Re: [hlds_linux] Mandatory Team Fortress 2 update coming

2017-04-14 Thread Arie
This update includes a version of libcrypto++ which incorrectly tries to
use AVX instructions on CPUs that don't support those, e.g. Xeon X56**
CPUs. This causes "invalid opcode" crashes.

>
> traps: srcds_linux[30047] trap invalid opcode ip:f762af59 sp:ffe39690
> error:0 in dedicated_srv.so[f74ac000+23f000]
>

The steam linux client had a similar issue caused by the same libcrypto++
library a while ago (
https://github.com/ValveSoftware/steam-for-linux/issues/4077 ).

Can we please get an update with these instructions disabled?


On 13 April 2017 at 22:43, John Schoenick  wrote:

> We're working on a mandatory update for Team Fortress 2.  We should have
> the update ready soon.
>
> As this update will be mandatory, there will no longer be a compatible
> pre-toolchain-update build.  Admins that have not yet moved to the most
> recent optional update should ensure it works with their setups to avoid
> surprises.
>
>
> - John
>
>
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Re: [hlds_linux] Heads up - Updated system requirements for TF2 dedicated servers, likely mod breakage - Beta available

2017-03-15 Thread Arie
The new update causes invalid opcode segfaults on my Xeon X5675 systems.

[31388553.168216] traps: srcds_linux[14160] trap invalid opcode ip:f6dcff59
sp:ffc82a20 error:0 in dedicated_srv.so[f6c51000+23f000]
in CryptoPP::Rijndael::Base::UncheckedSetKey

This stackoverflow issue descibes a similar problem:
http://stackoverflow.com/questions/22100851/failing-on-call-to-mm-loadu-si128-with-aesni-intrinsics-enabled
This is a gist of the debug.log:
https://gist.github.com/Arie/971d996028ba9a18df75cf9c617b801f

I'm no C++ programmer but I think the new steam binaries got compiled with
cryptopp on a CPU supporting AVX, and these can now not be run on a CPU
without AVX.

On 13 March 2017 at 22:47, John Schoenick  wrote:

> Reminder, we plan on releasing a normal update with this change this
> week.  Server operators are encouraged to double-check that their setup
> works against the toolchainbeta branch to avoid ugly surprises!
>
> - John
>
>
> On 02/20/2017 02:46 PM, John Schoenick wrote:
> >
> > Hey everyone,
> >
> > Following up on the warning email we sent a long while back, we're
> > making good on our promise and changing our build toolchains for the
> > TF2+SDK2013 games' dedicated server.  TF2 is being updated first, with
> > the other SDK2013 games to follow.
> >
> > There are two things that may affect server administrators that you
> > should be aware of:
> >
> >
> > *The Linux dedicated server now targets the Steam Runtime*
> >
> > The Steam Runtime is a common runtime target based on Ubuntu.  For
> > srcds, this largely means linking against a more recent glibc than may
> > be available in some server distributions.  Administrators should
> > check that the provided beta still runs in their environment of
> > choice.  Those who are on older or incompatible distributions have
> > several options:
> >
> > - Switch to a distribution more compatible with the Steam Runtime,
> > such as Ubuntu LTS
> >
> > - Make use of a chroot/container/VM environment to run srcds.  The
> > tools linked below include a script for creating a chroot that can be
> > used for bootstrapping Steam Runtime environments.
> >
> > - Use the Steam Runtime tools linked below combined with some dynamic
> > linker magic to use the runtime libraries on an incompatible
> > distribution, e.g.:
> >
> > steamrt=/path/to/runtime
> > export LD_LIBRARY_PATH="bin:$steamrt/usr/lib32"
> > LD="$steamrt/usr/lib32/ld-linux.so.2"
> > "$LD" ./srcds_linux "$@"
> >
> > More information about the Steam Runtime and utilities for obtaining
> > it can be found here: https://github.com/ValveSoftware/steam-runtime
> >
> > *
> > *
> >
> > *The compiler toolchain used for all editions of srcds has changed*
> >
> > Along with the client builds, all server builds have been updated to a
> > newer compiler.  Windows builds now use the MSVC2015 tools, while
> > Linux builds now use a newer edition of GCC with differing
> > command-line parameters that affect codegen.
> >
> > This is expected to break mods that expect certain ABI behaviors or
> > look for certain signatures in order to hook functions (such as
> > SourceMod).  We have separately spoken with the SourceMod team and
> > they are working on supporting the new setup.  Maintainers of other
> > mods should test them against the beta release below.
> >
> > Our previous warning also indicated that this would change the _srv
> > naming of the linux binaries.  We have decided *not* to adjust this,
> > and the separate _srv build and naming remains unchanged.
> >
> >
> > *Beta*
> >
> > We've made a beta branch available for TF2 with these new changes.
> > The remaining SDK2013 games will be updated in the near future, and we
> > will provide a beta for them at that time.
> >
> > The beta is compatible with the current TF2 public release - servers
> > may safely convert to it and continue serving both beta and non-beta
> > clients.
> >
> > The beta branch is titled "toolchainbeta" with no required password.
> > It can be accessed with SteamCMD via:
> >
> > app_update 232250 -beta toolchainbeta
> >
> > These changes may be promoted to an official release of TF2 as soon as
> > next week, so we encourage all server administrators to test their
> > setup against the beta before then.
> >
> >
> > Let me know if you have any questions or concerns
> >
> > - John
> >
>
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Re: [hlds_linux] TF2 ultra high cpu usage after the recent updates

2011-06-24 Thread Arie
Experienced the same issue.

Running 4 servers on a quad core box, server 1 is fine, takes <10% CPU
idling, which is normal. The 3 others take between 30% and 50%.
Doesn't matter if I shut them all down and just run them separately, the
behaviour of the servers is the same. The first at 27015 will always be
normal, the rest has high CPU usage.

Those servers are pretty much equal. 3 of them run no plugins/addons,
including the low CPU one. Identical configs apart from the port they run
on.






On 24 June 2011 16:50, Marco Padovan  wrote:

> I'm getting impressively high cpu usage (50% cpu usage when server is
> empty) after the recents tf2 updates...
> these were just standard servers used for etf2l competitions (no mods,
> nothing... just STV enabled...)
>
> Anybody having the same problem? what's the cause?
>
>
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Re: [hlds_linux] Is today's TF2/DODS/CSS update a required server update?

2011-01-27 Thread Arie
Just checked another server and it was fine. Only during the attack
connecting was impossible, but that was expected.



On 28 January 2011 00:29, Ross Bemrose  wrote:

> I have no problem connecting to one of my servers (red.ocrtf2.com:27015)
> post-update.
>
> However, my servers aren't being DoSed either...
>
>
> On 1/27/2011 6:17 PM, Arie wrote:
>
>> Well, the new update seems to be effective at blocking the DoS attacks.
>>
>> Too effective even, because after an attack it won't allow anyone to
>> connect
>> any more, even though it's still running and not frozen.
>>
>>
>>
>>
>> On 28 January 2011 00:01, Kyle Sanderson  wrote:
>>
>>  Doesn't look like it. I was surprised that nothing was announced on
>>> the list. Maybe they're pushing a bigger update later in the day that
>>> is required?.
>>>
>>> Kyle.
>>>
>>> On Thu, Jan 27, 2011 at 2:53 PM, Ross Bemrose
>>> wrote:
>>>
>>>> I always update my servers if I see a client update.
>>>>
>>>> Today's update updated just one file on the server side: engine.so in
>>>> the
>>>>
>>> OB
>>>
>>>> Linux Dedicated Server package.
>>>>
>>>> Does the fact that it's engine.so mean this is a required server update?
>>>>
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Re: [hlds_linux] Is today's TF2/DODS/CSS update a required server update?

2011-01-27 Thread Arie
Well, the new update seems to be effective at blocking the DoS attacks.

Too effective even, because after an attack it won't allow anyone to connect
any more, even though it's still running and not frozen.




On 28 January 2011 00:01, Kyle Sanderson  wrote:

> Doesn't look like it. I was surprised that nothing was announced on
> the list. Maybe they're pushing a bigger update later in the day that
> is required?.
>
> Kyle.
>
> On Thu, Jan 27, 2011 at 2:53 PM, Ross Bemrose 
> wrote:
> > I always update my servers if I see a client update.
> >
> > Today's update updated just one file on the server side: engine.so in the
> OB
> > Linux Dedicated Server package.
> >
> > Does the fact that it's engine.so mean this is a required server update?
> >
> > ___
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> >
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Re: [hlds_linux] CSS Server flooding or attack?

2011-01-27 Thread Arie
Gameserver port.

The attack appearing to come from hundreds of IPs means nothing as it's
trivial to spoof the source IP with UDP.


On 27 January 2011 11:12, PryMaL  wrote:

> On 27/01/2011 8:25 PM, Arie wrote:
>
>> These recent attacks all work by overloading the server with UDP packets.
>> Most effective are the A2S_INFO and similar attacks using valid packets.
>> It's very cheap in terms of CPU and bandwidth to craft a packet that asks
>> a
>> gameserver for it's information. It takes a number of times more CPU power
>> to generate the response.
>> It only takes a simple connection with about 3Mbit upstream to take down
>> any
>> OrangeBox gameserver.
>>
>>  does this form of attack use the game ports?
> or just hammer the IP?
>
> Reason I ask is the attacks appear to be simply hammering many different
> ports and coming from hundreds of IP's simultaneously.  For all I can see,
> it's a DDoS...
>
> --
> PryMaL
>
> Email: pry...@geekout.info
> Twitter: prymal81
>
>
>
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Re: [hlds_linux] CSS Server flooding or attack?

2011-01-27 Thread Arie
These recent attacks all work by overloading the server with UDP packets.
Most effective are the A2S_INFO and similar attacks using valid packets.
It's very cheap in terms of CPU and bandwidth to craft a packet that asks a
gameserver for it's information. It takes a number of times more CPU power
to generate the response.
It only takes a simple connection with about 3Mbit upstream to take down any
OrangeBox gameserver.

The A2S_INFO attack has been known for quite a while, and that's why
querycache was developed. This caches the response to A2S_INFO, so only one
A2S_INFO request will hit the gameserver, the rest will be served from
cache.

Because querycache was very effective in blocking the A2S_INFO attacks, the
attackers switched the kind of packet they used and started sending
A2S_PLAYER and other valid A2S_ packets.
After writing a firewall script specifically limiting these known A2S
packets, the attackers changed their tactic again, and started using invalid
A2S packets. They're similar to A2S packets, as they start with ff, but
are followed by a random number instead of one of the known ones.
The gameserver still spends time working on these invalid packets, causing
the lag.

The only effective solution I know of is rate-limiting the amount of ff
packets that get to your server. We've experimented with a few values and
found a limit of 60/sec has no side-effects and can withstand the DoS
attacks.

Also, these attacks seem to be semi-automated. Attacking passworded servers
with players on it. If you're not running a public server you can set
"hide_server 1" in your server.cfg to not be shown on the master server
list. This is effective unless something knows your server ip:port and
attacks it manually.



On 27 January 2011 07:44, Rodrigo Peña  wrote:

> Hello,
>
> Many server admins are reporting to have their servers attacked. There are
> several methods used to attack a srcds servers:
>
> -UDP Flood: A packet specially crafted could make pings raise in the
> server. Search SRCDS DoS Fix in google, I don't remember the exact names
> now, but I currently use one from sourceop.com
>
> -A2S Queries flood: an A2S Query UDP packet with random source ip is
> flooded making the server freeze  for not being able to handle that large
> amount of queries. This attack must be done with a high bandwidth connection
> (not sure). This can be partially fixed using 'A2S Query Cache' or IPTables
>
> I suggest you to look to the simmilar threads in this mailing list
>
> -Rodrigo
>
>
>
> El 27-01-2011 3:24, PryMaL escribió:
>
>  Afternoon (at least for me it is at the moment) all,
>>
>> We've had some issues on CSS servers the last 2 days with what appears to
>> be targeted attacks (ie. DDoS) on our servers.  Approximately the same time,
>> for a few minutes and the attack is based on the IP.
>>
>> Just wondering if anyone's aware of anything that may be causing this from
>> the game server side?  or if we're actually being attacked...
>> I suspect/believe the latter.
>>
>>
>
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Re: [hlds_linux] tf2 ddos - again - please do something

2011-01-25 Thread Arie
Most of the attacks directed at my server are exactly 30 seconds long and
designed to freeze the server long enough to drop all players. This attack
seems to be no longer effective on my server due to filtering and limiting
the amount of packets/sec.

Yesterday the season finals of ETF2L were played and the first gameservers
were attacked and brought down. For some reason my servers were able to
withstand the attack, but I'm not sure why since at least one of the
gameservers that was attacked earlier uses similar protection.
During the match both the relays and gameservers kept getting attacked but
the firewall was effective in keeping the server safe this time.

This is the current (ruby) script I use to generate the firewall rules and
set up 'querycache' to deal with A2S_INFO floods.
https://github.com/Arie/tf2scripts/blob/master/rate-limit-iptables-querycache.rb

About a week ago Ronny of nice-servers.com and I contacted Robin Walker
about the DoS attacks we were seeing then. These were the
A2S_INFO/A2S_PLAYER/A2S_RULES attacks.

Hi guys.
> Our dedicated server folks are now fully up-to-speed on the issue, and hope
> to get to it soon.
>
> Robin.



Recently we've been seeing attacks using udp packets starting with ff,
but unlike a normal A2S packet like ff54, these ones had random numbers
after. An orangebox server seems to invest some CPU time in any packet
starting with ff.


Below is a log of a 30-second attack.

Jan 20 22:17:50 FLOOD 27025 SRC=68.180.244.207 DST=80.84.250.224 LEN=53
TOS=00 PREC=0x00 TTL=61 ID=35101 CE PROTO=UDP SPT=2925 DPT=27025 LEN=33
SNIP-
Jan 20 22:18:19 FLOOD 27025 SRC=159.142.163.232 DST=80.84.250.224 LEN=53
TOS=00 PREC=0x00 TTL=61 ID=35537 CE PROTO=UDP SPT=60706 DPT=27025 LEN=33



On 25 January 2011 08:58,  wrote:

> Our servers aren't CRASHING, but they're freezing for the 30 seconds long
> enough to drop every single player
>
> > -Original Message-
> > From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
> > boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
> > Sent: 24 January 2011 23:33
> > To: hlds_linux@list.valvesoftware.com
> > Subject: [hlds_linux] tf2 ddos - again - please do something
> >
> > Looks like there's another kind of crafted packed around flooding tf2
> > servers and crashing them...
> >
> > how does this new pattern looks like?
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Re: [hlds_linux] tf2 denial of service - please do something!

2011-01-06 Thread Arie
Ronny and me wrote that blogpost on vanillatf2. During our tests the filter
seemed effective and not causing too much CPU usage even when sending
multiple megabytes worth of packets per second, so I'm curious why you say
it's not going to work for you.

It would of course be better if the gameserver itself would use
sv_max_queries_sec_global properly. Right now this setting doesn't help
against these attacks.



On 5 January 2011 23:42, Marco Padovan  wrote:

> I'm hosting many tf2 servers and lately we are getting a lot of denial of
> services...
>
> basically we got our machservers spammed with query requests till the point
> they time out (the machine is running properly, it's just the gameserver
> slowly dieing)
>
> an effective way to stop this kind of behaviour is:
> http://www.vanillatf2.org/2011/01/fighting-dos-attacks/
>
> but that cannot be handled properly on boxes as busy as ours...
>
> basically with just little effort anybody is able to take down a single
> gameserver spamming it with query requests :(
>
> What can we do to stop that?
> Is there a decent plugin/official fix to get rid of this problem instead of
> doing packet inspection via iptables on boxes handling 1+
> packets/second?
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Arie
Setting those variables would remove all limits on queries. That would 
stop the messages, but it would not fix your problem ;)

Pawel wrote:
> http://www.mediavida.com/vertema.php?fid=17&tid=60857
> I found the that i should set such cvars
> max_queries_sec -1
> max_queries_sec_global -1
> max_queries_window -1
> 
> That will help me? I don;t understand this language, that spanish? :P
> 
> On Mon, Nov 17, 2008 at 10:26 PM, Arie <[EMAIL PROTECTED]> wrote:
> 
>> Ban the IP? Set up a script that checks the serverlogs periodically for
>> these message and auto-ban IP's that trigger the rate limits often?
>>
>>
>>
>> Pawel wrote:
>>> Hi,
>>>
>>> Today in logs i found:
>>>
>>> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
>>> exceeding rate limits
>>> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
>>> exceeding rate limits
>>>
>>> and it is full of such lines.
>>>
>>> Server is up to date, protocol 48, steam. But we felt lags and CPU load
>> was
>>> 80% :|
>>> Could you help me? :D What i should make to prevent my server from ddos?
>>>
>>> Thanks
>>> ___
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Re: [hlds_linux] Somebody is dosing my server, how to prevent it?

2008-11-17 Thread Arie
Ban the IP? Set up a script that checks the serverlogs periodically for 
these message and auto-ban IP's that trigger the rate limits often?



Pawel wrote:
> Hi,
> 
> Today in logs i found:
> 
> L 11/17/2008 - 21:56:03: Traffic from 83.4.116.235:4996 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4997 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4999 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:4998 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1026 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1025 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1027 was blocked for
> exceeding rate limits
> L 11/17/2008 - 21:56:04: Traffic from 83.4.116.235:1028 was blocked for
> exceeding rate limits
> 
> and it is full of such lines.
> 
> Server is up to date, protocol 48, steam. But we felt lags and CPU load was
> 80% :|
> Could you help me? :D What i should make to prevent my server from ddos?
> 
> Thanks
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Re: [hlds_linux] How I can reply to the certain thread?

2008-07-09 Thread Arie
View, Sort By, Threaded

Tom Leighton wrote:
> Is there a way to get Thunderbird to display messages like this, rather 
> than as a normal email view?
> 
> Maybe for a specific folder?
> 
> Ondřej Hošek wrote:
>> Actually, I doubt that's what defines a thread. You should rather look 
>> into the headers of messages past, where you can see an obvious 
>> In-Reply-To. This cool header is the backbone of threaded views in mail 
>> clients, and is respected by them when the reader presses the "Reply" 
>> button.
>>
>> This makes such cool things like changing the subject from
>> [ut3] Linux client
>> to
>> [ut3] Epic doesn't care (was: Linux client)
>> work without breaking the thread. However, the final call lies with your 
>> mail client.
>>
>> ~~ Ondra
>>
>> On 09.07.08 23:25 Uhr, Patrick Shelley wrote:
>>   
>>> The reason you method posted a new thread is because you changed the
>>> subject. The subject was new to the list so it created a new thread.
>>>
>>> 
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Re: [hlds_linux] 'Linux Server Engine' version 28 SEGV!

2005-12-06 Thread Arie M

Servers were running fine, even running the latest 3327 server build.
After shutting down the server and starting it again, it keeps giving
segfaults.

Things I've tried:
apt-get update, dist-upgrade the box.
gamedll_linux "dlls/cs_i386.so" to disable all plugins

Still keeps crashing.

Tested on both Debian testing and Debian unstable. Both servers are on
Pentium 4's, the Debian Unstable is one with Hyperthreading enabled. The
Debian testing is an old Pentium 4 1.6 Northwood without Hyperthreading.
These logs are from servers running no plugins.

Debian testing:
./hlds_run: line 342:  1611 Segmentation fault  (core dumped) $HL_CMD
"/home/arie/cs2/core.1611" is not a core dump: File format not recognized
debug.cmds:1: Error in sourced command file:
No stack.
email debug.log to [EMAIL PROTECTED]

debug.log:
--
CRASH: Tue Dec  6 16:49:58 CET 2005
Start Line: ./hlds_i686 -game cstrike +ip myserverip +port 27035 +exec
server.cfg +map fy_snow +developer 1 +maxplayers 16 -secure -autoupdate
-debug -pidfile hlds.1598.pid
Using host libthread_db library "/lib/tls/libthread_db.so.1".
End of crash report
--


Debian unstable:
./hlds_run: line 342: 18954 Segmentation fault  (core dumped)
$HL_CMD
Failed to read a valid object file image from memory.
Cannot access memory at address 0xb80014f4
Cannot access memory at address 0xbffee34c
debug.cmds:3: Error in sourced command file:
Cannot access memory at address 0xb80014f4

debug.log:
--
CRASH: Tue Dec  6 16:37:17 CET 2005
Start Line: ./hlds_i686 -game cstrike +ip myserverip +port 27025 +exec
server.cfg +map de_dust2 +developer 1 +maxplayers 12 -secure -autoupdate
-debug -pidfile hlds.25453.pid
Using host libthread_db library "/lib/tls/libthread_db.so.1".
Core was generated by `./hlds_i686 -game cstrike +ip myserverip +port
27025 +exec server.cfg +map de_'.
Program terminated with signal 11, Segmentation fault.
#0  0xb7fdc0a3 in ?? ()
#0  0xb7fdc0a3 in ?? ()
End of crash report
--


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Re: [hlds_linux] qstat

2005-03-11 Thread Arie M
I thought Qstat used the same way of getting information as HLSW and the
Steam Server browser.
So I don't think that's the cause of the ping spikes :)
kama wrote:
Have anyone got any problems with qstat choking the server?
I have a script that query the servers every now and then. And every now
and then the servers chokes for a while. its just a spike, but everyone
notice it. Im currently working on the site it came up as an possible
issue to the choke spikes i see every now and then.
/Bjorn
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Re: [hlds_linux] HL - Linux Server FPS

2005-02-15 Thread Arie M
Kaspar Pedersen wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hi
I have discovered something not so funny, my linux servers seems to run at 
333fps, this looks like an odd number.
I would like them to run 500+ does anyone have any tricks? (on windows they run 
500fps).
My current kernel version is 2.6.9.
Thanks Kaspar
--
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333FPS is just fine, don't follow the hype. Everthing higher than 100
FPS is absolute overkill.
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Re: [hlds_linux] URGENT BUG!!! ALFRED, PLEASE READ!!!!

2004-12-01 Thread Arie M
I'm not even surprised it took so long to be detected by users.
This bug is so incredibly stupid, it's the last thing you'd try to
exploit a server.

hondaman wrote:
ANYONE can kick ANYONE ELSE. NO RCON NEEDED!
simply do: kick playername
wtf valve :(


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Re: [hlds_linux] [Full-Disclosure] Remote crash of Half-Life servers and clients (versions before the 07 July 2004) (fwd)

2004-07-12 Thread Arie M
My 'auto-updating' server was vulnerable.
Now manually updating.
Thanks for the heads up
Dominic wrote:
This has just been posted to several security related mailing-lists, and I
thought it might be of interest to this list.
The steam changelog mentions the fix:
ENGINE:
Addressed split packet issue (found by Luigi Auriemma)
...
Maybe a "heads-up" to the remaining cs 1.5 servers would have been nice,
too...
Kind regards,
Dominic
-- Forwarded message --
Date: Mon, 12 Jul 2004 18:54:00 +
From: Luigi Auriemma <[EMAIL PROTECTED]>
To: [EMAIL PROTECTED], [EMAIL PROTECTED], [EMAIL PROTECTED],
 [EMAIL PROTECTED]
Subject: [Full-Disclosure] Remote crash of Half-Life servers and clients
(versions before the 07 July 2004)
###
 Luigi Auriemma
Application:  Half-Life engine
  http://half-life.sierra.com
  http://www.steampowered.com
Versions: before the 07 July 2004 (both Steam and not-Steam)
Platforms:Windows and Linux
Bug:  writing on a read-only memory zone causing crash
Risk: high
Exploitation: remote, versus server and client
Date: 12 July 2004
Bug found by: Terry Henning (aka Soul Beaver)
Advisory: Luigi Auriemma
  e-mail: [EMAIL PROTECTED]
  web:http://aluigi.altervista.org
###
1) Introduction
2) Bug
3) The Code
4) Fix
###
===
1) Introduction
===
Half-Life is the most famous FPS game existent, no doubts.
It has been developed by Valve (http://www.valvesoftware.com) and has
been released in the far 1998, but also after all this time it
continues to be the most played game with its MODs like Counter-Strike,
Natural selection, Sven-coop and many others.
Everyday there are about 37.000 servers online!
As already specified in the header of this advisory I want to underline
that this bug has been found by Terry Henning.
###
==
2) Bug
==
The problem is a crash of the game (both servers and clients are
vulnerables) caused by a malformed packet.
Each Half-Life packet is composed by the first 8 bytes used to track
packets and to reassemble splitted data, just this second feature is
the cause of the crash because the game doesn't correctly manage the
empty splitted packets (so composed by the first 8 bytes only).
The crash is the effect of the copying of data to a read-only part of
memory (.reloc of swds.dll).
An example of malicious packet is the following:
  "\xFE\xFF\xFF\xFF\x00\x00\x00\x00"
Naturally spoofing is possible.
###
===
3) The Code
===
http://aluigi.altervista.org/poc/hlboom.zip
###
==
4) Fix
==
If you use Steam you are already patched by some days.
To note that Half-Life is now supported ONLY via Steam, the half hated
or loved content management system of Valve.
The latest non-Steam patch is stopped at the 1.1.1.0 (affected by other
worst bugs) and is no longer supported.
###
---
Luigi Auriemma
http://aluigi.altervista.org
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Re: [hlds_linux] Server.cfg - TWEAKS- Opinions

2004-07-08 Thread Arie M
Remember that the scoreboard ping times and the net_graph ping times are
only accurate when the client uses the standard updaterate.
So they might show up lower than they actually are.
For example:
When I set my updaterate to 51, my net_graph ping is <10ms. Which is
impossible since a DOS ping to the server already takes 11 ms.
When I set the updaterate to 20, the net_graph ping is a bit higher, but
more likely to be accurate.
So the higher you set your updaterate, the lower the ping appears to be
in the scoreboard and net_graph 3.
When your server runs at lower fps and lower maxupdaterate, you are
doing this to your clients, so their pings appear to be higher.
Mike wrote:
Odd. Just doing it to a pub really quick...
There are a few people pinging in the 20s, alot in the 30s. Doing a quick
sys_ticrate 50 and doing another status, I see 1 person in the 40s and a
bunch in the 50s. I tried this several times. Normal FPS is around 100-200,
HZ 600 ticrate 200. I agree 50FPS runs well, but it seems we'd have to make
a choice between ping and choke...
- Original Message -
From: "Arie M" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, July 08, 2004 2:34 PM
Subject: Re: [hlds_linux] Server.cfg - TWEAKS- Opinions

No not at all.
Latencies are as low as normal, everyone with a decent connection has a
ping of 30ms or less.


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Re: [hlds_linux] (no subject)

2004-04-29 Thread Arie M
SaTaNaX wrote:
I just update my server with
http://www.steampowered.com/HLserver/apr28/linux_cstrike_hlserver_4282004.tgz.
All work fine .. but when i change to de_vertigo.bsp
it ask me for de_vertigo.wad.
Where is de_vertigo.wad? Im looking for it and i dont
see it anywhere.
Sorry I dont write english well.
XXX
SaTaNaX BATTLE[new], Tu NueVo CaMpo De BaTaLLa!!


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Valve forgot to put a wad file in this release the fix offered by Valve is:

Remove de_vertigo from your mapcyclebrilliant don't ya think?

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[hlds_linux] svc_bad, any fixes available?

2004-03-23 Thread Arie M
I still get the svc_bad error on my servers.

An awful lot of players get dropped from the server with this error
message.
Can't seem to find why it happens.
I searched the list for svc_bad and found Alfred Reynolds comment on
someone who posted a log.
"This is good data, should really help track down the problem."
However, after this I found no more messages about a fix for the problem :(

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Re: [hlds_linux] Update going smoooooooth

2004-01-15 Thread Arie M
All my servers offline:
Checking bootstrapper version...
Nothing after that.

My Steam client won't start, stops after: Checking for updates...

gj again

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Re: [hlds_linux] steam bans

2004-01-03 Thread Arie M
john wrote:

Hi,
The system I use for banning relies on a central banfile that is updated
and exec'd on mapchange by means of the server config file. However, if a
ban is removed from the central banfile, the server still remembers all
that have been previously banned, unless they are removed manually or the
server is restarted. Is there any way to make the server forget all bans
it has at map change, without me having to script things like compare old
ban file with new, see whats removed, and then kkrcon removeid that
from all servers..
cheers,

john

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Instead of removeing the line from the list, change the line to
removeid ID
:)

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Re: [hlds_linux] Maps and cpu load...

2003-12-27 Thread Arie M
Commendatore wrote:

Hie all ;-)

Is someone know why some maps have more cpu load than others ?

I've 5 Steam CS servers on a P4 2,4GHz machine under Debian stable, and when
the maps are aztec or italy, each map have between 20% and 70% cpu load on
only one server with 18 slots max. On others maps, i've a cpu load between
0% and 17% max...
So is it raisonnable to have developed maps that requires half cpu load for
a 18 slots server ?
Is Steam plan to update aztec and italy ?
BigGun.

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It's not really the mapsit's the players walking and shooting on
those maps.
Some maps are more hectic than others. Requiring more CPU time.

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Re: [hlds_linux] Language on this list

2003-11-27 Thread Arie M
Ryan Schulze wrote:

Alfred Reynolds wrote:

We have never been strict on moderating this list but lately the
language on this list has slipped well below acceptable standards.
Please remember the diverse group of people subscribed to this list,
keep your language clean.
- Alfred

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lately the quality of the released software has also slipped below
acceptable standards ...
consider the language here as a mirror of how your work affects the
people who use it.
^_^

Currently I'm experiencing the joy of dozens of ppl PM-ing me on IRC,
asking why they can't connect to the servers, why their steam client
isn't updating
why the servers are crashing..
More Automatic updates plz!



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[hlds_linux] Another, Thank you Valve for bringing us Steam - thread

2003-11-18 Thread Arie M
Thank you Valve, for introducing Steam to us.

All day I needed to log out and log back into Steam in order for it to
work. If I didn't follow this stupid routine I would get an obscure
error message, indicating that my User Id Ticket had expired.
At the moment, I can't play AT ALL. I get the usual User ID Ticket
expired error, but this time, I can't LOG OUT OF STEAM!
I press the Log Out button, Steam.exe gets 90% CPU time of my P4 1,6Ghz
and just hangs at that.
No way to log out, no way to log in, no way to play

Great idea to destroy a perfectly working system (WON) and replace it
with this buggy piece of shit.


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Re: [hlds_linux] strange CPU usage

2003-06-10 Thread Arie
Yes i see this happening on my box as well, doesn't seem to cause any
lag here.
I guess the servers can get the CPU time when they really need it.

Alexander Schäfer wrote:
Hiho,

Since we all see new strange things happening I'm wondering how the
following stats could be created. Those are true, because there are the
same  output as from TOP (for an interval of 5secs, btw a mapchange is
faster than a sec).
http://www.temporal.ch/work/lag/

We have around 6 cs server running the day and the day after where we made
those stats, but without ANY players on them.
They have been started in an interval of 2min. so they dont make extreme
cpuusages on map changes by adding each's cpu usage. but suddenly, we found
out that nothing helped against those evil hlds processes. Without any
hldsproc's the server runs fine. We dont have the same prob for our
quake3-engine gameservers. And the serversystem is the same as two other
servers we have (without those problems) but they arnt SMP (P4 2.8ghz
1gbram).
so... why do hldsprocesses suddenly all together take 80-100% CPU Usage
with 0players on them for more than (i watched) 5secs? while NOT doing a
mapchange? why all together (are they fighting for cpu time? :/)?
well, im confused.

bye Alex

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Re: [hlds_linux] Server Performance and WonID LookUp

2003-06-10 Thread Arie
doesn't matter

Joshua Gardiner wrote:
sys_ticrate 1000 - command line or config files? Does it even matter?

Joshua

-Original Message-
From: Arie [mailto:[EMAIL PROTECTED]
Sent: Tuesday, June 10, 2003 10:01 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlds_linux] Server Performance and WonID LookUp
pingboost 3 and sys_ticrate 1000 0wnz j00 ;)

also running 3.1.1.0c will get better performance per megahertz.

Joshua Gardiner wrote:

Greetings,

Posted this under the standard Linux forum but it seems here would be more
appropriate.
Current box is a XP2400+ with 512megs of ram. Bandwidth isn't an issue and
this is just a private server w\nothing else running ATM. RH9, hlds
3.1.1.1C

Wondering if there is anything that maybe isn't ideal for pubs that might
make my private server run smoother? My server runs fine but sometimes
people get choke. Thinking maybe there are some settings I can setup that
might prevent that. Most don't, only a few, but I'd still like to get rid
of

it.

Currently running pingboost 2, maxrate 12000, maxupdaterate 101..

Anything else?

Also I've searched and searched for a plug-in that can reference Wonid's
to

cal's database from serverside but unfortunately the only one I ever found
that worked [Nemo's] is now a dead project.
Has anyone else found something like this they could possibly share?

Input appreciated.

Thank you,
Joshua
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Re: [hlds_linux] hlds 3.1.1.x doesn't really start

2003-06-04 Thread Arie
Try

./hlds_run -game cstrike +ip someiphere -port 27025 +map de_dust2

Should do the trick.

Michael Bakker wrote:
Hello Arie,

Wednesday, June 4, 2003, 3:14:15 PM, you wrote:


try opening a map? :P




Michael Bakker wrote:

Hi,

I've got the following problem:

[EMAIL PROTECTED]/hlds_l% ./hlds_run -game cstrike
grep: /proc/cpuinfo: Permission denied
grep: /proc/cpuinfo: Permission denied
Using default binary.
Enabling debug mode
Auto-restarting the server on crash
Console initialized.
Protocol version 46
Exe version 3.1.1.1
Exe build: 16:49:39 May 30 2003 (2409)
WON Auth Server
Server IP address 213.133.100.139:27015
Downloading Security Module from Speakeasy.net ...
Completed downloading Security Module from Speakeasy.net
Server is in Secure Mode.
status
Can't "status", not connected
quit
Adding master server 65.73.232.251:27010
Adding master server 65.73.232.253:27010
Adding master server 65.73.232.252:27010
Wed Jun  4 15:02:21 CEST 2003: Server Quit
The /proc/cpuinfo error is because of my gr-security patched kernel.
If i wait a few minutes or 1 hour it wont go further after "Server is
in Secure Mode.". hlds is not listening on tcp port 27015 only on udp.
I have the same problem when using a 2.4.20 kernel without any patch
and any hlds version (3.1.1.0/3.1.1.1x). This is a new installation of
hlds and cstrike. I have not modified anything, just extracted the
archives. If I remember correctly normally "Adding master server"
should be done after starting and not exiting the server. I've also
tried it with secure "0" and sv_stat "0". Following the situation with
strace didnt help (or even I did not see any errors).
--
Best regards,
Michael Bakker   mailto:[EMAIL PROTECTED]
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Starting with "+map de_dust" now shows the "Adding master server" at
the begining and "status" is working now. But shouldnt it just start
the first map in mapcycle.txt? Besides that, hlds doesn't still bind
on 27015 (tcp protocol) so connecting to this server isnt possible. I
forgot to mention that I'm not using any firewall rules and I've tried
to bind hlds to another ip on the box. The problem remains.
--
Best regards,
 Michaelmailto:[EMAIL PROTECTED]
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Re: [hlds_linux] hlds 3.1.1.x doesn't really start

2003-06-04 Thread Arie
try opening a map? :P



Michael Bakker wrote:
Hi,

I've got the following problem:

[EMAIL PROTECTED]/hlds_l% ./hlds_run -game cstrike
grep: /proc/cpuinfo: Permission denied
grep: /proc/cpuinfo: Permission denied
Using default binary.
Enabling debug mode
Auto-restarting the server on crash
Console initialized.
Protocol version 46
Exe version 3.1.1.1
Exe build: 16:49:39 May 30 2003 (2409)
WON Auth Server
Server IP address 213.133.100.139:27015
Downloading Security Module from Speakeasy.net ...
Completed downloading Security Module from Speakeasy.net
Server is in Secure Mode.
status
Can't "status", not connected
quit
Adding master server 65.73.232.251:27010
Adding master server 65.73.232.253:27010
Adding master server 65.73.232.252:27010
Wed Jun  4 15:02:21 CEST 2003: Server Quit
The /proc/cpuinfo error is because of my gr-security patched kernel.
If i wait a few minutes or 1 hour it wont go further after "Server is
in Secure Mode.". hlds is not listening on tcp port 27015 only on udp.
I have the same problem when using a 2.4.20 kernel without any patch
and any hlds version (3.1.1.0/3.1.1.1x). This is a new installation of
hlds and cstrike. I have not modified anything, just extracted the
archives. If I remember correctly normally "Adding master server"
should be done after starting and not exiting the server. I've also
tried it with secure "0" and sv_stat "0". Following the situation with
strace didnt help (or even I did not see any errors).
--
Best regards,
 Michael Bakker   mailto:[EMAIL PROTECTED]
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