Re: [hlds_linux] [hlds] TF2 server performance spikes

2013-05-16 Thread Kyle Sanderson
I hacked a bit ( https://forums.alliedmods.net/showthread.php?p=1953195 )
to get effectively the same no-compression functionality for the other OB
games. Here's some new vprof dumps that I took earlier today.

http://pastie.org/private/kywlfyn5teu0lxqghgyjg
http://pastie.org/private/hei4cdkxvbdsh6llyo1gwa
http://pastie.org/private/ya17uvzlnp5gdpldpnuuw

http://pastie.org/private/pmvxerm7hy2n3mqcjktqia
http://pastie.org/private/qi981phaxbcpto8kczix4w

Hope this helps,
Kyle.




On Wed, May 15, 2013 at 6:19 AM, Aridane Manuel Ojeda Sánchez <
pcdriv...@gmail.com> wrote:

> Only three active servers, with 7, 12 and 11 players, and use 100% CPU,
> with 4 cores at 100%.
>
> Only one of them has replay enabled, and none have HLTV.
>
> 12690 mainip20   0  586m 368m  15m R   80  2.3  20:35.93 srcds_linux
> 24850 mainip20   0  578m 369m  14m R   76  2.3   3:02.21 srcds_linux
> 10097 mainip20   0  609m 404m  14m R   73  2.5 165:08.63 srcds_linux
>
> I also noticed that consume too much ram.
> Even I have closed the servers, I made start one after another, and only
> after starting the first when checking for the dedicated server was
> updated, and consumed much of the CPU.
>
>
> 2013/5/14 Steven Hartland 
>
> > Not sure what the current default is now but out of interest does
> > adding "-threads 3" to your command line help at all?
> >
> > - Original Message - From: "martin v" 
> >
> >
> >
> >  I've noticed that too. HUGE spikes causing waprs/lags to clients. Yellow
> >> lerp and ping rising up to 200 (sometimes more) for about 1-2sec. This
> >> keeps happening about every 1 minute. Players are fully raged by this.
> >>
> >>
> >> 2013/5/14 Kyle Sanderson 
> >>
> >>  http://pastie.org/private/**0nehujv54iw2lwtndcyopw<
> http://pastie.org/private/0nehujv54iw2lwtndcyopw>
> >>> http://pastie.org/private/**hhwl7eougryhiin7n8ma<
> http://pastie.org/private/hhwl7eougryhiin7n8ma>
> >>> http://pastie.org/private/**t8sdtvfxuh9aigylqdc6w<
> http://pastie.org/private/t8sdtvfxuh9aigylqdc6w>
> >>> http://pastie.org/private/**d4q26os0usxa4ofvd04uaw<
> http://pastie.org/private/d4q26os0usxa4ofvd04uaw>
> >>> http://pastie.org/private/**ns6sfnkp59avunqk0lkhpq<
> http://pastie.org/private/ns6sfnkp59avunqk0lkhpq>
> >>>
> >>> The spikes seem to happen every minute. If you need more vprof spikes I
> >>> can
> >>> now provide them. We're running with the parallel convars enabled that
> >>> are
> >>> known to crash. Nothing has changed besides updating to Steam|.
> >>>
> >>
> >
> > ==**==
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Re: [hlds_linux] [hlds] Half-Life 1 Dedicated Server updated

2013-05-16 Thread Weasel
It CAN be.  I may depend on your hosting-provider.
It may depend on what hardware you are using.
It may depend on virtualization limits, etc.

PS: Of course, I am also the guy with 5.25-inch floppy drive, 3.5-inch floppy 
drive, a 100-MB zip drive, and an LS-120 drive installed in his PC, *AND* 
working getting the 8-external drive working.  So, maybe I is not the best 
example.

__

Re: [hlds_linux] [hlds] Half-Life 1 Dedicated Server updated
Valentin G. Thu, 16 May 2013 17:04:51 -0700

I know this situation is not super-desirable but cstrike files just take up
around 300MB. Updates will still be downloaded and verification would
redownload all of that stuff anyway. Is it really such a huge problem to
have 300 megs of files lying around?

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Re: [hlds_linux] [hlds] Half-Life 1 Dedicated Server updated

2013-05-16 Thread Valentin G.
I know this situation is not super-desirable but cstrike files just take up
around 300MB. Updates will still be downloaded and verification would
redownload all of that stuff anyway. Is it really such a huge problem to
have 300 megs of files lying around?


On Fri, May 17, 2013 at 1:56 AM, Weasel  wrote:

> Once the download/update is completed, is it safe to remove the components
> for the "other" games.
>
> For example, if installing/updating an HL1MP server, I assume I can safely
> delete the "cstrike", "czero" folders?
> I could just build that into the script I use for updating - for the sake
> of, let's call it ... "cleanliness".
> I assume for CS, I would need to keep the "cstrike" and "valve" folders,
> but maybe not the "czero", etc.?
>
> ___
>
> Re: [hlds] Half-Life 1 Dedicated Server updated
> Alfred Reynolds Thu, 16 May 2013 13:15:44 -0700
>
> Counter-Strike is a part of the base HL1 ded server install, you can't not
> download it. This was done to simplify things for server ops (100x more
> people
> run CS servers than others) and for the release process.
>
> - Alfred
>
> From: Robert Whelan [mailto:mrrjwhe...@yahoo.com]
> Sent: Thursday, May 16, 2013 12:10 PM
> To: Half-Life dedicated Win32 server mailing list; Alfred Reynolds
> Subject: Re: [hlds] Half-Life 1 Dedicated Server updated
>
> I've asked about this a few times now... what's the secret to just
> downloading
> tfc and not get stuck downloading cstrike too? Users who use the 'validate'
> flag are also stuck validating cstrike each time as well.
>
> ___
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Re: [hlds_linux] [hlds] Half-Life 1 Dedicated Server updated

2013-05-16 Thread Weasel
Once the download/update is completed, is it safe to remove the components for 
the "other" games.

For example, if installing/updating an HL1MP server, I assume I can safely 
delete the "cstrike", "czero" folders?
I could just build that into the script I use for updating - for the sake of, 
let's call it ... "cleanliness".
I assume for CS, I would need to keep the "cstrike" and "valve" folders, but 
maybe not the "czero", etc.?

___

Re: [hlds] Half-Life 1 Dedicated Server updated
Alfred Reynolds Thu, 16 May 2013 13:15:44 -0700

Counter-Strike is a part of the base HL1 ded server install, you can't not 
download it. This was done to simplify things for server ops (100x more people 
run CS servers than others) and for the release process.

- Alfred

From: Robert Whelan [mailto:mrrjwhe...@yahoo.com]
Sent: Thursday, May 16, 2013 12:10 PM
To: Half-Life dedicated Win32 server mailing list; Alfred Reynolds
Subject: Re: [hlds] Half-Life 1 Dedicated Server updated

I've asked about this a few times now... what's the secret to just downloading 
tfc and not get stuck downloading cstrike too? Users who use the 'validate' 
flag are also stuck validating cstrike each time as well.

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[hlds_linux] Half-Life 1 Dedicated Server updated

2013-05-16 Thread Alfred Reynolds
The dedicated server for Counter-Strike 1.6, Half-Life and other related 
Half-Life titles has been updated. This update rolls up the beta testing from 
the last month or so, notes from the release can be found here:
http://steamcommunity.com/games/70/announcements/detail/1894040475927172810
http://steamcommunity.com/games/10/announcements/detail/1802842583489356076

This is an OPTIONAL update but includes some crash fixes, especially for 
Counter-Strike 1.6, so updating is recommended.

To get this update run steamcmd with app 90, for example:
steamcmd +logon anonymous +force_install_dir ..\hlds +app_set_config 90 mod 
czero +app_update 90 +quit

- Alfred

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Re: [hlds_linux] steamcmd problems

2013-05-16 Thread Andre Müller
I do never get this kind of errors, because i'm using the UpdateTool from
Didrole. I'm happy with this simple tool.
Am 16.05.2013 03:48 schrieb "Jason" :

> I'm not using "symlinked" files and still don't know why I am still
> getting:
>
> Error! App '232250' state is 0x606 after update job.
>
>
> On Wed, May 15, 2013 at 3:22 PM, bl4nk  wrote:
>
> > Found out it was a problem related to symlinked files getting
> overwritten,
> > therefore using old files instead of the updated ones.
> >
> >
> > On Tue, May 14, 2013 at 1:04 PM, Fletcher Dunn
> > wrote:
> >
> > > We're looking into the steamcmd problems.
> > >
> > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
> > > Sent: Tuesday, May 14, 2013 7:55 AM
> > > To: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds] Mandatory TF2 update coming
> > >
> > > Having problems updating my servers. I've ran the validate command
> > > multiple times now, and SteamCMD keeps saying it's up to date. After
> > > starting up the server, it says it's out of date. The 'version' command
> > > shows the server as being at 1734532 (newest is 1756932 according to
> the
> > > UpToDateCheck WebAPI script).
> > >
> > > The script I'm using to validate:
> > > @ShutdownOnFailedCommand 1
> > > @NoPromptForPassword 1
> > > login anonymous
> > > force_install_dir /home/source/steamcmd/tf2
> > > app_update 232250 validate
> > > quit
> > >
> > > And the output of the script (trimmed out the "app info out of sync"
> > > messages and other garbage):
> > > http://pastebin.com/yM9PBSbM
> > >
> > > On Tue, May 14, 2013 at 7:33 AM, Jason  > > pctool...@gmail.com>> wrote:
> > > 2 Server reboots and still getting:
> > >
> > > Error! App '232250' state is 0x606 after update job.
> > >
> > > Don't know what I can do other than reinstalling my server.
> > >
> > > ___
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> > > please visit:
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Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?

2013-05-16 Thread martin v
I think that for 32 player server 60k minrate is ok.


2013/5/16 Erik-jan Riemers 

> A bit high if its up to me. Some people have that as sv_maxrate. I think
> https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162 this
> document can get a update too, they are talking about 5k rates..
>
>
> 2013/5/16 martin v 
>
> > sv_minrate 6
> >
> >
> > 2013/5/16 Erik-jan Riemers 
> >
> > > sv_maxrate of 240k? I assume you dont have a sv_minrate of 100k then or
> > > something :)
> > >
> > >
> > > 2013/5/16 martin v 
> > >
> > > > Im running 32 slot linux tf2 server.
> > > >
> > > > Setting sv_maxrate 10 (i had 24 before) has significantly
> > > improved
> > > > the situation. Now there are A HELL LOT LESS spikes and players say
> > that
> > > > they fell the difference in plus.
> > > > You can try that out. It helped a lot for my server - maybe it will
> > help
> > > > yours.
> > > >
> > > >
> > > > 2013/5/15 Gordon Reynolds 
> > > >
> > > > > Yes, ignore the spikes and technical issues, someone please give
> this
> > > > kid a
> > > > > chance to spend money on a free video game.
> > > > >
> > > > >
> > > > > On Wed, May 15, 2013 at 11:53 AM, martin v 
> > wrote:
> > > > >
> > > > > > Will this update also be including some hats? :D hahahaha sorry,
> > > > sorry. I
> > > > > > just couldn'd resist :D
> > > > > > But seriously now - will it have the new robo-keys for
> robo-crates?
> > > > > >
> > > > > >
> > > > > > 2013/5/15 Fletcher Dunn 
> > > > > >
> > > > > > > This is the general FAQ.
> > > > > > >
> > https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672
> > > > > > >
> > > > > > > However, I think for the moment there's no need for further
> data
> > > > > > gathering
> > > > > > > into the frame rate spikes.  I might not be able to release an
> > > update
> > > > > > > today, but it will be soon.
> > > > > > >
> > > > > > > The update will have to be a mandatory one if we change the
> > > > compression
> > > > > > > scheme.
> > > > > > >
> > > > > > > -Original Message-
> > > > > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > > > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
> > > > > > > Sent: Wednesday, May 15, 2013 10:39 AM
> > > > > > > To: Half-Life dedicated Linux server mailing list
> > > > > > > Cc: Half-Life dedicated Win32 server mailing list
> > > > > > > Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt
> log
> > > too?
> > > > > > >
> > > > > > > Fletcher,
> > > > > > >
> > > > > > > How should we procceed to generate and send you the windows
> > traces?
> > > > > > >
> > > > > > > _pilger
> > > > > > >
> > > > > > >
> > > > > > > On 15 May 2013 13:24, Fletcher Dunn <
> fletch...@valvesoftware.com
> > >
> > > > > wrote:
> > > > > > >
> > > > > > > > No need to send any netspike files.  We have enough good data
> > and
> > > > > > > > further netspike files or vprof files are not likely to help
> > > right
> > > > > > > > now.  It anybody wants to send in more windows traces,
> however,
> > > > feel
> > > > > > > free to do so.
> > > > > > > >
> > > > > > > > For some reason the servers are spending huge amounts of time
> > in
> > > > > > > > compression code.  The data from the traces and vprof is very
> > > > > > consistent.
> > > > > > > >  Specifically, compressing string tables and fragments can
> > > > sometimes
> > > > > > > > take a very large amount of time.  The LZSS compression code
> > has
> > > > not
> > > > > > > > changed in ages.  The contents of the string tables, as far
> as
> > I
> > > > can
> > > > > > > > tell, did not change significantly in the SteamPipe update.
>  I
> > am
> > > > > > > > still at a loss to explain what changed in the SteamPipe
> > update.
> > > > > > > >
> > > > > > > > There are also occasionally mini-spikes when a player spawns,
> > > but I
> > > > > > > > don't think that's new.
> > > > > > > >
> > > > > > > > I have a new "prerelease" beta that adds two convars that can
> > be
> > > > used
> > > > > > > > to totally disable compression:
> > > > > > > >
> > > > > > > > sv_compressfragments - defaults ON (existing behavior to try
> to
> > > > > > > > compress all fragments by default)
> > > sv_compressstringtablebaselines
> > > > -
> > > > > > > > default OFF (new beahvior to turn off compression by default)
> > > > > > > >
> > > > > > > > You can switch these at any time, but sv_compressfragments is
> > > > > "sticky"
> > > > > > > > --- it takes effect on a per-client basis, at the time when a
> > > > client
> > > > > > > connects.
> > > > > > > >
> > > > > > > > You might try turning both of those off and see how
> performance
> > > > > > > > changes or if any problems occur.  Of course, this will
> > increase
> > > > > > > > bandwidth.  But it would help to confirm that this is indeed
> > the
> > > > > > problem.
> > > > > > > >
> > > > > > > > If anybody wants to do their own data gathering to see where
> > the
> > > > time
> > > > > > > > is going, w

Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?

2013-05-16 Thread Erik-jan Riemers
A bit high if its up to me. Some people have that as sv_maxrate. I think
https://support.steampowered.com/kb_article.php?ref=5386-HMJI-5162 this
document can get a update too, they are talking about 5k rates..


2013/5/16 martin v 

> sv_minrate 6
>
>
> 2013/5/16 Erik-jan Riemers 
>
> > sv_maxrate of 240k? I assume you dont have a sv_minrate of 100k then or
> > something :)
> >
> >
> > 2013/5/16 martin v 
> >
> > > Im running 32 slot linux tf2 server.
> > >
> > > Setting sv_maxrate 10 (i had 24 before) has significantly
> > improved
> > > the situation. Now there are A HELL LOT LESS spikes and players say
> that
> > > they fell the difference in plus.
> > > You can try that out. It helped a lot for my server - maybe it will
> help
> > > yours.
> > >
> > >
> > > 2013/5/15 Gordon Reynolds 
> > >
> > > > Yes, ignore the spikes and technical issues, someone please give this
> > > kid a
> > > > chance to spend money on a free video game.
> > > >
> > > >
> > > > On Wed, May 15, 2013 at 11:53 AM, martin v 
> wrote:
> > > >
> > > > > Will this update also be including some hats? :D hahahaha sorry,
> > > sorry. I
> > > > > just couldn'd resist :D
> > > > > But seriously now - will it have the new robo-keys for robo-crates?
> > > > >
> > > > >
> > > > > 2013/5/15 Fletcher Dunn 
> > > > >
> > > > > > This is the general FAQ.
> > > > > >
> https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672
> > > > > >
> > > > > > However, I think for the moment there's no need for further data
> > > > > gathering
> > > > > > into the frame rate spikes.  I might not be able to release an
> > update
> > > > > > today, but it will be soon.
> > > > > >
> > > > > > The update will have to be a mandatory one if we change the
> > > compression
> > > > > > scheme.
> > > > > >
> > > > > > -Original Message-
> > > > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
> > > > > > Sent: Wednesday, May 15, 2013 10:39 AM
> > > > > > To: Half-Life dedicated Linux server mailing list
> > > > > > Cc: Half-Life dedicated Win32 server mailing list
> > > > > > Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log
> > too?
> > > > > >
> > > > > > Fletcher,
> > > > > >
> > > > > > How should we procceed to generate and send you the windows
> traces?
> > > > > >
> > > > > > _pilger
> > > > > >
> > > > > >
> > > > > > On 15 May 2013 13:24, Fletcher Dunn  >
> > > > wrote:
> > > > > >
> > > > > > > No need to send any netspike files.  We have enough good data
> and
> > > > > > > further netspike files or vprof files are not likely to help
> > right
> > > > > > > now.  It anybody wants to send in more windows traces, however,
> > > feel
> > > > > > free to do so.
> > > > > > >
> > > > > > > For some reason the servers are spending huge amounts of time
> in
> > > > > > > compression code.  The data from the traces and vprof is very
> > > > > consistent.
> > > > > > >  Specifically, compressing string tables and fragments can
> > > sometimes
> > > > > > > take a very large amount of time.  The LZSS compression code
> has
> > > not
> > > > > > > changed in ages.  The contents of the string tables, as far as
> I
> > > can
> > > > > > > tell, did not change significantly in the SteamPipe update.  I
> am
> > > > > > > still at a loss to explain what changed in the SteamPipe
> update.
> > > > > > >
> > > > > > > There are also occasionally mini-spikes when a player spawns,
> > but I
> > > > > > > don't think that's new.
> > > > > > >
> > > > > > > I have a new "prerelease" beta that adds two convars that can
> be
> > > used
> > > > > > > to totally disable compression:
> > > > > > >
> > > > > > > sv_compressfragments - defaults ON (existing behavior to try to
> > > > > > > compress all fragments by default)
> > sv_compressstringtablebaselines
> > > -
> > > > > > > default OFF (new beahvior to turn off compression by default)
> > > > > > >
> > > > > > > You can switch these at any time, but sv_compressfragments is
> > > > "sticky"
> > > > > > > --- it takes effect on a per-client basis, at the time when a
> > > client
> > > > > > connects.
> > > > > > >
> > > > > > > You might try turning both of those off and see how performance
> > > > > > > changes or if any problems occur.  Of course, this will
> increase
> > > > > > > bandwidth.  But it would help to confirm that this is indeed
> the
> > > > > problem.
> > > > > > >
> > > > > > > If anybody wants to do their own data gathering to see where
> the
> > > time
> > > > > > > is going, without the data gathering itself causing spikes that
> > > might
> > > > > > > not have otherwise occurred, I'd recommend the following
> > netspike /
> > > > > > vprof settings:
> > > > > > >
> > > > > > > vprof_on
> > > > > > > vprof_dump_spikes 20
> > > > > > > sv_netspike 0
> > > > > > > sv_netspike_sendtime_ms 2
> > > > > > > sv_netspike_output 2
> > > > > > >
> > > > > > > From: hlds-boun...@list.valves

Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?

2013-05-16 Thread martin v
sv_minrate 6


2013/5/16 Erik-jan Riemers 

> sv_maxrate of 240k? I assume you dont have a sv_minrate of 100k then or
> something :)
>
>
> 2013/5/16 martin v 
>
> > Im running 32 slot linux tf2 server.
> >
> > Setting sv_maxrate 10 (i had 24 before) has significantly
> improved
> > the situation. Now there are A HELL LOT LESS spikes and players say that
> > they fell the difference in plus.
> > You can try that out. It helped a lot for my server - maybe it will help
> > yours.
> >
> >
> > 2013/5/15 Gordon Reynolds 
> >
> > > Yes, ignore the spikes and technical issues, someone please give this
> > kid a
> > > chance to spend money on a free video game.
> > >
> > >
> > > On Wed, May 15, 2013 at 11:53 AM, martin v  wrote:
> > >
> > > > Will this update also be including some hats? :D hahahaha sorry,
> > sorry. I
> > > > just couldn'd resist :D
> > > > But seriously now - will it have the new robo-keys for robo-crates?
> > > >
> > > >
> > > > 2013/5/15 Fletcher Dunn 
> > > >
> > > > > This is the general FAQ.
> > > > > https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672
> > > > >
> > > > > However, I think for the moment there's no need for further data
> > > > gathering
> > > > > into the frame rate spikes.  I might not be able to release an
> update
> > > > > today, but it will be soon.
> > > > >
> > > > > The update will have to be a mandatory one if we change the
> > compression
> > > > > scheme.
> > > > >
> > > > > -Original Message-
> > > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
> > > > > Sent: Wednesday, May 15, 2013 10:39 AM
> > > > > To: Half-Life dedicated Linux server mailing list
> > > > > Cc: Half-Life dedicated Win32 server mailing list
> > > > > Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log
> too?
> > > > >
> > > > > Fletcher,
> > > > >
> > > > > How should we procceed to generate and send you the windows traces?
> > > > >
> > > > > _pilger
> > > > >
> > > > >
> > > > > On 15 May 2013 13:24, Fletcher Dunn 
> > > wrote:
> > > > >
> > > > > > No need to send any netspike files.  We have enough good data and
> > > > > > further netspike files or vprof files are not likely to help
> right
> > > > > > now.  It anybody wants to send in more windows traces, however,
> > feel
> > > > > free to do so.
> > > > > >
> > > > > > For some reason the servers are spending huge amounts of time in
> > > > > > compression code.  The data from the traces and vprof is very
> > > > consistent.
> > > > > >  Specifically, compressing string tables and fragments can
> > sometimes
> > > > > > take a very large amount of time.  The LZSS compression code has
> > not
> > > > > > changed in ages.  The contents of the string tables, as far as I
> > can
> > > > > > tell, did not change significantly in the SteamPipe update.  I am
> > > > > > still at a loss to explain what changed in the SteamPipe update.
> > > > > >
> > > > > > There are also occasionally mini-spikes when a player spawns,
> but I
> > > > > > don't think that's new.
> > > > > >
> > > > > > I have a new "prerelease" beta that adds two convars that can be
> > used
> > > > > > to totally disable compression:
> > > > > >
> > > > > > sv_compressfragments - defaults ON (existing behavior to try to
> > > > > > compress all fragments by default)
> sv_compressstringtablebaselines
> > -
> > > > > > default OFF (new beahvior to turn off compression by default)
> > > > > >
> > > > > > You can switch these at any time, but sv_compressfragments is
> > > "sticky"
> > > > > > --- it takes effect on a per-client basis, at the time when a
> > client
> > > > > connects.
> > > > > >
> > > > > > You might try turning both of those off and see how performance
> > > > > > changes or if any problems occur.  Of course, this will increase
> > > > > > bandwidth.  But it would help to confirm that this is indeed the
> > > > problem.
> > > > > >
> > > > > > If anybody wants to do their own data gathering to see where the
> > time
> > > > > > is going, without the data gathering itself causing spikes that
> > might
> > > > > > not have otherwise occurred, I'd recommend the following
> netspike /
> > > > > vprof settings:
> > > > > >
> > > > > > vprof_on
> > > > > > vprof_dump_spikes 20
> > > > > > sv_netspike 0
> > > > > > sv_netspike_sendtime_ms 2
> > > > > > sv_netspike_output 2
> > > > > >
> > > > > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > > > > hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew
> Phaun
> > > > > > Sent: Wednesday, May 15, 2013 12:15 AM
> > > > > > To: Half-Life dedicated Win32 server mailing list
> > > > > > Subject: Re: [hlds] Who do we send netspike.txt log too?
> > > > > >
> > > > > > fletch...@valvesoftware.com
> > I'm
> > > > > > not sure if they're still wanting logs or not. I think they've
> kind
> > > of
> > > > > > found where the problem is. I don't kn

Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?

2013-05-16 Thread Erik-jan Riemers
sv_maxrate of 240k? I assume you dont have a sv_minrate of 100k then or
something :)


2013/5/16 martin v 

> Im running 32 slot linux tf2 server.
>
> Setting sv_maxrate 10 (i had 24 before) has significantly improved
> the situation. Now there are A HELL LOT LESS spikes and players say that
> they fell the difference in plus.
> You can try that out. It helped a lot for my server - maybe it will help
> yours.
>
>
> 2013/5/15 Gordon Reynolds 
>
> > Yes, ignore the spikes and technical issues, someone please give this
> kid a
> > chance to spend money on a free video game.
> >
> >
> > On Wed, May 15, 2013 at 11:53 AM, martin v  wrote:
> >
> > > Will this update also be including some hats? :D hahahaha sorry,
> sorry. I
> > > just couldn'd resist :D
> > > But seriously now - will it have the new robo-keys for robo-crates?
> > >
> > >
> > > 2013/5/15 Fletcher Dunn 
> > >
> > > > This is the general FAQ.
> > > > https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672
> > > >
> > > > However, I think for the moment there's no need for further data
> > > gathering
> > > > into the frame rate spikes.  I might not be able to release an update
> > > > today, but it will be soon.
> > > >
> > > > The update will have to be a mandatory one if we change the
> compression
> > > > scheme.
> > > >
> > > > -Original Message-
> > > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
> > > > Sent: Wednesday, May 15, 2013 10:39 AM
> > > > To: Half-Life dedicated Linux server mailing list
> > > > Cc: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?
> > > >
> > > > Fletcher,
> > > >
> > > > How should we procceed to generate and send you the windows traces?
> > > >
> > > > _pilger
> > > >
> > > >
> > > > On 15 May 2013 13:24, Fletcher Dunn 
> > wrote:
> > > >
> > > > > No need to send any netspike files.  We have enough good data and
> > > > > further netspike files or vprof files are not likely to help right
> > > > > now.  It anybody wants to send in more windows traces, however,
> feel
> > > > free to do so.
> > > > >
> > > > > For some reason the servers are spending huge amounts of time in
> > > > > compression code.  The data from the traces and vprof is very
> > > consistent.
> > > > >  Specifically, compressing string tables and fragments can
> sometimes
> > > > > take a very large amount of time.  The LZSS compression code has
> not
> > > > > changed in ages.  The contents of the string tables, as far as I
> can
> > > > > tell, did not change significantly in the SteamPipe update.  I am
> > > > > still at a loss to explain what changed in the SteamPipe update.
> > > > >
> > > > > There are also occasionally mini-spikes when a player spawns, but I
> > > > > don't think that's new.
> > > > >
> > > > > I have a new "prerelease" beta that adds two convars that can be
> used
> > > > > to totally disable compression:
> > > > >
> > > > > sv_compressfragments - defaults ON (existing behavior to try to
> > > > > compress all fragments by default) sv_compressstringtablebaselines
> -
> > > > > default OFF (new beahvior to turn off compression by default)
> > > > >
> > > > > You can switch these at any time, but sv_compressfragments is
> > "sticky"
> > > > > --- it takes effect on a per-client basis, at the time when a
> client
> > > > connects.
> > > > >
> > > > > You might try turning both of those off and see how performance
> > > > > changes or if any problems occur.  Of course, this will increase
> > > > > bandwidth.  But it would help to confirm that this is indeed the
> > > problem.
> > > > >
> > > > > If anybody wants to do their own data gathering to see where the
> time
> > > > > is going, without the data gathering itself causing spikes that
> might
> > > > > not have otherwise occurred, I'd recommend the following netspike /
> > > > vprof settings:
> > > > >
> > > > > vprof_on
> > > > > vprof_dump_spikes 20
> > > > > sv_netspike 0
> > > > > sv_netspike_sendtime_ms 2
> > > > > sv_netspike_output 2
> > > > >
> > > > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > > > hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
> > > > > Sent: Wednesday, May 15, 2013 12:15 AM
> > > > > To: Half-Life dedicated Win32 server mailing list
> > > > > Subject: Re: [hlds] Who do we send netspike.txt log too?
> > > > >
> > > > > fletch...@valvesoftware.com
> I'm
> > > > > not sure if they're still wanting logs or not. I think they've kind
> > of
> > > > > found where the problem is. I don't know what it would hurt though.
> > > > >
> > > > > On Wed, May 15, 2013 at 1:59 AM, DragonLight <
> > ad...@ponyfortress2.com
> > > > > > wrote:
> > > > > Been catching the spikes with the new commands, should we email
> them
> > > > > to someone?
> > > > >
> > > > > __

Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?

2013-05-16 Thread martin v
Im running 32 slot linux tf2 server.

Setting sv_maxrate 10 (i had 24 before) has significantly improved
the situation. Now there are A HELL LOT LESS spikes and players say that
they fell the difference in plus.
You can try that out. It helped a lot for my server - maybe it will help
yours.


2013/5/15 Gordon Reynolds 

> Yes, ignore the spikes and technical issues, someone please give this kid a
> chance to spend money on a free video game.
>
>
> On Wed, May 15, 2013 at 11:53 AM, martin v  wrote:
>
> > Will this update also be including some hats? :D hahahaha sorry, sorry. I
> > just couldn'd resist :D
> > But seriously now - will it have the new robo-keys for robo-crates?
> >
> >
> > 2013/5/15 Fletcher Dunn 
> >
> > > This is the general FAQ.
> > > https://support.steampowered.com/kb_article.php?ref=3059-RTXB-2672
> > >
> > > However, I think for the moment there's no need for further data
> > gathering
> > > into the frame rate spikes.  I might not be able to release an update
> > > today, but it will be soon.
> > >
> > > The update will have to be a mandatory one if we change the compression
> > > scheme.
> > >
> > > -Original Message-
> > > From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > > hlds_linux-boun...@list.valvesoftware.com] On Behalf Of pilger
> > > Sent: Wednesday, May 15, 2013 10:39 AM
> > > To: Half-Life dedicated Linux server mailing list
> > > Cc: Half-Life dedicated Win32 server mailing list
> > > Subject: Re: [hlds_linux] [hlds] Who do we send netspike.txt log too?
> > >
> > > Fletcher,
> > >
> > > How should we procceed to generate and send you the windows traces?
> > >
> > > _pilger
> > >
> > >
> > > On 15 May 2013 13:24, Fletcher Dunn 
> wrote:
> > >
> > > > No need to send any netspike files.  We have enough good data and
> > > > further netspike files or vprof files are not likely to help right
> > > > now.  It anybody wants to send in more windows traces, however, feel
> > > free to do so.
> > > >
> > > > For some reason the servers are spending huge amounts of time in
> > > > compression code.  The data from the traces and vprof is very
> > consistent.
> > > >  Specifically, compressing string tables and fragments can sometimes
> > > > take a very large amount of time.  The LZSS compression code has not
> > > > changed in ages.  The contents of the string tables, as far as I can
> > > > tell, did not change significantly in the SteamPipe update.  I am
> > > > still at a loss to explain what changed in the SteamPipe update.
> > > >
> > > > There are also occasionally mini-spikes when a player spawns, but I
> > > > don't think that's new.
> > > >
> > > > I have a new "prerelease" beta that adds two convars that can be used
> > > > to totally disable compression:
> > > >
> > > > sv_compressfragments - defaults ON (existing behavior to try to
> > > > compress all fragments by default) sv_compressstringtablebaselines -
> > > > default OFF (new beahvior to turn off compression by default)
> > > >
> > > > You can switch these at any time, but sv_compressfragments is
> "sticky"
> > > > --- it takes effect on a per-client basis, at the time when a client
> > > connects.
> > > >
> > > > You might try turning both of those off and see how performance
> > > > changes or if any problems occur.  Of course, this will increase
> > > > bandwidth.  But it would help to confirm that this is indeed the
> > problem.
> > > >
> > > > If anybody wants to do their own data gathering to see where the time
> > > > is going, without the data gathering itself causing spikes that might
> > > > not have otherwise occurred, I'd recommend the following netspike /
> > > vprof settings:
> > > >
> > > > vprof_on
> > > > vprof_dump_spikes 20
> > > > sv_netspike 0
> > > > sv_netspike_sendtime_ms 2
> > > > sv_netspike_output 2
> > > >
> > > > From: hlds-boun...@list.valvesoftware.com [mailto:
> > > > hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun
> > > > Sent: Wednesday, May 15, 2013 12:15 AM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] Who do we send netspike.txt log too?
> > > >
> > > > fletch...@valvesoftware.com I'm
> > > > not sure if they're still wanting logs or not. I think they've kind
> of
> > > > found where the problem is. I don't know what it would hurt though.
> > > >
> > > > On Wed, May 15, 2013 at 1:59 AM, DragonLight <
> ad...@ponyfortress2.com
> > > > > wrote:
> > > > Been catching the spikes with the new commands, should we email them
> > > > to someone?
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please visit:
> > > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> > > >
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > please vi