Re: [hlds_linux] VMware and gameservers

2010-09-24 Thread Luigi
Hi all,

What is the Business Case to run css in a vm. You can have As much Game servers 
as you wand on a physical maachine without the overhead of VMware. 

Luigi

On 24.09.2010, at 16:54, Hans Vos h...@clanhost.nl wrote:

 Hi,
 
 Pretty interesting read. Will have a more in-depth look at it this weekend. 
 At our parent-company we have some very nice VMware configurations. Worth a 
 try to test it out for ourselves and see what the results are.
 
 -- 
 Met vriendelijke groet / With kind regards,
 
 Hans Vos
 Managing Director
 Clanhost
 
 Nieuwland Parc 155
 3351 LJ  Papendrecht
 The Netherlands
 
 (T) +31 (0)88 25 25 280
 (F) +31 (0)88 25 25 281
 (E) i...@clanhost.nl
 (W) http://www.clanhost.nl/
 
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Re: [hlds_linux] VMware and gameservers

2010-09-24 Thread Luigi
A vm with VMware (which can handle a gameserver) is much more expansive than a 
gameserver hosted by a provider. Have a Look at current vm's offert on the 
internet. 

On 24.09.2010, at 18:37, Simon Gunton si...@inx-gaming.co.uk wrote:

 Would allow people to rent a VPS to run there servers within without having
 to shell out the full cost of a dedicated server each month, but the
 customer gets the benefits of being isolated from the other users on the
 server which is the issue with shared game servers.
 
 Simon
 
 Simon Gunton
 Support Analyst
 INX-Gaming.com
 EMail: si...@inx-gaming.co.uk
 Support: http://support.inx-network.com/
 
 This e-mail and any attachments are confidential. If you are not the
 intended recipient, please contact the sender. Please then delete the email
 and do not disclose the contents to anyone.
 
 Any views or opinions presented in this email or its attachments are solely
 those of the author and do not necessarily represent those of INX-Gaming
 Limited
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Luigi
 Sent: 24 September 2010 17:21
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] VMware and gameservers
 
 Hi all,
 
 What is the Business Case to run css in a vm. You can have As much Game
 servers as you wand on a physical maachine without the overhead of VMware. 
 
 Luigi
 
 On 24.09.2010, at 16:54, Hans Vos h...@clanhost.nl wrote:
 
 Hi,
 
 Pretty interesting read. Will have a more in-depth look at it this
 weekend. At our parent-company we have some very nice VMware configurations.
 Worth a try to test it out for ourselves and see what the results are.
 
 -- 
 Met vriendelijke groet / With kind regards,
 
 Hans Vos
 Managing Director
 Clanhost
 
 Nieuwland Parc 155
 3351 LJ  Papendrecht
 The Netherlands
 
 (T) +31 (0)88 25 25 280
 (F) +31 (0)88 25 25 281
 (E) i...@clanhost.nl
 (W) http://www.clanhost.nl/
 
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Re: [hlds_linux] Rate low

2010-07-03 Thread Luigi
Buy a X5670 Six Core. This is a Monster. 

On 03.07.2010, at 02:24, 1nsane 1nsane...@gmail.com wrote:

 Upgrade to what?
 
 I'm already on a Nehalem Xeon.
 
 On Fri, Jul 2, 2010 at 8:17 PM, Ken k...@thegplex.net wrote:
 
 That's the breaks. Time for a hardware upgrade :(
 
 Sent from my iPad
 
 On 3/07/2010, at 12:06 PM, 1nsane 1nsane...@gmail.com wrote:
 
 Thats the way the new update is unfortunately :(.
 
 I have the Xeon X3460 and even with turbo boost running the core at 3.0
 ghz+
 CS:S starts to drop fps and tick severely after 44 or so players.
 
 On Fri, Jul 2, 2010 at 7:18 PM, Juliano mirando...@gmail.com wrote:
 
 Hello, I have the following configuration on the server:
 processor   : 7
 vendor_id   : GenuineIntel
 cpu family  : 6
 model   : 23
 model name  : Intel(R) Xeon(R) CPU   E5440  @ 2.83GHz
 stepping: 6
 cpu MHz : 2826.280
 cache size  : 6144 KB
 
 Cpu0  : 52.5%us,  2.3%sy,  0.0%ni, 44.2%id,  0.0%wa,  0.0%hi,  1.0%si,
 0.0%st
 Cpu1  : 90.7%us,  1.3%sy,  0.0%ni,  7.3%id,  0.0%wa,  0.0%hi,  0.7%si,
 0.0%st
 Cpu2  : 55.1%us,  2.3%sy,  0.0%ni, 41.9%id,  0.0%wa,  0.0%hi,  0.7%si,
 0.0%st
 Cpu3  : 50.3%us,  2.6%sy,  0.0%ni, 46.4%id,  0.0%wa,  0.0%hi,  0.7%si,
 0.0%st
 Cpu4  : 55.5%us,  2.3%sy,  0.0%ni, 41.2%id,  0.0%wa,  0.0%hi,  1.0%si,
 0.0%st
 Cpu5  : 20.9%us,  0.7%sy,  0.0%ni, 78.4%id,  0.0%wa,  0.0%hi,  0.0%si,
 0.0%st
 Cpu6  : 53.0%us,  2.0%sy,  0.0%ni, 44.0%id,  0.0%wa,  0.0%hi,  1.0%si,
 0.0%st
 Cpu7  : 56.0%us,  1.3%sy,  0.0%ni, 33.7%id,  0.0%wa,  0.7%hi,  8.3%si,
 0.0%st
 
 MemTotal:  8306700 kB
 MemFree:286052 kB
 Buffers: 16432 kB
 Cached:1222736 kB
 SwapCached:  0 kB
 Active:7398688 kB
 Inactive:   493944 kB
 HighTotal: 7466304 kB
 HighFree: 9460 kB
 LowTotal:   840396 kB
 LowFree:276592 kB
 SwapTotal: 2031608 kB
 SwapFree:  2031544 kB
 Dirty: 544 kB
 Writeback:   0 kB
 AnonPages: 6652956 kB
 Mapped: 305364 kB
 Slab:90072 kB
 PageTables:  27408 kB
 NFS_Unstable:0 kB
 Bounce:  0 kB
 CommitLimit:   6184956 kB
 Committed_AS:  9929512 kB
 VmallocTotal:   116728 kB
 VmallocUsed:  4040 kB
 VmallocChunk:   112508 kB
 HugePages_Total: 0
 HugePages_Free:  0
 HugePages_Rsvd:  0
 Hugepagesize: 2048 kB
 
 link(internet): 100mbps
 
 Centos 5.4-final
 Kernel 2.6.18-164.10.1.el5
 GNU C Library stable release version 2.5
 
 The server is fully with lag, rate 15 ~ 20
 The server has 52 slots
 Map: de_dust2
 *Counter Strike Source
 
 Does anyone know what might be happening?
 
 
 Att.
 Juliano
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Re: [hlds_linux] COUNTER-STRIKE: SOURCE BETA

2010-05-11 Thread Luigi
Is this real?

On 11.05.2010, at 21:11, Eric Smith er...@valvesoftware.com wrote:

 COUNTER-STRIKE: SOURCE UPDATE NOW IN BETA

 Available immediately, Valve has launched an extensive update to  
 Counter-Strike: Source, now in beta.

 The update includes a host of new features and functionality  
 developed in collaboration with Hidden Path Studios. These include  
 144 new achievements, a new domination and revenge system, player  
 stats, and more.

 This beta will run for a limited time, and once complete, the update  
 will be deployed to all Counter-Strike: Source owners for free via  
 Steam.

 The dedicated server files are available via the HLDSUpdateTool  
 using -game cssbeta in the command line.

 For more information, please visit 
 www.steamgames.comhttp://www.steamgames.com 
 .

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[hlds_linux] Server will not send logs to stats server

2010-04-02 Thread Don Luigi
Hi all,
 
I have a CSS server which is hosted by our sponser, and a stats server hosted 
in another datacenter. The problem is, that the server did not send the log to 
my stats server. i already put log on and logaddress_add ip:port in the 
server.cfg and changed the map. 
My sponsor can type on the shell nc -zu ip port and i will see that there are 
coming some packets to the stats server. But the css server will not send any 
packets.
Can you help me?
 
MFG
Luigi
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Re: [hlds_linux] Server will not send logs to stats server

2010-04-02 Thread Don Luigi
The stats packe is from HLStatsX CE and this is working. The perl daemon, which 
receives the logs as udp packages, is running and can receive packages, because 
i had tested this with another server.
Problem is, that no logs or udp packages are received from the css server.

- Originalnachricht -
Von: Arg! chillic...@gmail.com
Gesendet: Fre, 2.4.2010 11:49
An: Don Luigi lu...@my-don.de ; Half-Life dedicated Linux server mailing 
list hlds_linux@list.valvesoftware.com
Betreff: Re: [hlds_linux] Server will not send logs to stats server

You should try getting support from the maker of the stats package you
are using.

On Fri, Apr 2, 2010 at 7:38 PM, Don Luigi lu...@my-don.de wrote:
 Hi all,

 I have a CSS server which is hosted by our sponser, and a stats server hosted 
 in another datacenter. The problem is, that the server did not send the log 
 to my stats server. i already put log on and logaddress_add ip:port in 
 the server.cfg and changed the map.
 My sponsor can type on the shell nc -zu ip port and i will see that there 
 are coming some packets to the stats server. But the css server will not send 
 any packets.
 Can you help me?

 MFG
 Luigi
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[hlds_linux] cannot find my server in global list

2010-03-06 Thread [Don] - Luigi
Hi all,

I searched my server in the global list today and could not find him.
What could be the problem here, or what information do you need to
answer this question.

MFG

Luigi

 


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Re: [hlds_linux] cannot find my server in global list

2010-03-06 Thread [Don] - Luigi
Thanks for this information. I valve already working on this?

-Original Message-
From: Ronny Schedel [mailto:i...@ronny-schedel.de] 
Sent: Samstag, 6. März 2010 18:24
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cannot find my server in global list


It's a well known problem of the master servers, wait for a fix from 
Valve.


 Hi all,

 I searched my server in the global list today and could not find him.
 What could be the problem here, or what information do you need to
 answer this question.

 MFG

 Luigi




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[hlds_linux] Check sourceTV tv_delay as a client

2010-02-09 Thread [Don] - Luigi
Hi all,

 

Is it possible to check the tv_delay setting from game server as a
normal client?

 

Thanks and best regards,

Luigi


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Re: [hlds_linux] Hyper Threading on Core i7

2009-09-23 Thread Luigi
Problem with ht is that you are running 2 cores on one Core. This  
Jeans many contextswitches for the os which decrease performance.

MfG
Luigi

On 24.09.2009, at 01:19, Chris Green cgr...@valvesoftware.com wrote:

 Enable. For apps that it works well with, in the best case,  
 hyperthreading on the i7 can turn your 4-core system into the  
 equivalent of a 6-core one.


 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux- 
 boun...@list.valvesoftware.com] On Behalf Of Nander Paardekooper
 Sent: Tuesday, September 22, 2009 9:10 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Hyper Threading on Core i7

 Disabling it, i guess this will be better. Since it is not an  
 physical core.

 But i haven't tried it yet, so, be the first ;).

 Ulrich Block schreef:
 Using a Core i7 Hyperthreading returns. What is you opinion with  
 srdcs
 Server. Disable or enable Hyperthreading?

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Re: [hlds_linux] srcds virtualized

2009-08-28 Thread [Don] - Luigi
Hi,

I would prefer to buy some blade server and have all on bare-metal ;)
But I work for a well known hardware vendor ;)

-Original Message-
From: Valtteri Kiviniemi [mailto:valtteri.kivini...@dataproof.fi] 
Sent: Freitag, 28. August 2009 23:25
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] srcds virtualized

Hi,

Easily? Just assign couple of physical cpu cores to the gameserver 
virtuals and run other virtualservers for the others. I have 4 gamserver 

virtuals which each one has own physical cpu core assigned. Each run 
different kind of gamservers with different kernel configuration for 
optimal fps/performance.

Then i have web/database/mailserver running on the other 4 physical 
cores. No performance problems at all, stable 1000fps with srcds.

Virtualization rocks because you can easily max out your server. It 
would be very hard to run all of those services with bare-metal and have 

  a kernel that would be optimal for all of those.

I even have a FreeBSD domU for CS 1.6 servers because they seem to 
perform much better on FreeBSD than on linux.


- Valtteri Kiviniemi

Midnight kirjoitti:
 Hmm, I'm not sure how you are running stable servers on a platform 
under 
 medium to heavy load from other VMs.  I guess if you are running low 
end 
 servers it would be ok, but most people these days seem to want 
1000fps 
 stable servers.  Anyway seems you are very happy with your XEN setup 
for 
 what you are using it for so to each his own.
 
 
 Valtteri Kiviniemi wrote:
 Hi,

 Disk I/O is the most important thing on virtualized environments. You 

 have multiple operating systems using the same storage so its 
important 
 that your storage is fast. If you have slow storage, then your 
virtual 
 servers are sticky and slow because of the slow disk speed. You 
might 
 have fast cpu and a lots of ram, but you have to remember that you 
have 
 multiple operating systems with different workloads using the same 
 storage and that will need to be fast if you want to run a reasonable 

 ammount of virtualservers. Ofc. im not directly speaking on srcds's 
 hosting, so it might mabe a little offtopic, but im just making out 
the 
 differences between VMWare and Xen.

 I had almos 200MB/s of raw disk troughput with Xen and only 60MB/s 
with 
 VMWare measured from inside the VPS. That is a huge difference. That 
was 
 tested via Areca raid array, but I also tested the disk speed with no 

 raid, only single sata-disk and it was still better on Xen.

 - Valtteri Kiviniemi

 Midnight kirjoitti:
   
 Disk I/O is not the main factor for running game servers anyway, so 
 that's not really a reason to choose one option over the other in 
this case.



 Valtteri Kiviniemi wrote:
 
 Hi,

 You are correct. But I'm just saying my opinion here, and I think 
that 
 Xen is better.

 VMWare ESXi is maybe a bit more user friendly than XenServer 5.5, 
but I 
 don't still understand why ESXi is so much slower. I'am using both 
of 
 them because my company sell's virtual servers and some customers 
want 
 VMWare ones.

 I have identical hardware on all machines but im still seeing 
30-40% 
 more performance on Xen virtual servers than on VMWare. Dont know 
why, 
 but disk i/o is way better on Xen than VMWare.

 - Valtteri Kiviniemi

 Eric Greer kirjoitti:
   
   
 If everyone wants to get technical with all of this nonsense... 
you can run
 srcds just fine on a VPS - as long as there is enough power.
 Xen Quite simply adds another layer hardware layer that data must 
pass
 through.  However, we're talking nanoseconds here people.  Not 
like another
 hop on your way to chicago - another *virtual* device on the way 
to the
 hardware and back.  It's like nothing.  VMWare ESXi adds a few 
more layers
 as it passes through more virtual devices... but it still does not 
matter.

 A VM can be provisioned with plenty enough power to do any source 
server
 just fine. You just have to give it plenty of dedicated resources.

 I feel like people start taking emotions into computing at some 
point.
  There aren't any - its all benchmarks and numbers.  If the system 
can CPU
 bench some number has memory available and bandwidth... it can run 
the
 server - simple as that.

 A VPS is generally considered 'weaker' because it can share 
resources with
 other VMs - but it doesn't have to.  If for some reason you wanted 
to give
 root shell access to a game server customer, you could VM them.  
Yes, theres
 a good 100Mb of memory overhead for the hypervisor, but it can be 
worth it.

 Eric


 On Thu, Aug 27, 2009 at 12:05 PM, Valtteri Kiviniemi 
 valtteri.kivini...@dataproof.fi wrote:

 
 
 Hi,

 You should probably read the facts before posting. Ofc. its not 
exactly
 the same, but if you know nothing about Xen you would know that 
the
 performance difference between (for example 2.6.18-xen and 2.6.18
 kernels) are so small, that you cant even notice it.

 Maybe with ESXi you have greater 

Re: [hlds_linux] IPv6 in Source

2009-08-27 Thread Luigi
A beta would be great to have a stable version when we have to use ipv6

On 27.08.2009, at 10:09, Japje | Jasper Wonnink j...@japje.nl wrote:

 I wrote Alfred about this some months ago. His answer:

 Hey Jasper, we have no firm IPV6 plans at this time.

 so no.. dont count on it


 and Arg!,

 surely there'd be no benefit for valve to develop this until at  
 least a
 large portion of their player base actually has an IPv6 connection

 Thats like waiting to build a highway until a large portion of the
 people in a city have a car..

 There will be IPv6 only connections sooner then 2 years, probably in
 country's who don't have much IPv4 like Africa or Azie (which has a
 substation IPv6 network already)

 There have been dual stack solutions for a long time for all kinds of
 software.. i think its utter BS that a gameserver cant listen on IPv6
 for players, or a client can't connect to an IPv6 server (when he  
 has an
 IPv6 connection).

 Hell they could make it an experimental switch you could give a game
 --with-ipv6 for all i care

 People should stop putting their heads in their ass and acknowledge  
 that
 IPv4 will run out, and we will use IPv6. Better fix support now that  
 the
 user base is still small enough that deploying it wont cause a lot of
 trouble.


 Japje / Jasper Wonnink


 [Don] - Luigi wrote:
 Hi all,



 I wonder, if there is IPv6 support in Source, or will this  
 implemented
 in the near future? Did someone heard anything about this?



 Mfg

 Luigi


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[hlds_linux] IPv6 in Source

2009-08-26 Thread [Don] - Luigi
Hi all,

 

I wonder, if there is IPv6 support in Source, or will this implemented
in the near future? Did someone heard anything about this?

 

Mfg

Luigi


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Re: [hlds_linux] IPv6 in Source

2009-08-26 Thread [Don] - Luigi
Hi Romain,

Problem here is that hoster will be forced to use pure IPv6 networks. I 
know this did not happened in the next 1 or 2 years, but the switch to 
IPv6 will come and Valve should be prepared.
And IPv6 could be faster, because of faster routing :)

Mfg
Luigi

-Original Message-
From: Romain Pierre [mailto:ult...@gmail.com] 
Sent: Mittwoch, 26. August 2009 23:01
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] IPv6 in Source

Hi Luigi,

I don't think, and never!
Actually, there is no plan to support 64bit, so IPv6...

Best regards,
Romain Pierre


2009/8/26 [Don] - Luigi lu...@my-don.de

 Hi all,



 I wonder, if there is IPv6 support in Source, or will this implemented
 in the near future? Did someone heard anything about this?



 Mfg

 Luigi


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Re: [hlds_linux] TF2/L4D Updates Available

2009-08-22 Thread [Don] - Luigi
I am also waiting for a port of CSS to the OB engine. Can't wait to have 
achievements like TF2. 
I wonder why they did not port a game like CSS which has many many 
players out there. 

Mfg
Luigi

-Original Message-
From: Shawn Zipay [mailto:z...@csnation.net] 
Sent: Samstag, 22. August 2009 05:19
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2/L4D Updates Available

Years back it was sort of announced (rumored?) that they'd port CSS to 
the
OB engine.  There hasn't been even a whisper on that front.  So, unless 
they
come out and tell us, I'm considering that project scrapped.


Shawn P. Zipay
Site Director

MyInternetServices -- http://www.myinternetservices.com
CS-Nation -- http://www.csnation.net


On Fri, Aug 21, 2009 at 10:46 PM, 1nsane 1nsane...@gmail.com wrote:

 At least... it was going to.

 On Fri, Aug 21, 2009 at 10:36 PM, Rick Payton r...@mai-hawaii.com 
wrote:

  No, it's not  yet. Eventually it will be I *assume*.
 
  --mauirixxx
 
  -Original Message-
  From: hlds_linux-boun...@list.valvesoftware.com [mailto:
  hlds_linux-boun...@list.valvesoftware.com] On Behalf Of TheZboys
  Sent: Friday, August 21, 2009 4:05 PM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] TF2/L4D Updates Available
 
  isnt css orange box?
 
  Orange Box Engine:
  - Fixed an exploit that allowed files to be uploaded to the server 
at
  arbitrary locations
  in the file system.
  - Fixed a server crash caused by a client packet claiming to be an 
HLTV
  client when HLTV
  is disabled on the server
  - Fixed a server crash caused by spoofing a client disconnect 
message
  - Fixed a server crash caused by sending malformed reliable 
subchannel
 data
  - Fixed a server crash related to unbounded settings on some convars
 
  - Original Message -
  From: JäKë T can_kic...@hotmail.com
  To: hlds_linux@list.valvesoftware.com
  Sent: Friday, August 21, 2009 6:50 PM
  Subject: Re: [hlds_linux] TF2/L4D Updates Available
 
 
  
   Yet it's still one of the most played games if not the most from 
valve.
   An update to fix this would be nice to see on Counter strike 
source.
   I'm sure they're working on one, if not I'll keep using that 
beautiful
  fix someone in
   the community made.
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