedel i...@ronny-schedel.de
 wrote:

  Here are some questions for your FAQ:
 
  How does the replay feature really work? I mean, people have to hit some
  keys like F6 to start recording. So, only people which started the record
  can download the files? How long are people able to download the files
 after
  they finished playing? As long as the files are available on the web
 server?
  This means the clients gets some links only during the record, because
 the
  record on the server is all the time, even when no one has requested a
  record, correct?
 
  Does the replay system stay after the competition? Is it planned to be
  ported to other games?
 
  Best regards
 
  Ronny
 
 
   Also, the files are already compressed using bzip.
 
  We will be releasing a FAQ for server ops within the next day or so,
 which
  will include all the details. I'll post to this list and the forums.
 
  -Jon
 
  On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net
 wrote:
 
   Thanks for that.
 
  This rather surprises me. So I only need to offer them for download.
 That
  kind of punches a hole in my plan on gzipping/tarring the entire thing
  before offering it up for download.
 
  Cheers,
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
  Sent: 09 May 2011 16:17
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] replay feature
 
  You don't offer any of the files to your players.
 
  The server is logging everything on the server into the .block files,
 and
  when a player requests the replay of a life, the server sends a list of
  those .block files that the client was alive for, and the tf2 client
  automatically downloads them.
 
  Your players should never need to see the HTTP directory with all the
  files, it runs transparently to them like using a fast DL server.
 
 
 
  On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net
  wrote:
 
   Hi,
 
  Is it me, or is the info regarding the replay feature a bit limited?
 
  I've enabled it just now for the first time, and I see it creating a
  bunch of files.
 
  20110509-113551-pl_goldrush.dmx
  20110509-113551-pl_goldrush_part_0.block
  20110509-113551-pl_goldrush_part_10.block
  20110509-113551-pl_goldrush_part_11.block
  20110509-113551-pl_goldrush_part_12.block
  20110509-113551-pl_goldrush_part_13.block
  20110509-113551-pl_goldrush_part_14.block
  20110509-113551-pl_goldrush_part_15.block
 
  etc etc etc.
 
  What are the .dmx and .block files used for?  And what files do I
  offer to my clients to download?
 
  Also, if someone has the replay feature enabled, will it just create a
  list like this above for the game in general, or does it record per
  user?
 
  Cheers,
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please

Re: [hlds_linux] replay feature

2011-05-09 Thread bottige...@gmail.com
It was possible to get 33 slot by kicking SourceTV, but now that will
crash the server if you kick it with replays enabled.

I don't understand why the player limit can't be lifted.

On Mon, May 9, 2011 at 6:59 PM, clad iron cladi...@gmail.com wrote:
 will the extra slot that is taken, be fixed to automatically adjust the
 server limit ?
 So if a server is running lets say a 32 slot server, it only shows 31 in the
 master server list.
 So can there ever truly be 32 players in the map with the relay running?

 On Mon, May 9, 2011 at 7:12 PM, Eli Witt eliw...@gmail.com wrote:

 I'm not sure if you meant these as both questions for the FAQ and asking
 them in general, or just the FAQ, but going by the tone of your post I'll
 guess the fomer and help you out from what I've garnered from testing the
 system thus far;

 Recording of the replays by the server starts as soon as a player (bot or
 human) connects to the server, and will seamlessly record everything until
 the last player disconnects. When a client smashes all over F6 to get a
 replay, the server simply correlates the time they were alive to the
 various
 .block files and forks over a list of the appropriate files for the TF2
 client to request from the web server. (Hence why unlike a demo recording,
 you can watch from anyone's POV at any time, everything is recorded to the
 files)

 As for the duration of being able to download the files from the web
 server,
 I tested whether least the client will keep intelligently trying
 to acquire the files even across a game restart by starting the demo
 capture
 when I spawned on the map, running around and doing things to be recorded
 for about a minute, then jumping off the map. I hopped into the replay menu
 in the client, and while it still stated 'Downloading...' I quite rudely
 killed the apache process on the server as well as killing TF2 via
 taskamanger @ the same time. I then restarted Steam, hopped back into TF2
 and checked the replay menu. It still stated 'waiting..' so I fired the
 apache process back up, and about 10 seconds later, the replay finished
 downloading, error free. So it would seem the client will at least keep
 trying, if there's a cap on that timer, I suppose Jon will need to answer
 that one.


 On Mon, May 9, 2011 at 4:45 PM, Ronny Schedel i...@ronny-schedel.de
 wrote:

  Here are some questions for your FAQ:
 
  How does the replay feature really work? I mean, people have to hit some
  keys like F6 to start recording. So, only people which started the record
  can download the files? How long are people able to download the files
 after
  they finished playing? As long as the files are available on the web
 server?
  This means the clients gets some links only during the record, because
 the
  record on the server is all the time, even when no one has requested a
  record, correct?
 
  Does the replay system stay after the competition? Is it planned to be
  ported to other games?
 
  Best regards
 
  Ronny
 
 
   Also, the files are already compressed using bzip.
 
  We will be releasing a FAQ for server ops within the next day or so,
 which
  will include all the details. I'll post to this list and the forums.
 
  -Jon
 
  On May 9, 2011, at 8:40 AM, Saint K. sai...@specialattack.net
 wrote:
 
   Thanks for that.
 
  This rather surprises me. So I only need to offer them for download.
 That
  kind of punches a hole in my plan on gzipping/tarring the entire thing
  before offering it up for download.
 
  Cheers,
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
  Sent: 09 May 2011 16:17
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] replay feature
 
  You don't offer any of the files to your players.
 
  The server is logging everything on the server into the .block files,
 and
  when a player requests the replay of a life, the server sends a list of
  those .block files that the client was alive for, and the tf2 client
  automatically downloads them.
 
  Your players should never need to see the HTTP directory with all the
  files, it runs transparently to them like using a fast DL server.
 
 
 
  On Mon, May 9, 2011 at 6:15 AM, Saint K. sai...@specialattack.net
  wrote:
 
   Hi,
 
  Is it me, or is the info regarding the replay feature a bit limited?
 
  I've enabled it just now for the first time, and I see it creating a
  bunch of files.
 
  20110509-113551-pl_goldrush.dmx
  20110509-113551-pl_goldrush_part_0.block
  20110509-113551-pl_goldrush_part_10.block
  20110509-113551-pl_goldrush_part_11.block
  20110509-113551-pl_goldrush_part_12.block
  20110509-113551-pl_goldrush_part_13.block
  20110509-113551-pl_goldrush_part_14.block
  20110509-113551-pl_goldrush_part_15.block
 
  etc etc etc.
 
  What are the .dmx and .block files used for?  And what files do I
  offer to my clients to download?
 
  Also, if someone has the replay

Re: [hlds_linux] Fixes

2011-05-09 Thread Jon Lippincott
We've got a bug after today's update where the Replay cleanup operation that 
takes place in between rounds can lock up the server.  We have a fix and will 
be shipping a patch tomorrow.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
Sent: Monday, May 09, 2011 5:13 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] Fixes

This is live now!

-Jon 

-Original Message-
From: Jon Lippincott 
Sent: Monday, May 09, 2011 12:31 PM
To: Half-Life dedicated Linux server mailing list
Subject: Fixes

Hey all,

So we have a Linux fix in the pipe and should be rolling it out by the end of 
the day.  This should fix the massive lag spikes for FTP offloading, and the 
(smaller) spikes for those running local HTTP servers.

Other fixes include:

   - Fixed pruning of stale replay data
   - Renaming failing for those using the local HTTP mode.  If you are serving 
replay data on a different volume, the rename will fail silently and the game 
will explicitly copy  delete the file.

-Jon

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Re: [hlds_linux] Fixes

2011-05-09 Thread Jonah Hirsch
How often does this bug occur? Would I be better off disabling replays until
then?
---
Jonah Hirsch



On Mon, May 9, 2011 at 8:00 PM, Jon Lippincott j...@valvesoftware.comwrote:

 We've got a bug after today's update where the Replay cleanup operation
 that takes place in between rounds can lock up the server.  We have a fix
 and will be shipping a patch tomorrow.

 -Jon

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
 Sent: Monday, May 09, 2011 5:13 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Fixes

 This is live now!

 -Jon

 -Original Message-
 From: Jon Lippincott
 Sent: Monday, May 09, 2011 12:31 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Fixes

 Hey all,

 So we have a Linux fix in the pipe and should be rolling it out by the end
 of the day.  This should fix the massive lag spikes for FTP offloading, and
 the (smaller) spikes for those running local HTTP servers.

 Other fixes include:

   - Fixed pruning of stale replay data
   - Renaming failing for those using the local HTTP mode.  If you are
 serving replay data on a different volume, the rename will fail silently and
 the game will explicitly copy  delete the file.

 -Jon

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

 ___
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Re: [hlds_linux] Fixes

2011-05-09 Thread Jon Lippincott
I have only had one report so far, but of course it's up to you.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jonah Hirsch
Sent: Monday, May 09, 2011 9:45 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Fixes

How often does this bug occur? Would I be better off disabling replays until
then?
---
Jonah Hirsch



On Mon, May 9, 2011 at 8:00 PM, Jon Lippincott j...@valvesoftware.comwrote:

 We've got a bug after today's update where the Replay cleanup operation
 that takes place in between rounds can lock up the server.  We have a fix
 and will be shipping a patch tomorrow.

 -Jon

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
 Sent: Monday, May 09, 2011 5:13 PM
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Fixes

 This is live now!

 -Jon

 -Original Message-
 From: Jon Lippincott
 Sent: Monday, May 09, 2011 12:31 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Fixes

 Hey all,

 So we have a Linux fix in the pipe and should be rolling it out by the end
 of the day.  This should fix the massive lag spikes for FTP offloading, and
 the (smaller) spikes for those running local HTTP servers.

 Other fixes include:

   - Fixed pruning of stale replay data
   - Renaming failing for those using the local HTTP mode.  If you are
 serving replay data on a different volume, the rename will fail silently and
 the game will explicitly copy  delete the file.

 -Jon

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

 ___
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 please visit:
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