Re: [hlds_linux] ISteamEconomy/GetAssetPrices appearently not working

2013-03-18 Thread Jon Lippincott
Hi Andreas,

Thanks for sending this out.

The chunk of data that's breaking your parser will be going away soon. 
Definitely by the end of the month if not sooner.

The JSON response is valid if you want to use that instead/in the meantime.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andreas 
Willinger
Sent: Sunday, March 17, 2013 11:14 AM
To: 'Half-Life dedicated Linux server mailing list'
Subject: [hlds_linux] ISteamEconomy/GetAssetPrices appearently not working

Hello,

As a part of my Application, I am using Steam's ISteamEconomy/GetAssetPrices 
WebAPI.
Unfortunately, it's not working properly and gives me this error:
http://puu.sh/2jjEN

The URL I am using:
http://api.steampowered.com/ISteamEconomy/GetAssetPrices/v0001/?appid=440ke
y=mykeyformat=xml

Is this a known Issue and is there a way to solve it?
Note: I don't know where to post this, as there is no Subforum/Hub for the 
WebAPI.

Best Regards


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[hlds_linux] Need some corrupted replays

2012-03-13 Thread Jon Lippincott
Hey everyone.

I need a handful of corrupted replays from the last few days. If you have one, 
please send it my way!

Thanks a bunch.

-Jon
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Re: [hlds_linux] Replay corruption/crashing

2012-02-21 Thread Jon Lippincott
Can anyone confirm that this same error shows up in SourceTV demos?

-Jon

From: hlds-boun...@list.valvesoftware.com 
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
Sent: Monday, February 20, 2012 4:44 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list
Subject: [hlds] Replay corruption/crashing

Hi everyone.

The thing that's been tricky about this particular bug is that it occurs 
intermittently. In order to fix it, we need a way to reliably reproduce the 
error. I am hoping I can get some of you to help so that we can put this issue 
to bed.

The problem seems to stem from corrupt replay data being written on the server. 
If possible (if it isn't completely random), I need to get the server into a 
state where it will reliably write a bad replay. Does a particular map need to 
be loaded? Is it a particular item that's equipped? If anyone has specific 
information on this, please let me know. Your help would be greatly appreciated!

-Jon
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[hlds_linux] Replay corruption/crashing

2012-02-20 Thread Jon Lippincott
Hi everyone.

The thing that's been tricky about this particular bug is that it occurs 
intermittently. In order to fix it, we need a way to reliably reproduce the 
error. I am hoping I can get some of you to help so that we can put this issue 
to bed.

The problem seems to stem from corrupt replay data being written on the server. 
If possible (if it isn't completely random), I need to get the server into a 
state where it will reliably write a bad replay. Does a particular map need to 
be loaded? Is it a particular item that's equipped? If anyone has specific 
information on this, please let me know. Your help would be greatly appreciated!

-Jon
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Re: [hlds_linux] Replay corruption/crashing

2012-02-20 Thread Jon Lippincott
Hi Alex,

Thanks for the response. It isn't that we need example replays with the error - 
we need to be able to catch the actual server in action, writing corrupted 
data. In order to do so, we need to figure out what causes the server to write 
that corrupted data in the first place. Under what circumstances will a server 
write a bad replay? That's the question for which I am trying to find an 
answer. It may be that a specific item is equipped on one of the players, and 
that's screwing things up - I'm not sure. That's what I need help finding! 

Thanks again.

-Jon 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Alex Kowald
Sent: Monday, February 20, 2012 5:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay corruption/crashing

Glad this is being looked into! Pretty much all of the replays I try
to download do not work so it's a big problem. It's very reproducible!
They download just fine and when I try to watch/edit I get this lovely
error message:

CModelLoader::FindModel: NULL name

It does this on the following maps: arena_well, arena_granary,
arena_offblast, arena_watchlower though I doubt the map is the
problem.

I'm running linux and I use the local file replay method. Now, I run a
heavily modded server that gives players random loadouts.. so I've
kept my mouth shut. It's probably causing trouble, but I have gotten a
few replays to work in the past. :)

If you need them, I have some replay files saved that crash. Just tell
us how we should submit them (just the .dem?) and I can send off a
few.

Thanks again!

On Mon, Feb 20, 2012 at 7:43 PM, Jon Lippincott j...@valvesoftware.com wrote:
 Hi everyone.

 The thing that's been tricky about this particular bug is that it occurs 
 intermittently. In order to fix it, we need a way to reliably reproduce the 
 error. I am hoping I can get some of you to help so that we can put this 
 issue to bed.

 The problem seems to stem from corrupt replay data being written on the 
 server. If possible (if it isn't completely random), I need to get the server 
 into a state where it will reliably write a bad replay. Does a particular map 
 need to be loaded? Is it a particular item that's equipped? If anyone has 
 specific information on this, please let me know. Your help would be greatly 
 appreciated!

 -Jon
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[hlds_linux] Team Fortress 2 Update Released

2011-10-28 Thread Jon Lippincott
An optional update for Team Fortress 2 is now available.  The specific changes 
include:

   - Fixed the randommap command not working when used on the command line
   - Fixed a client crash that could occur while loading the map if MONOCULUS! 
is killed or stunned

-Jon

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[hlds_linux] Halloween 2011

2011-10-21 Thread Jon Lippincott
We're going to be launching some new Halloween content in the near future and 
wanted to give you all a quick heads-up.  There will be random gift drops, but 
this year we are requiring that participants register their servers.  If you 
choose not to register, you can still run the Halloween maps, but no gifts will 
drop on your server.  By registering, your server will also be included in 
matchmaking, which will potentially drive traffic to you.  Note that cheating 
or otherwise abusing the gift drop system will result in losing your 
registration, access to gift drops and other potential value-adds in the future.

You still have plenty of time, as this change won't be going live until next 
week.  Registration is quick and simple, and is outlined 
herehttps://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513#how.

-Jon
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Re: [hlds_linux] Clients drop due to loss of connection to VAC servers

2011-09-05 Thread Jon Lippincott
Anyone else seeing this?

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Riley Jones
Sent: Monday, September 05, 2011 12:21 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] Clients drop due to loss of connection to VAC servers

I'm having a curious issue. From what I can gather this doesn't seem to be
happening to any other servers my clients play on. After they have been on
my CS:S servers (either server, I run 2) for a little while quite a few of
my clients will drop with an error message stating that they lost connection
to VAC servers. This is happening quite frequently. I keep my servers up to
date, by updating them nightly. They are high quality servers with a good
connection running out of a data center in Chicago. They have been there for
a while and this only started happening within the last month. At this point
I have no idea what the problem is and I'm thinking about doing a
complete reinstall. Any ideas?
.
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-09-05 Thread Jon Lippincott
 and 
wallhackers thrown in
for good measure.  The name changers are especially annoying.


-Original Message- 
From: AJ Palkovic
Sent: Wednesday, August 31, 2011 5:10 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

Another common problem is hackers who are repeatedly changing their name,
making it quite difficult to determine their steamid.  It would be nice to
rate limit name changes if possible.  For instance if someone changes their
name more than 4 times in 1 minute, they are blocked from changing their
name again for 10 minutes?

On Wed, Aug 31, 2011 at 5:07 PM, John Schoenick 
nephy...@doublezen.netwrote:

 Aimbotters and speedhackers are by far the most common, in that order.
 Aimbotters are rarely trying to hide what they're doing - they're often
 getting headshots as fast as they can fire while taunting people in chat.

 Speedhackers are very common too - a lot of these get detected by our
 anti-hack script, which has been averaging a ban per day since the F2P
 update.

 Wallhacks are hard, because there's no obvious giveaways if the player
 isn't being obvious, and most people who want to be obvious go the aimbot
 route. We get a few auto-detections of these per month from our anti-hack
 script, but the script is far from perfect, and I suspect there's a lot 
 more
 of them than anyone realizes.

 I should also note that most of our hacker bans in the last months have
 been free accounts with no friends, seemingly created just to go troll
 people. It would be rather sweet justice if some sort of hardware
 fingerprinting were to find and VAC their real accounts. That would be one
 hell of a deterrent.

 - Neph


 On 08/31/2011 02:39 PM, Jon Lippincott wrote:

 I'd like to compile a list of the most common hacks/cheats you all are
 seeing and see what measures we can take on game servers to help.  No
 guarantees about when this will happen, but it would be great to get your
 feedback so we can chip away at it at least.

 -Jon



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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-09-05 Thread Jon Lippincott
Thanks a bunch for all for the good feedback!

-Jon


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Re: [hlds_linux] Clients drop due to loss of connection to VAC servers

2011-09-05 Thread Jon Lippincott
Evan/Jeff,

When was the first time you saw this happen?  Does it happen more frequently 
now?

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Evan Sharp
Sent: Monday, September 05, 2011 6:44 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Clients drop due to loss of connection to VAC servers

Yeah I have been getting it, usually half the player my servers drop around
the same time when it happens.

Sent from my EVO.
On Sep 5, 2011 8:43 PM, Kyle Sanderson kyle.l...@gmail.com wrote:
 Since the game went F2P.

 Kyle.

 On Mon, Sep 5, 2011 at 5:34 PM, Jon Lippincott j...@valvesoftware.com
wrote:

 Anyone else seeing this?

 -Jon

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Riley Jones
 Sent: Monday, September 05, 2011 12:21 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: [hlds_linux] Clients drop due to loss of connection to VAC
servers

 I'm having a curious issue. From what I can gather this doesn't seem to
be
 happening to any other servers my clients play on. After they have been
on
 my CS:S servers (either server, I run 2) for a little while quite a few
of
 my clients will drop with an error message stating that they lost
 connection
 to VAC servers. This is happening quite frequently. I keep my servers up
to
 date, by updating them nightly. They are high quality servers with a good
 connection running out of a data center in Chicago. They have been there
 for
 a while and this only started happening within the last month. At this
 point
 I have no idea what the problem is and I'm thinking about doing a
 complete reinstall. Any ideas?
 .
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Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

2011-08-31 Thread Jon Lippincott
I'd like to compile a list of the most common hacks/cheats you all are seeing 
and see what measures we can take on game servers to help.  No guarantees about 
when this will happen, but it would be great to get your feedback so we can 
chip away at it at least.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Friday, August 26, 2011 4:55 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

This is already done with DBlocker and multithreaded:

http://dblocker.didrole.com/

The multithreading only works on Windows though, as Valve disabled the CPU
detection code on Linux, so it's just like the servers always start with
-threads 1. If you got a linux server you can add the -threads command and
it will work though.

2011/8/26 Saint K. sai...@specialattack.net

 I can recall from the hlds times that we used to have an anti-wall hack
 extention or plugin which was quite low on load. What it did was it simply
 didn't send any information about clients that were not visible from your
 point of view. Can't figure out what the name was though, it was one of the
 high used tools (hlguard or so perhaps?)

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson [
 daniel.joki...@gmail.com]
 Sent: 26 August 2011 13:36
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status hack?

 Why does command like sv_cheats exist?

 Remove it

 //Daniel

 Eric Riemers skrev 2011-08-26 13:33:
  I think they could do even more, but in the end the impact on servers on
  cpu (anti wallhack for instance) might be that high and since its still
  single threaded
 
  On Fri, 26 Aug 2011 12:32:29 +0200, AnAkIn .anakin...@gmail.com
  wrote:
  Valve could block wallhacks and speedhacks with some server side code if
  they wanted to.
 
  2011/8/26 Kigentheki...@gmail.com
 
  There isn't just that.  But I mentioned it since it was what was being
  discussed.
 
  A lot of things get broken in cheats when you use this plugin.
 
  But it does cause some other issues (small, but noticeable).
 
  On Thu, Aug 25, 2011 at 9:05 PM, J Minvaderam...@gmail.com  wrote:
  The client doesn't decide it, but it knows when it's going to happen
  at
  the
  same time the server does. This is so that client side prediction can
  work
  effectively with crits. Whether an attack is a crit is decided by both
  the
  server and the client at the same time. They used to allow clients to
  decide
  it, and crit hacks used to be much more useful. Nowadays, crit hacks
  simply
  shoot every time there is going to be a crit, instead of forcing crits
  every
  time you shoot.
 
  On Thu, Aug 25, 2011 at 9:55 PM, Necavinec...@0xf.org  wrote:
 
  Out of curiosity, why should the client decide when a critical hit
  occurs?
  I can see some benefit to it, but mostly I see it as exploitable.
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of hlds
  Sent: Thursday, August 25, 2011 17:07
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Dealing with F2P ban evasion and status
  hack?
 
  Valve should first add some basic server side protection against some
  common hacks.
 
  For example should be easy to block 100% crits hacks like this one:
  http://www.youtube.com/watch?v=4hq_LZUPvqI. I understand why the
  client
  has to decide when a a critical hit occurs,  but the server should
  validate
  the decision.
 
  Most speedhacks also should be detected by server.
 
 
- Original Message -
From: bottige...@gmail.com
Sent: 08/25/11 11:36 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Dealing with F2P ban evasion and status hack?
 
 
  Is Valve really doing anything to catch people making F2P accounts to
  avoid cheat bans?
 
  Ever since we switched to IP bans, we've been able to catch many
  cheaters using F2P to avoid bans. Some of them have even made up to 4
  accounts in a row. Unfortunately, I've started to see some of these
  people sprinkle our ban system with dynamic IPs which will inevitably
  ban innocent users.
 
  We've also recently dealt with another hacker here (Valve can confirm
  they use the same IP address).
 
  http://steamcommunity.com/profiles/76561198047123732 - primary
  cheating
  account
  http://steamcommunity.com/profiles/76561198038410008
 
  What was unusual about this is that he was using a name copy program
  and the admin at that time was complaining he couldn't use the status
  command. Is it possible to have the status command blocked somehow?
  The cheater in question posted this youtube video on this hack 

[hlds_linux] Counter-Strike: Source Beta Update Released

2011-08-30 Thread Jon Lippincott
The replay system has been added and is now live.

You can find the document on setting up a replay server 
herehttp://forums.steampowered.com/forums/showthread.php?p=22333197.

Please post feedback about the system 
herehttp://forums.steampowered.com/forums/showthread.php?t=2073934.

If you discover any major issues, please mail me directly at 
j...@valvesoftware.com.

There are some UI issues at the moment, and a crash on exit that we are aware 
of.  We are working on a patch to fix these issues, but wanted to get the 
system out sooner rather than later.

Enjoy!

-Jon
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-24 Thread Jon Lippincott
Nope - just fixed it.  This will go out with the next update.  Thanks for the 
heads up!

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 1nsane
Sent: Tuesday, August 23, 2011 5:33 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: SourceTV and Replay

If you do this now it only adds 1 extra slot but takes up two. So I assume
that will be fixed?

Thanks.

On Tue, Aug 23, 2011 at 8:20 PM, Jon Lippincott j...@valvesoftware.comwrote:

 Yes, although if you start with both -replay and +tv_enable 1 on your
 command line, max players should be adjusted accordingly.

 -Jon

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
 Sent: Monday, August 22, 2011 5:16 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] TF2: SourceTV and Replay

 Will this still steal a player slot?

 On Mon, Aug 22, 2011 at 5:00 PM, Bajdechi Nightbox Alexandru 
 alexandrualexa...@gmail.com wrote:

  Any chance of merging them as a single service ?
 
  Sent from my HTC Sensation.
  În data de 23.08.2011 02:46, Jon Lippincott j...@valvesoftware.com a
  scris:
   I just did a bit of work on this.
  
   I've removed the code that keeps replay and SourceTV from being enabled
  at
  the same time, and was able to run without any trouble. We'll do some
  testing internally and will get this out as soon as we can.
  
   -Jon
  
   -Original Message-
   From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
   Sent: Saturday, August 20, 2011 12:59 AM
   To: hlds_linux@list.valvesoftware.com
   Subject: [hlds_linux] TF2: SourceTV and Replay
  
   Hello,
  
   today I have tried the replay again, to see if it is stable now.
   Unfortunatly, I had to disable the SourveTV to get replay working. I
 hope
   this is temporarly and we will get the SouceTV functionality back soon.
  
   Best regards
  
   Ronny
  
  
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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-23 Thread Jon Lippincott
Yes, although if you start with both -replay and +tv_enable 1 on your command 
line, max players should be adjusted accordingly.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Monday, August 22, 2011 5:16 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: SourceTV and Replay

Will this still steal a player slot?

On Mon, Aug 22, 2011 at 5:00 PM, Bajdechi Nightbox Alexandru 
alexandrualexa...@gmail.com wrote:

 Any chance of merging them as a single service ?

 Sent from my HTC Sensation.
 În data de 23.08.2011 02:46, Jon Lippincott j...@valvesoftware.com a
 scris:
  I just did a bit of work on this.
 
  I've removed the code that keeps replay and SourceTV from being enabled
 at
 the same time, and was able to run without any trouble. We'll do some
 testing internally and will get this out as soon as we can.
 
  -Jon
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
  Sent: Saturday, August 20, 2011 12:59 AM
  To: hlds_linux@list.valvesoftware.com
  Subject: [hlds_linux] TF2: SourceTV and Replay
 
  Hello,
 
  today I have tried the replay again, to see if it is stable now.
  Unfortunatly, I had to disable the SourveTV to get replay working. I hope
  this is temporarly and we will get the SouceTV functionality back soon.
 
  Best regards
 
  Ronny
 
 
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Re: [hlds_linux] Replay coming to the Counter-Strike: Source Beta soon

2011-08-22 Thread Jon Lippincott
I assume you mean you'd like a .dem file for rounds in addition to a bunch of 
.block files - is this right?

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Peter Reinhold
Sent: Monday, August 22, 2011 2:13 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay coming to the Counter-Strike: Source Beta soon

On Sun, 21 Aug 2011 23:58:07 -0700, doc wrote:
 I would assume that they are just porting the replay function from 
 TF2
 over to CSS figuring they both are on Orangebox now. If they do get
 around to getting us .dem s from replays that would be pretty sweet.

Yes, i'm guessing that also, but they might just have improved it a 
little, so we could get real .dem files from the replay. (I am running 
TF2 servers, and would really like that feature)


/Peter



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Re: [hlds_linux] Replay coming to the Counter-Strike: Source Beta soon

2011-08-22 Thread Jon Lippincott
Just posted on the forums about this.  The short answer is yes - we're just 
trying to figure out what the best system would be.  Here's the post - please 
reply here:

   http://forums.steampowered.com/forums/showpost.php?p=24558649postcount=16

-Jon

-Original Message-
From: Peter Reinhold [mailto:peter_va...@reinhold.dk] 
Sent: Sunday, August 21, 2011 4:51 AM
To: Half-Life dedicated Linux server mailing list
Cc: Jon Lippincott
Subject: Re: [hlds_linux] Replay coming to the Counter-Strike: Source Beta soon

On Fri, 19 Aug 2011 01:39:15 +, Jon Lippincott wrote:

 I wanted to give you all a heads up that replay will be coming to the
 CS:S Beta on or around August 30th.

Will you be looking into making it possible to use the replay files as 
demo files, ie. for cheater detection etc?

As it is, you need to jump through some hoops after unpacking and 
combining the files (setting of cvars to be able to move around), and 
its still not working entirely. (being able to spectate from a players 
viewpoint, for instance)


/Peter

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Re: [hlds_linux] TF2: SourceTV and Replay

2011-08-22 Thread Jon Lippincott
I just did a bit of work on this.  

I've removed the code that keeps replay and SourceTV from being enabled at the 
same time, and was able to run without any trouble.  We'll do some testing 
internally and will get this out as soon as we can.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Saturday, August 20, 2011 12:59 AM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] TF2: SourceTV and Replay

Hello,

today I have tried the replay again, to see if it is stable now. 
Unfortunatly, I had to disable the SourveTV to get replay working. I hope 
this is temporarly and we will get the SouceTV functionality back soon.

Best regards

Ronny 


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[hlds_linux] Replay coming to the Counter-Strike: Source Beta soon

2011-08-18 Thread Jon Lippincott
Hey everyone,

I wanted to give you all a heads up that replay will be coming to the CS:S Beta 
on or around August 30th.

Click herehttp://forums.steampowered.com/forums/showthread.php?p=22333197 for 
an overview on setup and a FAQ, and feel free to ask me any questions.

-Jon
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Re: [hlds_linux] Replay cleanup

2011-08-11 Thread Jon Lippincott
The reason why it didn't remove your older data is because the session files 
(in replay/server/sessions) expired and were removed already (back when cleanup 
was broken), so when the cleanup system compiles a list of files to remove from 
your fileserver, it doesn't have a way of accounting for that older data.  Any 
newer data should have been removed, however, and 'force' definitely should 
never crash. 

I would recommend clearing your server and fileserver of older replay data 
manually, and then trying to use cleanup again.  Keep in mind that 
replay_docleanup only removes expired files, which is based on the number of 
days implied by replay_data_lifespan.  Calling 'replay_docleanup force' will 
force cleanup of all replay data, whether it's expired or not.

Do you have a minidump?  Your log should tell you the name of the minidump.

Also, if you would, send me your server's IP and I can take a look on our end.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AnAkIn .
Sent: Thursday, August 11, 2011 2:15 AM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Replay cleanup

Hello,

The replay cleanup has never worked on my server. I still have some files
from the 27/07 both on the server and FTP, and when I tried to do a
replay_docleanup force the server crashed.

Did anyone experience these issues as well?

-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
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Re: [hlds_linux] Team Fortress 2 Update Released

2011-08-02 Thread Jon Lippincott
I'm fixing this now so you can't kick the replay bot or SourceTV bot.  Sound 
good?

Thanks for the bug report!

-Jon 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of DarthNinja
Sent: Tuesday, August 02, 2011 12:17 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

*Is there a way to prevent players from kicking or votekicking the replay
bot*

http://forums.alliedmods.net/showthread.php?p=1473391



On Tue, Aug 2, 2011 at 3:06 PM, clad iron cladi...@gmail.com wrote:

 i've been gone for almost 2 weeks, but wanted to ask if this was fixed ?

 From my understanding if the replay bot is kicked, then the replays do not
 work correctly till a map is changed and the bot is reloaded.
 Is there a way to prevent players from kicking or votekicking the replay
 bot
 ?

 On Tue, Aug 2, 2011 at 2:59 PM, bottige...@gmail.com
 bottige...@gmail.comwrote:

  Can anyone confirm if the Dr. G weapons still crash the server?
 
  On Tue, Aug 2, 2011 at 11:57 AM, ics i...@ics-base.net wrote:
   If this update fixes the crashes, i don't care if it adds 2, 5 or 10
 hats
  or
   even more.
  
   If it's a dud once again, then...
  
   -ics
  
   2.8.2011 21:55, John Marbury kirjoitti:
  
   While Fletcher Dunn claims that they wanted to make sure the cure
 isn't
   worse than the disease., we all now know they just wanted to add more
   HATS.
  
  
  
   On Tue, Aug 2, 2011 at 2:41 PM, Jason
   Ruymenjas...@valvesoftware.comwrote:
  
   Required updates for Team Fortress 2 are now available.  The specific
   changes include:
  
   Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
   - Fix a crash bug during changelevel when the Steam client is unable
 to
   init
   - Reduced the frequency of diagnostic messages for out-of-range
  positions
   and velocities
  
   Team Fortress 2
   - Added the Red Orchestra 2 promo items
   - Fix a crash bug related to the Righteous Bison
   - Fix a bug where the increased_maxplayers server tag was being set
  when
   the 25th internal player slot was added for replay
   - Fixed a bug that caused team color paints to appear to be coming
 out
  of
   the wrong cans for the store icons
   - Updated the main menu backgrounds to include Granary and Upward
  
   Jason
  
  
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[hlds_linux] Replay server crashes

2011-07-27 Thread Jon Lippincott
If anyone can reliably reproduce a replay-related crash please let me know.

-Jon
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Re: [hlds_linux] New Replay feature listening on 27040

2011-06-16 Thread Jon Lippincott
I just fixed this.  If the desired port isn't available you'll get a message 
like this:

WARNING: Port X was unavailable - bound to port Y instead.

This will go out in the next update.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
Sent: Thursday, June 16, 2011 1:43 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New Replay feature listening on 27040


Hi

Sorry for digging up this old email.  It's been awhile since I've had 
time to work on my server control scripts and I'm grepping old mail.

I want to second what was said below.  Any sane program would exit with 
an error status if it's manually allocated resources were already in 
use, but the source server doesn't do that.

I consider this a bug and implore the developers to fix it.  Even if you 
had to add a new command line flag to permit for backwards compatible 
behavior, that would be okay.  Something like -explicitports or whatever.

While I'm complaining...

It would also be nice if ports actually used what port they are told to 
use!  For example, if you assign set -steamport 26013, the process 
will actually bind to port 26014 instead, making it necessary to 
allocate resources in an odd order to prevent trampling (11, 13, 15, etc).



Claudio Beretta wrote:
 Another thing rather unusual in a server is that srcds binds to the next
 available port if the the main one is already taken. Most servers  in this
 case would print an angry error message and then quit. What happens with
 srcds is that the server start apparently fine, and you end up scratching
 your head trying to figure out why it doesn't reply until you open netstat.

-- 
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] New Replay feature listening on 27040

2011-06-16 Thread Jon Lippincott
Good idea.

I added a check for -strictportbind.   Without this, the engine will print a 
warning, otherwise it will print an error and quit.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
Sent: Thursday, June 16, 2011 3:57 PM
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] New Replay feature listening on 27040

Or just add some flag on the commandline if in use abort and then default
just only warn. 

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Steven
Hartland
Sent: vrijdag 17 juni 2011 0:22
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New Replay feature listening on 27040

That's more helpful, but still not the optimum behaviour. By allowing the
server to starts on port Y you could well be disrupting another server or
service on the machine perpetuating the problem.

The correct behaviour, if a port has been explicitly requested, should be to
log the error and quit, that way the admin will know exactly what the
problem is and it wont affect other servers or services.

Regards
Steve
- Original Message -
From: Jon Lippincott j...@valvesoftware.com


I just fixed this.  If the desired port isn't available you'll get a
message like this:
 
 WARNING: Port X was unavailable - bound to port Y instead.
 
 This will go out in the next update.



This e.mail is private and confidential between Multiplay (UK) Ltd. and the
person or entity to whom it is addressed. In the event of misdirection, the
recipient is prohibited from using, copying, printing or otherwise
disseminating it or any information contained in it. 

In the event of misdirection, illegible or incomplete transmission please
telephone +44 845 868 1337
or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds_linux] Mandatory TF2 update released

2011-06-10 Thread Jon Lippincott
We have replay fixes for early next week. 

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kyle Sanderson
Sent: Friday, June 10, 2011 5:38 PM
To: Half-Life dedicated Linux server mailing list; Half-Life dedicated Win32 
server mailing list
Subject: Re: [hlds_linux] Mandatory TF2 update released

Thanks for the regression fix. Any idea when the critical replay
issues are going to be resolved?

On Fri, Jun 10, 2011 at 5:22 PM, Eric Smith er...@valvesoftware.com wrote:
 We've released a mandatory update for TF2.  The notes are below.



 -Eric



 -



 Team Fortress 2

 - Fixed a problem related to spawning multiple entities unnecessarily between 
 mini-rounds

 - Fixed a bug that caused players to see the wrong backpacks on some classes

 - Fixed a problem with honorbound weapons not allowing themselves to be 
 holstered after killing a Spy using the Dead Ringer

 - Fixed the Ubersaw and the Vita-Saw not displaying the Medic's ÜberCharge 
 progress

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Re: [hlds_linux] Team Fortress 2 Update Released

2011-06-02 Thread Jon Lippincott
We're doing the best we can to get a bunch of fixes out this week.  Thanks for 
being patient.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ronny Schedel
Sent: Wednesday, June 01, 2011 1:58 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Released

Replay fixes would be nice, but, how about new hats?

 Yes indeed, where are the replay fixes? The hanging servers when ftp is
 down? The random crashes on replay itself.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eli Witt
 Sent: woensdag 1 juni 2011 3:14
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Team Fortress 2 Update Released

 S... replay fixes?


:|

 On Tue, May 31, 2011 at 8:47 PM, John Marbury barreltr...@gmail.com
 wrote:

 Well, I think the remailer broke that, but it was a FIGlet saying
 Nice bug fixes.



 On Tue, May 31, 2011 at 8:44 PM, John Marbury barreltr...@gmail.com
 wrote:

  # # ###  #  #####  # #  # ### ###
 #
   # ###  #  ###
  ###  #  # # #  # # # # # ###
 #
   #  #   # # ###
  # #   #  #  #   #  # # # # #  ##
 #
 #   #   #   ###
  #  #  #  #  #   #  ##  # # #  ##
 ###   #
  #   # #  #  #   #  # # # # # ###
 #
 #   # #
  ###  #  # # #  # # # # # ###
 #
   #  #   # # ###
  # # ###  #  #####   #   # #   ###
 #
   # ###  #  ###
 
 
 
  On Tue, May 31, 2011 at 8:27 PM, Jason Ruymen
 jas...@valvesoftware.com
 wrote:
 
  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive the update.  The specific changes include:
 
  - Added the Magicka promotional item
  - Fixed the targetID panel not drawing in first-person spectator
  mode
  - Fixed the main menu showing through the shopping cart menu when
 running
  at 2500x1600
  - Updated some of the tips that are displayed while the server is
 changing
  maps
  - Updated the webapi output to include the names of the attached
 particles
  - Updated the gamehaptics.txt file
 
  Jason
 
 
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Re: [hlds_linux] Replay issues

2011-05-27 Thread Jon Lippincott
A fix for this issue and the memory leak should not be too far off now.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Octo
Sent: Thursday, May 26, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay issues

I've had this happen anytime its trying to offload and is unable to connect to 
the
remote server.  A large message on console and everything else just freezes,
its unresponsive to any input on console also.  I had it happen twice today when
the server the replays are ftp'd to had some short network outages.

-octo

On Fri, May 27, 2011 at 12:31:08AM +0200, Eric Riemers wrote:
 I can confirm with some other test, that if you have replay with ftp and it
 was working.. if your ftp server goes down at some point then your servers
 will start to hang and will not continue to load. Last thing in console is
 some text about replay that it fails and it stops there.
 
 Can anybody confirm this too? Just to make sure.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Riemers
 Sent: donderdag 26 mei 2011 17:13
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] Replay issues
 
 Also, i've seen several times that if something goes with replay (for
 instance that the ftp server is no longer reachable) that it says replay
 disabled but then fails to start normally. It just hangs there.. have more
 seen this?
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of h...@gmx.com
 Sent: dinsdag 24 mei 2011 0:18
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Replay issues
 
 There are two methods to enable the replay system:
 
 a) From server's command line (using -replay or +exec replay.cfg). The
 advantage is that the replay is enabled for the first map, but the
 disadvantage is that the bot is not visible to outside world (is not
 included into A2S_INFO response packets).
 b) From server's config file. The disadvantage in this case is that the
 replay is not enabled for the first map (so you must reload the map after
 the server is started), but the bot is visible to outside world (is included
 into A2S_INFO response packets).
 
 
 There are two problems with the first method:
 
 a) The bot is connected to server, it is using a slot, but is not visible to
 outside world. This cause problems to any plugin which manage the reserved
 slots, because it adjusts the sv_visiblemaxplayers cvar thinking that the
 outside clients see X connected players, while in reality they see X-1
 connected players.
 
 b) The bot is not visible to outside world, but the number of bots is
 reported correctly. So when there's a player + replay bot, from outside a
 TF2 client sees only the player, but knows that there's one bot = the
 player is a bot :D And in TF2 bots are not visible (a 24 slot server with 10
 bots is displayed as having 0 players and 14 slots).
 
   - Original Message -
   From: Saint K.
   Sent: 05/23/11 07:29 PM
   To: Half-Life dedicated Linux server mailing list
   Subject: [hlds_linux] Replay issues
  

 Hi,
 
 I might have missed this, but I can't find the current status on the
 reported replay issues.
 
 We still experience the issue when the replay bot is not recording, and a
 user joins, the user it placed in the replay slot and made invisible to the
 server browser. In effect, a server with 1 user not recording will show 0/0.
 
 Also the slot doesn't hide properly, so we're currently unable to use our
 reserved slots properly(we have them hidden and have our users console
 connect, and non-reserved slot users can still use the auto join feature).
 
 Anyone know what the status is on this, or did I miss a few work-arounds?
 
 Cheers,
 
 Saint K.
 
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[hlds_linux] Upate today

2011-05-12 Thread Jon Lippincott
After today's update, you can remove +exec replay.cfg from your command line.  
Instead, use -replay which will:


1.   Automatically exec replay.cfg after valve.rc on startup.

2.   Fix the max players bug.

-Jon
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Re: [hlds_linux] Upate today

2011-05-12 Thread Jon Lippincott
You can run with -replay config filename or just -replay, which will 
default to replay.cfg.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jon Lippincott
Sent: Thursday, May 12, 2011 12:39 PM
To: Half-Life dedicated Linux server mailing list; 'Half-Life dedicated Win32 
server mailing list'
Subject: [hlds_linux] Upate today

After today's update, you can remove +exec replay.cfg from your command line.  
Instead, use -replay which will:


1.   Automatically exec replay.cfg after valve.rc on startup.

2.   Fix the max players bug.

-Jon
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[hlds_linux] Replay Overview for Server Operators / FAQ

2011-05-10 Thread Jon Lippincott
http://forums.steampowered.com/forums/showthread.php?p=22333197#post22333197
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Re: [hlds_linux] replay feature

2011-05-10 Thread Jon Lippincott
Looking into it - thanks.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Kaspars
Sent: Tuesday, May 10, 2011 12:41 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] replay feature

I just wanted to inform, that there is a small issue with path names on 
linux servers. If I have set the replay_local_fileserver_path cvar to a 
directory which contains uppercase characters, the replay feature fails.

replay_local_fileserver_path /opt/SRCDS.tf2main/replay_files
replay_enable 1

... (a lot of stuff) ...

*  Fileserver type:Local Web server
*  Path:   /opt/srcds.tf2main/replay_files/
*
*  Source file exists?..OK
*  Checking fileserver path.FAILED
Fileserver path '/opt/srcds.tf2main/replay_files/' invalid (see 
replay_local_fileserver_path)*
*
* ** ERROR: Fileserver path '/opt/srcds.tf2main/replay_files/' 
invalid (see replay_local_fileserver_path)
*

strace report:

open(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp, 
O_RDWR|O_CREAT|O_TRUNC, 0666) = 21
stat64(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp,
 
{st_mode=S_IFREG|0644, st_size=0, ...}) = 0
stat64(/opt/SRCDS.tf2main/orangebox/tf/replay/server/tmp/testpublish_7483.tmp,
 
{st_mode=S_IFREG|0644, st_size=1024000, ...}) = 0
stat64(/opt/srcds.tf2main/replay_files, 0xbf9b8404) = -1 ENOENT (No 
such file or directory)
open(/opt/srcds.tf2main, 
O_RDONLY|O_NONBLOCK|O_LARGEFILE|O_DIRECTORY|O_CLOEXEC) = -1 ENOENT (No 
such file or directory)
stat64(/opt/srcds.tf2main/replay_files, 0xbf9b8404) = -1 ENOENT (No 
such file or directory)


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Re: [hlds_linux] New Replay feature listening on 27040

2011-05-10 Thread Jon Lippincott
I can potentially change the default port for replay.  If anyone has a 
preference please let me know.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Nilsson
Sent: Tuesday, May 10, 2011 8:42 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] New Replay feature listening on 27040

change replay_port

Done through server.cfg or startupcommand?

//Daniel

ics skrev 2011-05-09 21:32:
 Also, find replay into server console gives you lots of more options 
 that were not mentioned in update notes.

 -ics

 9.5.2011 22:22, AnAkIn . kirjoitti:
 Change the replay_port cvar.

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

 Hi,

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

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

 Regards,
 Lasse Poulsen
 servON.dk


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Re: [hlds_linux] Replay Overview for Server Operators / FAQ

2011-05-10 Thread Jon Lippincott
Do me a favor and direct questions related to the overview/FAQ to the forums.

-Jon

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of clad iron
Sent: Tuesday, May 10, 2011 2:25 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay Overview for Server Operators / FAQ

Excellent reference material.  thanks.

I have a question.
You mentioned:

 Once you've edited the config files, you can test everything by start a
 dedicated server, making sure to include *+exec replay.cfg* to the command
 line parameters.

Would there be any issues using in a server.cfg ?
Adding exec relay.cfg to it.
This way i would think if they comment out exec relay.cfg in the
server.cfg the relay system would not be loaded on a map change.
Of course the replay_enable would need to be set to 0 by default.

Also what about this:

 *Will shutting down my server mess up Replays?* If you shut down your
 server using the exit command, it should publish any data it needs to and
 shut down gracefully.


Does that include using the command quit ?

On Tue, May 10, 2011 at 5:03 PM, Jon Lippincott j...@valvesoftware.comwrote:


 http://forums.steampowered.com/forums/showthread.php?p=22333197#post22333197
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Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

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

-Jon

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

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

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

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

-Jon

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

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

2011-05-09 Thread Jon Lippincott
Hey all,

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

Other fixes include:

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

-Jon

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

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

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

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

-Jon

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

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

Saint K.

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

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

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

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

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

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

 Replace the bytes with

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

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

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

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

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

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

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

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

-Jon

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

Here are some questions for your FAQ:

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

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

Best regards

Ronny

 Also, the files are already compressed using bzip.

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

 -Jon

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

 Thanks for that.

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

 Cheers,

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

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

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

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



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

 Hi,

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

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

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

 etc etc etc.

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

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

 Cheers,
 ___
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http://www.ronny-schedel.de


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Re: [hlds_linux] replay feature

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

-Jon

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

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

Cheers,

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

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

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

Cheers,

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

Also, the files are already compressed using bzip. 

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

-Jon

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

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

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

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

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

Kicking the SourceTV bot with replays activated will crash TF2.

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

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

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

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

 -Jon

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

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

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

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

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

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

 -ics

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

 I tried posting this information on SPUF in Replay - Server

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

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

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

 disk

 or
 same filesystem.

 -ics

 8.5.2011 12:36, frostschutz kirjoitti:

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

 Unable to rename




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

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

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

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

 tmp/www,

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

 Regards
 frostschutz

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Re: [hlds_linux] Fixes

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

-Jon 

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

Hey all,

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

Other fixes include:

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

-Jon

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Re: [hlds_linux] Fixes

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

-Jon

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

This is live now!

-Jon 

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

Hey all,

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

Other fixes include:

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

-Jon

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Re: [hlds_linux] Fixes

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

-Jon

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

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



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

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

 -Jon

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

 This is live now!

 -Jon

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

 Hey all,

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

 Other fixes include:

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

 -Jon

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