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

2013-01-18 Thread Ken Bateman
On Thu, Jan 17, 2013 at 10:16 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

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


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

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

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

Thanks,
Kyle.

Thanks,
Kyle.
On 18 Jan 2013 11:25, Ken Bateman novadeni...@gmail.com wrote:

 On Thu, Jan 17, 2013 at 10:16 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

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

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

 -Ken
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[hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

2013-01-18 Thread Matt D .

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

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

 From: hlds_linux-requ...@list.valvesoftware.com
 Subject: hlds_linux Digest, Vol 59, Issue 27
 To: hlds_linux@list.valvesoftware.com
 Date: Fri, 18 Jan 2013 12:00:02 -0800
 
 Send hlds_linux mailing list submissions to
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 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds_linux digest...
 
 
 Today's Topics:
 
1. Servers not coming up after a map change? (Essay Tew Phaun)
2. L4D2 Update Released (hasser css)
3. Re: L4D2 Update Released (Scipizoa)
4. Re: L4D2 Update Released (hasser css)
5. Re: L4D2 Update Released (Sachin Sud)
6. Re: Servers not coming up after a map change? (Ken Bateman)
7. Re: Servers not coming up after a map change? (Kyle Sanderson)
 
 
 --
 
 Message: 1
 Date: Thu, 17 Jan 2013 22:16:24 -0500
 From: Essay Tew Phaun sc2p...@gmail.com
 To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Servers not coming up after a map change?
 Message-ID:
   CADEyYhuyLN2KNd3YZHehw2U+5-yTx170pu0=gzgaqgh61vb...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1
 
 I'm having an issue where our servers are sometimes not accessible after a
 map change. The map changes, the server is still up but it does not respond
 in the server browser nor can you connect to it. It's not at 100% CPU
 either, it's not crashing at all or generating any logs.
 
 
 --
 
 Message: 2
 Date: Thu, 17 Jan 2013 22:33:46 -0500
 From: hasser css hasserva...@gmail.com
 To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com,Half-Life dedicated Win32 server
   mailing list h...@list.valvesoftware.com
 Subject: [hlds_linux] L4D2 Update Released
 Message-ID:
   CABwe6QCWpoRRpHjUvAoAcmdpSPGQ2fk+cbkV_fr0=9yuyba...@mail.gmail.com
 Content-Type: text/plain; charset=ISO-8859-1
 
 No one sends out these emails anymore for L4D2 but yeah. Update is
 out, go grab it.
 
 
 
 --
 
 Message: 3
 Date: Thu, 17 Jan 2013 22:36:25 -0500 (EST)
 From: Scipizoa  scipi...@aol.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] L4D2 Update Released
 Message-ID: aeea38b9-211e-4631-b9bc-f91f8ae58...@phoenix.aol.com
 Content-Type: text/plain; charset=UTF-8
 
 is anyone having trouble with their servers after the updates, ? like? 
 crashing or anything
 
 From: hasser css hasserva...@gmail.com
 To: Half-Life dedicated Linux server mailing list 
 hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server mailing 
 list h...@list.valvesoftware.com
 Sent: Thursday, January 17, 2013 at 10:33 pm
 Subject: [hlds_linux] L4D2 Update Released
 
 No one sends out these emails anymore for L4D2 but yeah. Update is
 
 out, go grab it.
 
 
 
 ___
 
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 visit:
 
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
 
 
 
 --
 
 Message: 4
 Date: Thu, 17 Jan 2013 22:42:03 -0500
 From: hasser css hasserva...@gmail.com
 To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
 Subject: Re: 

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

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

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

2013-01-18 Thread cmunroe
 

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

On
, Essay Tew Phaun wrote: 

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

*SPEND*
 *SOME*
 *TIME
 OPTIMIZING
 THE
 SERVERS
 AND
 CLIENT

STOP
 RELEASING
 HUGE
 UPDATES
 UNTIL
 THESE
 ARE
 STABLE*

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

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

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

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


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

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

On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun sc2p...@gmail.com wrote:

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

 *SPEND*
 *SOME*
 *TIME
 OPTIMIZING
 THE
 SERVERS
 AND
 CLIENT
 STOP
 RELEASING
 HUGE
 UPDATES
 UNTIL
 THESE
 ARE
 STABLE*
 ___
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Re: [hlds_linux] DMESG LOG / Message: UDP: short packet

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

SO: Ubuntu Server 12.04

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

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

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

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

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

SO: Ubuntu Server 12.04

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

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

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

Hope this helps,
Kyle.


On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald abkow...@gmail.com wrote:

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

 On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun sc2p...@gmail.com
 wrote:

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

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

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


On Tue, Oct 18, 2011 at 7:25 PM, Henry Goffin hen...@valvesoftware.comwrote:

 I understand the concern, but it's based on an incorrect assumption. Yes,
 CS:S now stores its own binaries in a different folder. However, it has not
 actually branched away from the Source 2009 engine, and it still compiles
 from the same source code. We have simply gained the option of updating the
 binaries independently, so that for example, if an engine change is
 required for a TF feature but ends up causing a bug in CS:S, we can still
 deploy TF2 without updating CS:S. Updates will continue to come for both
 games, and the engine will be roughly in sync between the two, except for
 periods of instability.

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



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

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

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

 Just to reiterate how serious this is. On June 25th of 2010, Valve fixed
 the .dll loading exploit on Source 2009 (Which included CSS, thank god). To
 this date (I just remembered this existed from looking at old patch notes
 for OB, there's probably a number of exploits that were never fixed), the
 exploit still functions perfectly on L4D, L4D2 (requires -insecure on the
 client), and of course the older engines. The exploit allows for servers to
 run arbitrary code on clients. This can include anything from infecting
 them via the built in lobby system (they'd have to join a server, if it's a
 versus match even better). From there, the .dll could do something as
 simple as inviting friends to join them to play a match, then start
 downloading and executing code on the client whenever it wants. If CS:S
 wasn't part of the Source 2009 pact, I highly doubt it would have received
 this fix (HL2DM sure didn't have it for three months until it was ported).
 Everyone knows how bad GarrysMod 9 had gotten when GMod 10 came out, this
 can be L4D today and we would be none the wiser.

 What do we gain from this change? Slightly faster download speeds for
 HL2DM, DODS, and TF2 as CSS is no longer part of the update package (Mind
 you it's not like CSS was not the game getting the constant material/model
 updates...). Sure, this is nice. However, killing Counter-Strike Source
 before CS:GO comes out really can't be the goal here, right?

 VoiceHook is already broken because of the last required update, and needs
 to be built against the old SDK for server admins to be able to use it.
 Everything other plugin will follow as the Source 2009 engine continues to
 be updated.

 Hate me if you want for saying this, I haven't told a lie though.
 Kyle.
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Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

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



Kind regards,
Saul Rennison


On 19 January 2013 02:47, Kyle Sanderson kyle.l...@gmail.com wrote:

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

 Hope this helps,
 Kyle.


 On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald abkow...@gmail.com wrote:

  Can't do anything else but bump this. Everyone's servers suffer from
 this.
  Is there any good reason Valve can't just increase the size?
 
  On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun sc2p...@gmail.com
  wrote:
 
   I just think it's pathetic that you can't even tell anymore what is at
   fault. Is it the clients? Is it the servers? Who knows. Both crash with
   just about as much frequency and you can bet your bottom dollar that
  every
   big update will be replete with crashing issues. Steam going down,
   Quickplay logging out, crashing on map changes, crashing on MOTD,
  crashing
   for being in spectator, crashing due to stringtable overflows, it never
   ends.
  
   *SPEND*
   *SOME*
   *TIME
   OPTIMIZING
   THE
   SERVERS
   AND
   CLIENT
   STOP
   RELEASING
   HUGE
   UPDATES
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Re: [hlds_linux] [hlds] The Premature Death of Counter-StrikeSource.

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


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

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

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

a large title.

- Original Message - 
From: Kyle Sanderson kyle.l...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com

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




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

is unfortunately not the case.

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

am.
Kyle Sanderson.


On Tue, Oct 18, 2011 at 7:25 PM, Henry Goffin 
hen...@valvesoftware.comwrote:



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

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

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

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

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



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

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

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

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

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

it to happen again?

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

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

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

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

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

What do we gain from this change? Slightly faster download speeds for
HL2DM, DODS, and 

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

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

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

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

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


On Fri, Jan 18, 2013 at 9:08 PM, Saul Rennison saul.renni...@gmail.comwrote:

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



 Kind regards,
 Saul Rennison


 On 19 January 2013 02:47, Kyle Sanderson kyle.l...@gmail.com wrote:

  Depending on the table, it's never cleared from map to map. I know in
 CS:S,
  the particle stringtable is never cleared. Playing one custom map can
  destroy another, for the lifetime of the server. At least this is what I
  was told months ago, it stands to reason this bug is present in other
 games
  as well.
 
  Hope this helps,
  Kyle.
 
 
  On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald abkow...@gmail.com wrote:
 
   Can't do anything else but bump this. Everyone's servers suffer from
  this.
   Is there any good reason Valve can't just increase the size?
  
   On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun sc2p...@gmail.com
   wrote:
  
I just think it's pathetic that you can't even tell anymore what is
 at
fault. Is it the clients? Is it the servers? Who knows. Both crash
 with
just about as much frequency and you can bet your bottom dollar that
   every
big update will be replete with crashing issues. Steam going down,
Quickplay logging out, crashing on map changes, crashing on MOTD,
   crashing
for being in spectator, crashing due to stringtable overflows, it
 never
ends.
   
*SPEND*
*SOME*
*TIME
OPTIMIZING
THE
SERVERS
AND
CLIENT
STOP
RELEASING
HUGE
UPDATES
UNTIL
THESE
ARE
STABLE*
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 archives,
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Re: [hlds_linux] [TF2] Stringtable overflows and crashes caused by precaching

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


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

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



Kind regards,
Saul Rennison


On 19 January 2013 02:47, Kyle Sanderson kyle.l...@gmail.com wrote:


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

Hope this helps,
Kyle.


On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald abkow...@gmail.com wrote:


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

this.

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

On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun sc2p...@gmail.com
wrote:


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

every

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

crashing

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

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

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


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


-ics

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


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

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

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

a large title.

- Original Message - From: Kyle Sanderson kyle.l...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com

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



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

is unfortunately not the case.

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

am.
Kyle Sanderson.


On Tue, Oct 18, 2011 at 7:25 PM, Henry Goffin 
hen...@valvesoftware.comwrote:


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

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

periods of instability.

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

the exact same time.



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

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

This was a deliberate change.

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

it to happen again?

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

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

versus match even better). From there, the .dll could do something as
simple as inviting friends to join them to play a match, then start
downloading and executing code on 

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

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


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


-ics

19.1.2013 4:47, Kyle Sanderson kirjoitti:

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

Hope this helps,
Kyle.


On Fri, Jan 18, 2013 at 3:54 PM, Alex Kowald abkow...@gmail.com wrote:


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

On Fri, Jan 18, 2013 at 4:22 PM, Essay Tew Phaun sc2p...@gmail.com
wrote:


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

every

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

crashing

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

*SPEND*
*SOME*
*TIME
OPTIMIZING
THE
SERVERS
AND
CLIENT
STOP
RELEASING
HUGE
UPDATES
UNTIL
THESE
ARE
STABLE*
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please visit:
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