Re: [hlds_linux] motd crashing the TF2 client

2012-04-30 Thread Tony Paloma
We've identified a problem that can crash clients when displaying HTML pages 
with certain Javascript files. We'll continue to look into it.

Thanks,
Tony

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
Sent: Saturday, April 28, 2012 11:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] motd crashing the TF2 client

Hi,

we are getting specific motd pages that are crashing the client with no error...

Ho can we debug the motd to see where is the problem?
(motd.txt contains just an URL and the URL is an html page) 
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[hlds_linux] Garry's Mod OpenAura server constantly SegFaults

2012-04-30 Thread Whisperity
Dear other System administrators,

I am having an issue with my server install. I have installed a Garry's Mod
server with OpenAura, all the modules and everything. (The same install
works on Windows...) But it does not want to load.

For a time, it is choking on missing files. I got all the files installed,
and now it just segfaults. I have contacted Facepunch forums (
http://facepunch.com/threads/1171100/) on this matter but we were not able
to work this out. I have attached the latest debug.log file srcds_linux
generated. As I think, it has to do something with the MySQL module, but it
might be that I am not correct. My OS Is Ubuntu Server 12.04 (Precise) x64.
But the same error was happening with 11.04 (Natty), on the previous
install.

Have you guys experienced this issue at any time?
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[hlds_linux] Weird map loading behavior from TF2 server?

2012-04-30 Thread Brian Rak
Has anyone else seen SRCDS try to load maps over and over again?  We had a
TF2 server that was constantly opening/reading  tc_hydro.  We were seeing
significant IO load from this, which didn't stop until we killed the server
(after a few hours).

Strace just showed this over and over:

open(/usr/local/games/tf/X.X.X.X:27015/orangebox/tf/maps/tc_hydro.bsp,
O_RDONLY) = 10
stat64(/usr/local/games/tf/X.X.X.X:27015/orangebox/tf/maps/tc_hydro.bsp,
{st_mode=S_IFREG|0667, st_size=69250088, ...}) = 0
fstat64(10, {st_mode=S_IFREG|0667, st_size=69250088, ...}) = 0
mmap2(NULL, 32768, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1, 0)
= 0xb5642000
read(10,
VBSP\24\0\0\0\364\350/\2\1\223\6\0\0\0\0\0\0\0\0\0\f\4\0\0\200y\6\0...,
32768) = 32768
close(10) = 0
munmap(0xb5642000, 32768) = 0
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Re: [hlds_linux] Suddenly very low server population

2012-04-30 Thread dan

On 27/04/2012 16:57, Frank wrote:

I know students that are majoring in Engineering degrees or Law that play
this game (TF2) and have told me just today that when they started they
would click the Start Playing for Quickplay as they didn't know otherwise.
You need to one, stop acting like you know everything and claim to say that
everyone else here are just nuts and/or stupid


It's not me saying that anyone is stupid. It's you and 1nsane :)



- at which you can take my
advice and not reply to the posts or you can accept the fact that new
players even those played for 100+ hours may not know anything else beyond
the Quick play function. This function that many are saying isn't gauging
servers equally from Valve controlled to community controlled.


I don't believe it, because it's self-evidently not  true.

You claim that your trade servers used to be full. Either that is a lie 
or people joined them. No one, not a single person joined your trade 
servers via quickplay.


TF2 was played for years. Years. Do the math. Without quickplay being an 
option.

--
Dan.



The rest may not address the attitude in which you bring to this discussion
but I will and it stinks.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of dan
Sent: Friday, April 27, 2012 11:21 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Suddenly very low server population

On 26/04/2012 22:00, Robert Paulson wrote:

I warned about this trend back in December and no one listened. Now
that the Christmas and Policy of Truth honeymoon is over, you are all
coming out of the woodwork.

What trend? That people are happily playing TF2?

As I said, the complaint seems to be my server is empty ergo people must be
too dumb to know my server is better or how to join it, or valve must be
stealing all the people onto their dumbed down servers or quickplay must be
broken

The truth seems far removed from that, even if a bug does exist in
quickplay.

And this coming out the woodwork is about 3 or 4 people making lots of
posts. Some of which don't necessarily agree with the conspiratorial theory.


Though I guess it only makes sense to
complain out of desperation now that Lotus and others are dropping
heavily in popularity.

I'm not surprised they dropped. Their servers don't even seem to have any of
the redeeming features that some of you think matter.

As I said before, people deciding to make a quick buck from running servers
put themselves into a position where they decided they had to cheat to try
and get players and / or via some silly plugins try and scam a few people
into parting with cash. If they couldn't get players except via cheating the
system, it stands to reason their servers will be less popular when the
cheating stops.

When you add livenudes to your tag, even if it's in jest, you're answering
your own question about popularity.

But who are they? Why should their servers be full? Is the modern trend of
entitlement raising its head?

I'm running servers ergo valve should send me people

As I said in another post, I think having a full server is a happy bonus,
it's not something I expect to have. Since a shaved monkey could run a
server, anyone could rent and run 500 TF2 servers tomorrow - call themselves
something UberGameProTF2clanEU.de would follow canonical guidelines. Knock
up a webpage and forum so they can be derisory to their players, and then
they should expect Valve to direct traffic to their servers so the money
starts rolling in? Right? Err...why?

Those 500 servers weren't there the day before and, if they go, there are
plenty of shaved chimps waiting in the wings for this
'insta-business-just-run-servers'

One problem perhaps they will find though is, there's no 'things are ok now
we're playing by the rules' button. So if their servers were blacklisted by
someone prior to them removing the junk plugins, then they probably still
will be.

Why would anyone remove them? There are plenty of full servers to play on. I
used to play on lotusclan's UK 2fort server over night and any time when it
didn't have 32 players on it. I used their server mostly because they had
respawn timers enabled and you could actually play the game. For a while it
was great. They ruined their own servers by adding bots and by not realising
the 32 slot thing was a dumb idea and instead deciding the way to get
players was to copy what saigns et al were doing.

They even have a plugin that continually pastes if you have clue about how
to run this server,  please tell us on their servers.


The fact is, Valve will not do anything about it.

1. People that barely played the game complained endlessly on the SPUF
forums about faster respawn and 33 slot servers. And now that
quickplay has screwed those servers over, no one seems to be
complaining there, even though plenty of people complain to us about
having to wait 20 seconds to respawn.

You 

[hlds_linux] Netchannel: failed reading message svc_VoiceData from

2012-04-30 Thread Cameron Munroe
One of my admins today reported to me this issue that came from his 
console on his client which is shown below:


   Netchannel: failed reading message svc_VoiceData from ip
   Disconnect: Buffer overflow in net message.
   Host_EndGame: Buffer overflow in net message


I did a quick search on google and found most forums stating for users 
to use rate 25000 in the players console to resolve the issue.


My servers are setup with:

   sv_minrate 1
   sv_maxrate 0



So should I lower the max rate back to 2 or tell the user(s) to type 
in their console rate 25000?



I have only heard this from 1 person.
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Re: [hlds_linux] Netchannel: failed reading message svc_VoiceData from

2012-04-30 Thread Emil Larsson
You probably just want to increase sv_minrate. Increasing it to 2
should work well enough (or even just 15000 if you feel really conserative).

On Mon, Apr 30, 2012 at 4:09 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:

 One of my admins today reported to me this issue that came from his
 console on his client which is shown below:

   Netchannel: failed reading message svc_VoiceData from ip
   Disconnect: Buffer overflow in net message.
   Host_EndGame: Buffer overflow in net message


 I did a quick search on google and found most forums stating for users to
 use rate 25000 in the players console to resolve the issue.

 My servers are setup with:

   sv_minrate 1
   sv_maxrate 0



 So should I lower the max rate back to 2 or tell the user(s) to type
 in their console rate 25000?


 I have only heard this from 1 person.
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Re: [hlds_linux] Suddenly very low server population

2012-04-30 Thread dan

On 27/04/2012 17:29, Robert Paulson wrote:

You know this because every post on spuf has the hours people play next to
it?

You didn't know people put their profiles on SPUF? Shows how much you know.


A few people do. It's a fairly recent feature though.

But that wasn't the question I asked. I asked if you have checked every one.

Are you going to lie now and say that you have?




Do you think the country would be better if someone decided that meant they
should accommodate every whinge and that would make a better country? If
not, why do you think that approach would make a better game or a better
server?

This is the reason why CS and CSS both have more players than TF2 if
you don't include the idlers which you can estimate by peak players.
And Valve did accommodate people who wanted to play on modded servers
before.


What is the reason? You're making no sense.
Besides, CS and CSS don't always have more players than TF2.



Just because you are happy playing default TF2 doesn't mean everyone
else is.


I agree. But nothing is stopping them from not playing the default. 
Nothing at all.



But I don't see any reason at all for anyone to run lots of servers and
then, once in debt, to worry about how they are going to pay for them.

Not sure why you think I am saying there needs to be a business model
for the server hosters.


Well you started talking about the F2P business model and moaned about 
how that hurt donation money.


I'm saying you either have a business model, or you shouldn't be begging 
for cash from people for playing on your server. You aren't a charity, 
so you'd better be a business if you want to make cash.


Once you have a business model, you don't need to beg. That comes with 
self-respect and everything else.


But server owners cannot moan if something Valve did to TF2 threatened 
their get rich quick scheme.


--
Dan


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Re: [hlds_linux] motd crashing the TF2 client

2012-04-30 Thread Marco Padovan
Thanks for the heads up.

I noticed also SSL resources can cause sudden crashes (like html page
with a css hosted on and https:// url)

Il 30/04/2012 08:55, Tony Paloma ha scritto:
 We've identified a problem that can crash clients when displaying HTML pages 
 with certain Javascript files. We'll continue to look into it.

 Thanks,
 Tony

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: Saturday, April 28, 2012 11:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] motd crashing the TF2 client

 Hi,

 we are getting specific motd pages that are crashing the client with no 
 error...

 Ho can we debug the motd to see where is the problem?
 (motd.txt contains just an URL and the URL is an html page) 
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Re: [hlds_linux] Netchannel: failed reading message svc_VoiceData from

2012-04-30 Thread ics
I've been saying this before and i say it again. Others think that it's 
just some packet got lost over internet that mutes people on the server 
but whenever someone speaks longer or starts talking and is suddenly cut 
off, he thinks the sound is going out to others but actually no one can 
hear him. If it's just couple of packets lost, the whole conversation is 
interrupted.


It's like mute is being applied to someone. Not as if packet is lost and 
only parts of the speech are missing. These things never happened with 
the old codec.


-ics

30.4.2012 17:15, Emil Larsson kirjoitti:

You probably just want to increase sv_minrate. Increasing it to 2
should work well enough (or even just 15000 if you feel really conserative).

On Mon, Apr 30, 2012 at 4:09 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:


One of my admins today reported to me this issue that came from his
console on his client which is shown below:

   Netchannel: failed reading message svc_VoiceData fromip
   Disconnect: Buffer overflow in net message.
   Host_EndGame: Buffer overflow in net message


I did a quick search on google and found most forums stating for users to
use rate 25000 in the players console to resolve the issue.

My servers are setup with:

   sv_minrate 1
   sv_maxrate 0



So should I lower the max rate back to 2 or tell the user(s) to type
in their console rate 25000?


I have only heard this from 1 person.
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Re: [hlds_linux] motd crashing the TF2 client

2012-04-30 Thread Emil Larsson
While you're at it, could you possible perhaps enable the use of
steam://connect/url type of links within the MOTD window? We have a
server list within our MOTD, and it would be neat if we could make users
join a server by just clicking on it within the list (unfortunately it does
not work right now). I'd assume that they're blocked on purpose to prevent
the MOTD to redirect users willy-nilly, but there must be a way to check
whenever a user was willingly clicking on a link rather than being
redirected. :)

On Mon, Apr 30, 2012 at 8:55 AM, Tony Paloma to...@valvesoftware.comwrote:

 We've identified a problem that can crash clients when displaying HTML
 pages with certain Javascript files. We'll continue to look into it.

 Thanks,
 Tony

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: Saturday, April 28, 2012 11:15 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] motd crashing the TF2 client

 Hi,

 we are getting specific motd pages that are crashing the client with no
 error...

 Ho can we debug the motd to see where is the problem?
 (motd.txt contains just an URL and the URL is an html page)
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Re: [hlds_linux] Netchannel: failed reading message svc_VoiceData from

2012-04-30 Thread Cameron Munroe
So are you suggesting I revert to the old codec because if it is packet 
loss the old codec wont matter either.


On 2012-04-30 08:25, ics wrote:

I've been saying this before and i say it again. Others think that
it's just some packet got lost over internet that mutes people on the
server but whenever someone speaks longer or starts talking and is
suddenly cut off, he thinks the sound is going out to others but
actually no one can hear him. If it's just couple of packets lost, 
the

whole conversation is interrupted.

It's like mute is being applied to someone. Not as if packet is lost
and only parts of the speech are missing. These things never happened
with the old codec.

-ics

30.4.2012 17:15, Emil Larsson kirjoitti:
You probably just want to increase sv_minrate. Increasing it to 
2
should work well enough (or even just 15000 if you feel really 
conserative).


On Mon, Apr 30, 2012 at 4:09 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:


One of my admins today reported to me this issue that came from his
console on his client which is shown below:

   Netchannel: failed reading message svc_VoiceData fromip
   Disconnect: Buffer overflow in net message.
   Host_EndGame: Buffer overflow in net message


I did a quick search on google and found most forums stating for 
users to

use rate 25000 in the players console to resolve the issue.

My servers are setup with:

   sv_minrate 1
   sv_maxrate 0



So should I lower the max rate back to 2 or tell the user(s) to 
type

in their console rate 25000?


I have only heard this from 1 person.
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--
-- Cameron Munroe

http://www.cameronmunroe.com/
http://www.munroenet.com/
http://www.gaming-servers.net/

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Re: [hlds_linux] Netchannel: failed reading message svc_VoiceData from

2012-04-30 Thread ics
No. There is a flaw on the new codec system that mutes your voice for 
reason uknown occasionally. Old codec voice quality sucks deeply vs the new.


-ics

30.4.2012 18:53, Cameron Munroe kirjoitti:
So are you suggesting I revert to the old codec because if it is 
packet loss the old codec wont matter either.


On 2012-04-30 08:25, ics wrote:

I've been saying this before and i say it again. Others think that
it's just some packet got lost over internet that mutes people on the
server but whenever someone speaks longer or starts talking and is
suddenly cut off, he thinks the sound is going out to others but
actually no one can hear him. If it's just couple of packets lost, the
whole conversation is interrupted.

It's like mute is being applied to someone. Not as if packet is lost
and only parts of the speech are missing. These things never happened
with the old codec.

-ics

30.4.2012 17:15, Emil Larsson kirjoitti:

You probably just want to increase sv_minrate. Increasing it to 2
should work well enough (or even just 15000 if you feel really 
conserative).


On Mon, Apr 30, 2012 at 4:09 PM, Cameron Munroe
cmun...@cameronmunroe.comwrote:


One of my admins today reported to me this issue that came from his
console on his client which is shown below:

   Netchannel: failed reading message svc_VoiceData fromip
   Disconnect: Buffer overflow in net message.
   Host_EndGame: Buffer overflow in net message


I did a quick search on google and found most forums stating for 
users to

use rate 25000 in the players console to resolve the issue.

My servers are setup with:

   sv_minrate 1
   sv_maxrate 0



So should I lower the max rate back to 2 or tell the user(s) to 
type

in their console rate 25000?


I have only heard this from 1 person.
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Re: [hlds_linux] Netchannel: failed reading message svc_VoiceData from

2012-04-30 Thread Ryan Stecker
The mute issue is very easy to reproduce. Simply hold down your voice key
and begin talking, then let go to the key momentarily and press it again.
After this point nothing will be broadcasted.

On Mon, Apr 30, 2012 at 12:21 PM, ics i...@ics-base.net wrote:

 No. There is a flaw on the new codec system that mutes your voice for
 reason uknown occasionally. Old codec voice quality sucks deeply vs the new.

 -ics

 30.4.2012 18:53, Cameron Munroe kirjoitti:

  So are you suggesting I revert to the old codec because if it is packet
 loss the old codec wont matter either.

 On 2012-04-30 08:25, ics wrote:

 I've been saying this before and i say it again. Others think that
 it's just some packet got lost over internet that mutes people on the
 server but whenever someone speaks longer or starts talking and is
 suddenly cut off, he thinks the sound is going out to others but
 actually no one can hear him. If it's just couple of packets lost, the
 whole conversation is interrupted.

 It's like mute is being applied to someone. Not as if packet is lost
 and only parts of the speech are missing. These things never happened
 with the old codec.

 -ics

 30.4.2012 17:15, Emil Larsson kirjoitti:

 You probably just want to increase sv_minrate. Increasing it to 2
 should work well enough (or even just 15000 if you feel really
 conserative).

 On Mon, Apr 30, 2012 at 4:09 PM, Cameron Munroe
 cmun...@cameronmunroe.com**wrote:

  One of my admins today reported to me this issue that came from his
 console on his client which is shown below:

   Netchannel: failed reading message svc_VoiceData fromip
   Disconnect: Buffer overflow in net message.
   Host_EndGame: Buffer overflow in net message


 I did a quick search on google and found most forums stating for users
 to
 use rate 25000 in the players console to resolve the issue.

 My servers are setup with:

   sv_minrate 1
   sv_maxrate 0



 So should I lower the max rate back to 2 or tell the user(s) to
 type
 in their console rate 25000?


 I have only heard this from 1 person.
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Re: [hlds_linux] Netchannel: failed reading message svc_VoiceData from

2012-04-30 Thread Cameron Munroe
Yes I know about that issue and have experienced it multiple times, but 
it is an easy fix. However, this is not the issue I described. The issue 
is where the client is fully disconnected. I said this:


 One of my admins today reported to me this issue that came from 
his

console on his client which is shown below:

  Netchannel: failed reading message svc_VoiceData fromip
  Disconnect: Buffer overflow in net message.
  Host_EndGame: Buffer overflow in net message


I did a quick search on google and found most forums stating for 
users

to
use rate 25000 in the players console to resolve the issue.

My servers are setup with:

  sv_minrate 1
  sv_maxrate 0



So should I lower the max rate back to 2 or tell the user(s) 
to

type
in their console rate 25000?


I have only heard this from 1 person.


On 2012-04-30 10:50, Ryan Stecker wrote:
The mute issue is very easy to reproduce. Simply hold down your 
voice key
and begin talking, then let go to the key momentarily and press it 
again.

After this point nothing will be broadcasted.

On Mon, Apr 30, 2012 at 12:21 PM, ics i...@ics-base.net wrote:

No. There is a flaw on the new codec system that mutes your voice 
for
reason uknown occasionally. Old codec voice quality sucks deeply vs 
the new.


-ics

30.4.2012 18:53, Cameron Munroe kirjoitti:

 So are you suggesting I revert to the old codec because if it is 
packet

loss the old codec wont matter either.

On 2012-04-30 08:25, ics wrote:


I've been saying this before and i say it again. Others think that
it's just some packet got lost over internet that mutes people on 
the

server but whenever someone speaks longer or starts talking and is
suddenly cut off, he thinks the sound is going out to others but
actually no one can hear him. If it's just couple of packets lost, 
the

whole conversation is interrupted.

It's like mute is being applied to someone. Not as if packet is 
lost
and only parts of the speech are missing. These things never 
happened

with the old codec.

-ics

30.4.2012 17:15, Emil Larsson kirjoitti:

You probably just want to increase sv_minrate. Increasing it to 
2

should work well enough (or even just 15000 if you feel really
conserative).

On Mon, Apr 30, 2012 at 4:09 PM, Cameron Munroe
cmun...@cameronmunroe.com**wrote:

 One of my admins today reported to me this issue that came from 
his

console on his client which is shown below:

  Netchannel: failed reading message svc_VoiceData fromip
  Disconnect: Buffer overflow in net message.
  Host_EndGame: Buffer overflow in net message


I did a quick search on google and found most forums stating for 
users

to
use rate 25000 in the players console to resolve the issue.

My servers are setup with:

  sv_minrate 1
  sv_maxrate 0



So should I lower the max rate back to 2 or tell the user(s) 
to

type
in their console rate 25000?


I have only heard this from 1 person.
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