Re: [hlds_linux] What distro will Valve target for dedicated servers, now that Ubuntu is stripping-out 32-bit support?

2019-07-20 Thread Marco Padovan
Just to have some dates for the two mostly used flavors for community
servers:

CentOS 7 is officially supported till June 30, 2024

Ubuntu 16.04 LTS goes EOL in April 2024
then you have Ubuntu 18.04 LTS fully supported till April 2023 and goes EOL
in 2028

On Sat, Jul 20, 2019 at 1:05 AM Mecha Weasel 
wrote:

> A while back it was announced that Ubuntu will be dropping 32-bit/i386
> packages from their next LTS distro (20.04).
> A question primarily to Valve ...
>
> They have since walked that back SLIGHTLY, but still it raises the
> question about Valve support for SRCDS and HLDS on Ubuntu.
>
> The last I recall from Valve, was that everything ran as 32-bit under
> Ubuntu (non-change-root), and on non-Ubuntu it was still 32-bit but run in
> a change-root?
>
> Or maybe do something crazy like make a Valve-distro like SteamOS - but
> for the dedicated-server side (SteamServerOS?)?
>
> Is there any information available as to what Valve's stategry will be for
> the future?
>
> Will they be moving from Ubuntu to another distro as their primary target?
> Will they be distributing SRCDS and HLDS compiled for 64-bit/amd64 instead?
> If so, will they commit to continuing to keep HLDS-based game running, or
> stop supporting-them (HL1, CS 1.x, TFC, etc.)?
>
> What about for games where the client-side is also available for Linux
> (generally in addition to SteamOS)?
>
> Just wondering what (if any) future there is for gaming communities
> hosting servers for these games, as I can not think of any of them that are
> 64-bit.
>
> - Weasel
>
> Updated Ubuntu statement regarding 32-bit/i386 Packages (24 June 2019):
>
> https://ubuntu.com/blog/statement-on-32-bit-i386-packages-for-ubuntu-19-10-and-20-04-lts
>
>
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Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-21 Thread Marco Padovan
Hi,

I've to correct myself, seems like tf2 doesn't work on centos6 due to glibc
versioning

On Mon, Mar 20, 2017 at 7:51 PM, Marco Padovan <e...@evcz.tk> wrote:

> so, to recap, let's just hope valve will ship it linked to libcurl instead
> of the gnutls one
>
> On Mon, Mar 20, 2017 at 7:46 PM, Marco Padovan <e...@evcz.tk> wrote:
>
>> yum install libcurl.i686 installs the 32bit one..
>>
>> Those two commands are enough.
>>
>> confirmed to work on:
>> centos 6
>> centos 7
>> fedora 25
>>
>> On Mon, Mar 20, 2017 at 7:44 PM, ics <i...@ics-base.net> wrote:
>>
>>> You need the 32bit versions too in order to run srcds. In debian these
>>> would be:
>>>
>>> dpkg --add-architecture i386
>>> apt-get install libcurl3-gnutls:i386
>>> apt-get install libcurl4-gnutls-dev:i386
>>>
>>> You might find the similiar from centos.
>>>
>>> -ics
>>>
>>> Jonathan Price kirjoitti:
>>>
>>> I've just spun up a blank CentOS 7 VM to test, and will hopefully help
>>>> clarify the problem and solution for some people.
>>>>
>>>> 1) I installed tf2 with "-beta toolchainbeta" on the CentOS 7 VM
>>>> 2) I ran "./srcds_run", and had the following message in the output
>>>> "Could not load: replay_srv.so"
>>>> 3) I checked the libraries required by this file with this command:
>>>> "env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d
>>>> bin/replay_srv.so"
>>>> 4) All libraries were found except for "libcurl-gnutls.so.4 => not
>>>> found"
>>>> 5) ran "yum install libcurl.i686"
>>>> 6) ran "ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4"
>>>> 7) ran "./srcds_run", and sure enough, the server launched
>>>>
>>>> I am not intimately familiar with how library symbols are read, but I
>>>> suspect that it may not actually be able to use the libcurl provided by
>>>> CentOS that is compiled with OpenSSL, and it may literally just be
>>>> causing it to believe the library is there. However, I would be glad to
>>>> be proven wrong on this.
>>>>
>>>> It is worth noting that this issue could be alleviated altogether by
>>>> Valve if they were to compile against libcurl3 rather than
>>>> libcurl3-gnutls on Ubuntu (which I believe is where they compile).
>>>>
>>>>
>>>> On 20/03/2017 11:28, Marco Padovan wrote:
>>>>
>>>>> To have it working on centos run these two commands:
>>>>>
>>>>> yum install libcurl.i686
>>>>> ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4
>>>>>
>>>>> seems to be the only change needed compared to previous beta
>>>>>
>>>>> On Sun, Mar 19, 2017 at 9:19 PM, Svensk Ljud & Ljus Produktion <
>>>>> i...@teaterljud.se> wrote:
>>>>>
>>>>> We do - but right now downgraded with "app_update 232250 -beta
>>>>>> previous "
>>>>>>
>>>>>> I do hope they are using or will supply sources that all unix users
>>>>>> can
>>>>>> use when it go real live.
>>>>>>
>>>>>> Peter
>>>>>>
>>>>>> Svensk Ljud & Ljus Produktion
>>>>>>
>>>>>>
>>>>>> On 2017-03-19 19:56, Marco Padovan wrote:
>>>>>>
>>>>>> Exact same crash
>>>>>>>
>>>>>>> ldd tf2/orangebox/bin/dedicated_srv.so
>>>>>>>   linux-gate.so.1 =>  (0xf77d9000)
>>>>>>>   libtier0_srv.so => /home//tf2/orangebox/bin/l
>>>>>>> ibtier0_srv.so
>>>>>>> (0xf753c000)
>>>>>>>   libvstdlib_srv.so => /home//tf2/orangebox/bin/l
>>>>>>> ibvstdlib_srv.so
>>>>>>> (0xf742f000)
>>>>>>>   libm.so.6 => /lib/libm.so.6 (0xf73e3000)
>>>>>>>   libdl.so.2 => /lib/libdl.so.2 (0xf73de000)
>>>>>>>   libstdc++.so.6 => /lib/libstdc++.so.6 (0xf72f1000)
>>>>>>>   libpthread.so.0 => /lib/libpthread.so.0 (0xf72d6000)
>>>>>>>   /lib/ld-linux.so.2 (0xf77da000)
&

Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-20 Thread Marco Padovan
so, to recap, let's just hope valve will ship it linked to libcurl instead
of the gnutls one

On Mon, Mar 20, 2017 at 7:46 PM, Marco Padovan <e...@evcz.tk> wrote:

> yum install libcurl.i686 installs the 32bit one..
>
> Those two commands are enough.
>
> confirmed to work on:
> centos 6
> centos 7
> fedora 25
>
> On Mon, Mar 20, 2017 at 7:44 PM, ics <i...@ics-base.net> wrote:
>
>> You need the 32bit versions too in order to run srcds. In debian these
>> would be:
>>
>> dpkg --add-architecture i386
>> apt-get install libcurl3-gnutls:i386
>> apt-get install libcurl4-gnutls-dev:i386
>>
>> You might find the similiar from centos.
>>
>> -ics
>>
>> Jonathan Price kirjoitti:
>>
>> I've just spun up a blank CentOS 7 VM to test, and will hopefully help
>>> clarify the problem and solution for some people.
>>>
>>> 1) I installed tf2 with "-beta toolchainbeta" on the CentOS 7 VM
>>> 2) I ran "./srcds_run", and had the following message in the output
>>> "Could not load: replay_srv.so"
>>> 3) I checked the libraries required by this file with this command:
>>> "env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d
>>> bin/replay_srv.so"
>>> 4) All libraries were found except for "libcurl-gnutls.so.4 => not found"
>>> 5) ran "yum install libcurl.i686"
>>> 6) ran "ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4"
>>> 7) ran "./srcds_run", and sure enough, the server launched
>>>
>>> I am not intimately familiar with how library symbols are read, but I
>>> suspect that it may not actually be able to use the libcurl provided by
>>> CentOS that is compiled with OpenSSL, and it may literally just be
>>> causing it to believe the library is there. However, I would be glad to
>>> be proven wrong on this.
>>>
>>> It is worth noting that this issue could be alleviated altogether by
>>> Valve if they were to compile against libcurl3 rather than
>>> libcurl3-gnutls on Ubuntu (which I believe is where they compile).
>>>
>>>
>>> On 20/03/2017 11:28, Marco Padovan wrote:
>>>
>>>> To have it working on centos run these two commands:
>>>>
>>>> yum install libcurl.i686
>>>> ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4
>>>>
>>>> seems to be the only change needed compared to previous beta
>>>>
>>>> On Sun, Mar 19, 2017 at 9:19 PM, Svensk Ljud & Ljus Produktion <
>>>> i...@teaterljud.se> wrote:
>>>>
>>>> We do - but right now downgraded with "app_update 232250 -beta previous
>>>>> "
>>>>>
>>>>> I do hope they are using or will supply sources that all unix users can
>>>>> use when it go real live.
>>>>>
>>>>> Peter
>>>>>
>>>>> Svensk Ljud & Ljus Produktion
>>>>>
>>>>>
>>>>> On 2017-03-19 19:56, Marco Padovan wrote:
>>>>>
>>>>> Exact same crash
>>>>>>
>>>>>> ldd tf2/orangebox/bin/dedicated_srv.so
>>>>>>   linux-gate.so.1 =>  (0xf77d9000)
>>>>>>   libtier0_srv.so => /home//tf2/orangebox/bin/l
>>>>>> ibtier0_srv.so
>>>>>> (0xf753c000)
>>>>>>   libvstdlib_srv.so => /home//tf2/orangebox/bin/l
>>>>>> ibvstdlib_srv.so
>>>>>> (0xf742f000)
>>>>>>   libm.so.6 => /lib/libm.so.6 (0xf73e3000)
>>>>>>   libdl.so.2 => /lib/libdl.so.2 (0xf73de000)
>>>>>>   libstdc++.so.6 => /lib/libstdc++.so.6 (0xf72f1000)
>>>>>>   libpthread.so.0 => /lib/libpthread.so.0 (0xf72d6000)
>>>>>>   /lib/ld-linux.so.2 (0xf77da000)
>>>>>>   libc.so.6 => /lib/libc.so.6 (0xf7118000)
>>>>>>   librt.so.1 => /lib/librt.so.1 (0xf710f000)
>>>>>>   libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf70f4000)
>>>>>>
>>>>>> Nobody is running tf2 on centos 6/7 or fedora XX or redhat enterprise
>>>>>> linux
>>>>>> ?
>>>>>>
>>>>>>
>>>>>>
>>>>>> On Sat, Mar 18, 2017 at 3:42 PM, James Botting <
>>>&

Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-20 Thread Marco Padovan
yum install libcurl.i686 installs the 32bit one..

Those two commands are enough.

confirmed to work on:
centos 6
centos 7
fedora 25

On Mon, Mar 20, 2017 at 7:44 PM, ics <i...@ics-base.net> wrote:

> You need the 32bit versions too in order to run srcds. In debian these
> would be:
>
> dpkg --add-architecture i386
> apt-get install libcurl3-gnutls:i386
> apt-get install libcurl4-gnutls-dev:i386
>
> You might find the similiar from centos.
>
> -ics
>
> Jonathan Price kirjoitti:
>
> I've just spun up a blank CentOS 7 VM to test, and will hopefully help
>> clarify the problem and solution for some people.
>>
>> 1) I installed tf2 with "-beta toolchainbeta" on the CentOS 7 VM
>> 2) I ran "./srcds_run", and had the following message in the output
>> "Could not load: replay_srv.so"
>> 3) I checked the libraries required by this file with this command:
>> "env LD_LIBRARY_PATH="$LD_LIBRARY_PATH:bin" ldd -d
>> bin/replay_srv.so"
>> 4) All libraries were found except for "libcurl-gnutls.so.4 => not found"
>> 5) ran "yum install libcurl.i686"
>> 6) ran "ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4"
>> 7) ran "./srcds_run", and sure enough, the server launched
>>
>> I am not intimately familiar with how library symbols are read, but I
>> suspect that it may not actually be able to use the libcurl provided by
>> CentOS that is compiled with OpenSSL, and it may literally just be
>> causing it to believe the library is there. However, I would be glad to
>> be proven wrong on this.
>>
>> It is worth noting that this issue could be alleviated altogether by
>> Valve if they were to compile against libcurl3 rather than
>> libcurl3-gnutls on Ubuntu (which I believe is where they compile).
>>
>>
>> On 20/03/2017 11:28, Marco Padovan wrote:
>>
>>> To have it working on centos run these two commands:
>>>
>>> yum install libcurl.i686
>>> ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4
>>>
>>> seems to be the only change needed compared to previous beta
>>>
>>> On Sun, Mar 19, 2017 at 9:19 PM, Svensk Ljud & Ljus Produktion <
>>> i...@teaterljud.se> wrote:
>>>
>>> We do - but right now downgraded with "app_update 232250 -beta previous "
>>>>
>>>> I do hope they are using or will supply sources that all unix users can
>>>> use when it go real live.
>>>>
>>>> Peter
>>>>
>>>> Svensk Ljud & Ljus Produktion
>>>>
>>>>
>>>> On 2017-03-19 19:56, Marco Padovan wrote:
>>>>
>>>> Exact same crash
>>>>>
>>>>> ldd tf2/orangebox/bin/dedicated_srv.so
>>>>>   linux-gate.so.1 =>  (0xf77d9000)
>>>>>   libtier0_srv.so => /home//tf2/orangebox/bin/l
>>>>> ibtier0_srv.so
>>>>> (0xf753c000)
>>>>>   libvstdlib_srv.so => /home//tf2/orangebox/bin/l
>>>>> ibvstdlib_srv.so
>>>>> (0xf742f000)
>>>>>   libm.so.6 => /lib/libm.so.6 (0xf73e3000)
>>>>>   libdl.so.2 => /lib/libdl.so.2 (0xf73de000)
>>>>>   libstdc++.so.6 => /lib/libstdc++.so.6 (0xf72f1000)
>>>>>   libpthread.so.0 => /lib/libpthread.so.0 (0xf72d6000)
>>>>>       /lib/ld-linux.so.2 (0xf77da000)
>>>>>   libc.so.6 => /lib/libc.so.6 (0xf7118000)
>>>>>   librt.so.1 => /lib/librt.so.1 (0xf710f000)
>>>>>   libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf70f4000)
>>>>>
>>>>> Nobody is running tf2 on centos 6/7 or fedora XX or redhat enterprise
>>>>> linux
>>>>> ?
>>>>>
>>>>>
>>>>>
>>>>> On Sat, Mar 18, 2017 at 3:42 PM, James Botting <
>>>>> bottswan...@googlemail.com>
>>>>> wrote:
>>>>>
>>>>> try setting the export environment variable so it can resolve the
>>>>> missing
>>>>>
>>>>>> server library files?
>>>>>>
>>>>>> Adjusting paths as required, something like this:
>>>>>> export
>>>>>> LD_LIBRARY_PATH=/path/to/my/server:/path/to/my/server/bin:{$
>>>>>> LD_LIBRARY_PATH}
>>>>>>
>>>>>>
>>>>

Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-20 Thread Marco Padovan
To have it working on centos run these two commands:

yum install libcurl.i686
ln -s /usr/lib/libcurl.so.4 /usr/lib/libcurl-gnutls.so.4

seems to be the only change needed compared to previous beta

On Sun, Mar 19, 2017 at 9:19 PM, Svensk Ljud & Ljus Produktion <
i...@teaterljud.se> wrote:

> We do - but right now downgraded with "app_update 232250 -beta previous "
>
> I do hope they are using or will supply sources that all unix users can
> use when it go real live.
>
> Peter
>
> Svensk Ljud & Ljus Produktion
>
>
> On 2017-03-19 19:56, Marco Padovan wrote:
>
>> Exact same crash
>>
>> ldd tf2/orangebox/bin/dedicated_srv.so
>>  linux-gate.so.1 =>  (0xf77d9000)
>>  libtier0_srv.so => /home//tf2/orangebox/bin/libtier0_srv.so
>> (0xf753c000)
>>  libvstdlib_srv.so => /home//tf2/orangebox/bin/l
>> ibvstdlib_srv.so
>> (0xf742f000)
>>  libm.so.6 => /lib/libm.so.6 (0xf73e3000)
>>  libdl.so.2 => /lib/libdl.so.2 (0xf73de000)
>>  libstdc++.so.6 => /lib/libstdc++.so.6 (0xf72f1000)
>>  libpthread.so.0 => /lib/libpthread.so.0 (0xf72d6000)
>>  /lib/ld-linux.so.2 (0xf77da000)
>>  libc.so.6 => /lib/libc.so.6 (0xf7118000)
>>  librt.so.1 => /lib/librt.so.1 (0xf710f000)
>>  libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf70f4000)
>>
>> Nobody is running tf2 on centos 6/7 or fedora XX or redhat enterprise
>> linux
>> ?
>>
>>
>>
>> On Sat, Mar 18, 2017 at 3:42 PM, James Botting <
>> bottswan...@googlemail.com>
>> wrote:
>>
>> try setting the export environment variable so it can resolve the missing
>>> server library files?
>>>
>>> Adjusting paths as required, something like this:
>>> export
>>> LD_LIBRARY_PATH=/path/to/my/server:/path/to/my/server/bin:{$
>>> LD_LIBRARY_PATH}
>>>
>>>
>>> On Sat, Mar 18, 2017 at 2:34 PM, Marco Padovan <e...@evcz.tk> wrote:
>>>
>>> and
>>>>
>>>> dd tf2/orangebox/tf/bin/server_srv.so
>>>> linux-gate.so.1 =>  (0xf778e000)
>>>> libtier0_srv.so => not found
>>>> libvstdlib_srv.so => not found
>>>> libsteam_api.so => not found
>>>> libm.so.6 => /lib/libm.so.6 (0xf5f23000)
>>>> libdl.so.2 => /lib/libdl.so.2 (0xf5f1d000)
>>>> libstdc++.so.6 => /lib/libstdc++.so.6 (0xf5e31000)
>>>> libpthread.so.0 => /lib/libpthread.so.0 (0xf5e16000)
>>>> /lib/ld-linux.so.2 (0xf778f000)
>>>> libc.so.6 => /lib/libc.so.6 (0xf5c58000)
>>>> libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf5c3d000)
>>>>
>>>> ldd tf2/orangebox/bin/engine_srv.so
>>>> linux-gate.so.1 =>  (0xf7703000)
>>>> libtier0_srv.so => not found
>>>> libvstdlib_srv.so => not found
>>>> libsteam_api.so => not found
>>>> libm.so.6 => /lib/libm.so.6 (0xf7307000)
>>>> libdl.so.2 => /lib/libdl.so.2 (0xf7301000)
>>>> libstdc++.so.6 => /lib/libstdc++.so.6 (0xf7215000)
>>>> libpthread.so.0 => /lib/libpthread.so.0 (0xf71fa000)
>>>> /lib/ld-linux.so.2 (0xf7704000)
>>>> libc.so.6 => /lib/libc.so.6 (0xf703c000)
>>>> libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf7021000)
>>>>
>>>> On Sat, Mar 18, 2017 at 3:31 PM, Marco Padovan <e...@evcz.tk> wrote:
>>>>
>>>> ldd srcds_linux
>>>>> linux-gate.so.1 =>  (0xf7754000)
>>>>> libdl.so.2 => /lib/libdl.so.2 (0xf7745000)
>>>>> libpthread.so.0 => /lib/libpthread.so.0 (0xf772a000)
>>>>> libc.so.6 => /lib/libc.so.6 (0xf756c000)
>>>>> /lib/ld-linux.so.2 (0xf7755000)
>>>>>
>>>>>
>>>>>
>>>>> On Sat, Mar 18, 2017 at 12:05 PM, Rudy Bleeker <rblee...@gmail.com>
>>>>>
>>>> wrote:
>>>>
>>>>> What is the output of "ldd srcds_linux"?
>>>>>>
>>>>>> On 17 March 2017 at 17:34, Marco Padovan <e...@evcz.tk> wrote:
>>>>>>
>>>>>>> Hi,
>>>>>>>
>>>>>>> what's the status in relation to TF2 toolchain, did someone got it
>>>>>>>
>>>>>> running
>>>>>>
>>>>>>> on centos7 without resorting to chroots on all of that?
>>

Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-19 Thread Marco Padovan
Exact same crash

ldd tf2/orangebox/bin/dedicated_srv.so
linux-gate.so.1 =>  (0xf77d9000)
libtier0_srv.so => /home//tf2/orangebox/bin/libtier0_srv.so
(0xf753c000)
libvstdlib_srv.so => /home//tf2/orangebox/bin/libvstdlib_srv.so
(0xf742f000)
libm.so.6 => /lib/libm.so.6 (0xf73e3000)
libdl.so.2 => /lib/libdl.so.2 (0xf73de000)
libstdc++.so.6 => /lib/libstdc++.so.6 (0xf72f1000)
libpthread.so.0 => /lib/libpthread.so.0 (0xf72d6000)
/lib/ld-linux.so.2 (0xf77da000)
libc.so.6 => /lib/libc.so.6 (0xf7118000)
librt.so.1 => /lib/librt.so.1 (0xf710f000)
libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf70f4000)

Nobody is running tf2 on centos 6/7 or fedora XX or redhat enterprise linux
?



On Sat, Mar 18, 2017 at 3:42 PM, James Botting <bottswan...@googlemail.com>
wrote:

> try setting the export environment variable so it can resolve the missing
> server library files?
>
> Adjusting paths as required, something like this:
> export
> LD_LIBRARY_PATH=/path/to/my/server:/path/to/my/server/bin:{$
> LD_LIBRARY_PATH}
>
>
> On Sat, Mar 18, 2017 at 2:34 PM, Marco Padovan <e...@evcz.tk> wrote:
>
> > and
> >
> > dd tf2/orangebox/tf/bin/server_srv.so
> > linux-gate.so.1 =>  (0xf778e000)
> > libtier0_srv.so => not found
> > libvstdlib_srv.so => not found
> > libsteam_api.so => not found
> > libm.so.6 => /lib/libm.so.6 (0xf5f23000)
> > libdl.so.2 => /lib/libdl.so.2 (0xf5f1d000)
> > libstdc++.so.6 => /lib/libstdc++.so.6 (0xf5e31000)
> > libpthread.so.0 => /lib/libpthread.so.0 (0xf5e16000)
> > /lib/ld-linux.so.2 (0xf778f000)
> > libc.so.6 => /lib/libc.so.6 (0xf5c58000)
> > libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf5c3d000)
> >
> > ldd tf2/orangebox/bin/engine_srv.so
> > linux-gate.so.1 =>  (0xf7703000)
> > libtier0_srv.so => not found
> > libvstdlib_srv.so => not found
> > libsteam_api.so => not found
> > libm.so.6 => /lib/libm.so.6 (0xf7307000)
> > libdl.so.2 => /lib/libdl.so.2 (0xf7301000)
> > libstdc++.so.6 => /lib/libstdc++.so.6 (0xf7215000)
> > libpthread.so.0 => /lib/libpthread.so.0 (0xf71fa000)
> > /lib/ld-linux.so.2 (0xf7704000)
> > libc.so.6 => /lib/libc.so.6 (0xf703c000)
> > libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf7021000)
> >
> > On Sat, Mar 18, 2017 at 3:31 PM, Marco Padovan <e...@evcz.tk> wrote:
> >
> > > ldd srcds_linux
> > > linux-gate.so.1 =>  (0xf7754000)
> > > libdl.so.2 => /lib/libdl.so.2 (0xf7745000)
> > > libpthread.so.0 => /lib/libpthread.so.0 (0xf772a000)
> > > libc.so.6 => /lib/libc.so.6 (0xf756c000)
> > > /lib/ld-linux.so.2 (0xf7755000)
> > >
> > >
> > >
> > > On Sat, Mar 18, 2017 at 12:05 PM, Rudy Bleeker <rblee...@gmail.com>
> > wrote:
> > >
> > >> What is the output of "ldd srcds_linux"?
> > >>
> > >> On 17 March 2017 at 17:34, Marco Padovan <e...@evcz.tk> wrote:
> > >> > Hi,
> > >> >
> > >> > what's the status in relation to TF2 toolchain, did someone got it
> > >> running
> > >> > on centos7 without resorting to chroots on all of that?
> > >> >
> > >> > It segfault on start with no proper infos on what it's missing or
> what
> > >> it's
> > >> > finding wrong...
> > >> > ___
> > >> > To unsubscribe, edit your list preferences, or view the list
> archives,
> > >> please visit:
> > >> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>
> > >>
> > >>
> > >> --
> > >> Idleness is not doing nothing. Idleness is being free to do anything.
> > >>   - Floyd Dell
> > >>
> > >> ___
> > >> To unsubscribe, edit your list preferences, or view the list archives,
> > >> please visit:
> > >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
> > >>
> > >
> > >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
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Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-18 Thread Marco Padovan
and

dd tf2/orangebox/tf/bin/server_srv.so
linux-gate.so.1 =>  (0xf778e000)
libtier0_srv.so => not found
libvstdlib_srv.so => not found
libsteam_api.so => not found
libm.so.6 => /lib/libm.so.6 (0xf5f23000)
libdl.so.2 => /lib/libdl.so.2 (0xf5f1d000)
libstdc++.so.6 => /lib/libstdc++.so.6 (0xf5e31000)
libpthread.so.0 => /lib/libpthread.so.0 (0xf5e16000)
/lib/ld-linux.so.2 (0xf778f000)
libc.so.6 => /lib/libc.so.6 (0xf5c58000)
libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf5c3d000)

ldd tf2/orangebox/bin/engine_srv.so
linux-gate.so.1 =>  (0xf7703000)
libtier0_srv.so => not found
libvstdlib_srv.so => not found
libsteam_api.so => not found
libm.so.6 => /lib/libm.so.6 (0xf7307000)
libdl.so.2 => /lib/libdl.so.2 (0xf7301000)
libstdc++.so.6 => /lib/libstdc++.so.6 (0xf7215000)
libpthread.so.0 => /lib/libpthread.so.0 (0xf71fa000)
/lib/ld-linux.so.2 (0xf7704000)
libc.so.6 => /lib/libc.so.6 (0xf703c000)
libgcc_s.so.1 => /lib/libgcc_s.so.1 (0xf7021000)

On Sat, Mar 18, 2017 at 3:31 PM, Marco Padovan <e...@evcz.tk> wrote:

> ldd srcds_linux
> linux-gate.so.1 =>  (0xf7754000)
> libdl.so.2 => /lib/libdl.so.2 (0xf7745000)
> libpthread.so.0 => /lib/libpthread.so.0 (0xf772a000)
> libc.so.6 => /lib/libc.so.6 (0xf756c000)
> /lib/ld-linux.so.2 (0xf7755000)
>
>
>
> On Sat, Mar 18, 2017 at 12:05 PM, Rudy Bleeker <rblee...@gmail.com> wrote:
>
>> What is the output of "ldd srcds_linux"?
>>
>> On 17 March 2017 at 17:34, Marco Padovan <e...@evcz.tk> wrote:
>> > Hi,
>> >
>> > what's the status in relation to TF2 toolchain, did someone got it
>> running
>> > on centos7 without resorting to chroots on all of that?
>> >
>> > It segfault on start with no proper infos on what it's missing or what
>> it's
>> > finding wrong...
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>>
>>
>> --
>> Idleness is not doing nothing. Idleness is being free to do anything.
>>   - Floyd Dell
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>>
>
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Re: [hlds_linux] TF2 toolchain on centos 7

2017-03-18 Thread Marco Padovan
ldd srcds_linux
linux-gate.so.1 =>  (0xf7754000)
libdl.so.2 => /lib/libdl.so.2 (0xf7745000)
libpthread.so.0 => /lib/libpthread.so.0 (0xf772a000)
libc.so.6 => /lib/libc.so.6 (0xf756c000)
/lib/ld-linux.so.2 (0xf7755000)



On Sat, Mar 18, 2017 at 12:05 PM, Rudy Bleeker <rblee...@gmail.com> wrote:

> What is the output of "ldd srcds_linux"?
>
> On 17 March 2017 at 17:34, Marco Padovan <e...@evcz.tk> wrote:
> > Hi,
> >
> > what's the status in relation to TF2 toolchain, did someone got it
> running
> > on centos7 without resorting to chroots on all of that?
> >
> > It segfault on start with no proper infos on what it's missing or what
> it's
> > finding wrong...
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
>
>
> --
> Idleness is not doing nothing. Idleness is being free to do anything.
>   - Floyd Dell
>
> ___
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> please visit:
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[hlds_linux] TF2 toolchain on centos 7

2017-03-17 Thread Marco Padovan
Hi,

what's the status in relation to TF2 toolchain, did someone got it running
on centos7 without resorting to chroots on all of that?

It segfault on start with no proper infos on what it's missing or what it's
finding wrong...
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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 Marco Padovan
Actually, should everything work on centos 7?

If not, is there a zip file with all the steamruntime files to try to run
some dynamic linking?

On Thu, Mar 16, 2017 at 12:46 AM, Marco Padovan <e...@evcz.tk> wrote:

> I've yet to inspect that properly Could be
>
> On Thu, Mar 16, 2017 at 12:28 AM, Weasels Lair <wea...@weaselslair.com>
> wrote:
>
>> If I understood correctly, non-Debian/Ubuntu family servers might have to
>> use the Steam Runtime/chroot thing?
>>
>> On Wed, Mar 15, 2017 at 5:22 AM, Marco Padovan <e...@evcz.tk> wrote:
>>
>> > We are having segfaults on centos 7 with intel xeon v5 cpus 
>> >
>> > shouldn't centos 7 be fully supported an on par with the versions?
>> >
>> >
>> ___
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>> please visit:
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>>
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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 Marco Padovan
I've yet to inspect that properly Could be

On Thu, Mar 16, 2017 at 12:28 AM, Weasels Lair <wea...@weaselslair.com>
wrote:

> If I understood correctly, non-Debian/Ubuntu family servers might have to
> use the Steam Runtime/chroot thing?
>
> On Wed, Mar 15, 2017 at 5:22 AM, Marco Padovan <e...@evcz.tk> wrote:
>
> > We are having segfaults on centos 7 with intel xeon v5 cpus 
> >
> > shouldn't centos 7 be fully supported an on par with the versions?
> >
> >
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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 Marco Padovan
We are having segfaults on centos 7 with intel xeon v5 cpus 

shouldn't centos 7 be fully supported an on par with the versions?

On Wed, Mar 15, 2017 at 1:04 PM, Arie  wrote:

> 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
> > >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > 

Re: [hlds_linux] [hlds] Heads Up: Minimum Requirements Changing for Linux TF2 and SDK2013 Dedicated Server

2016-03-15 Thread Marco Padovan
Dropping centos 6 / redhat enterprise 6 support? :/

Ouch

What's the ETA currently?

On Tue, Mar 15, 2016 at 10:16 PM, John Schoenick 
wrote:

> Yes, the server will be using the same libtier0/engine/etc as the client
> builds, like the current windows builds, rather than being separate. We
> can evaluate shipping a stub/symlink depending on how many tools work
> with that v. those that may need a recompile either way.
>
> On 03/15/2016 02:07 PM, Bottiger wrote:
> > Does this mean every extension and vsp needs to be recompiled back
> > to libtier0.so?
> >
> > Can we just create a symlink named libtier0_srv.so?
> >
> > Is server_srv.so also going to be renamed server.so?
> >
> > On Tue, Mar 15, 2016 at 1:30 PM, John Schoenick
> > > wrote:
> >
> > Hi everyone,
> >
> > The current Linux TF2/SDK2013 dedicated server is a bit odd,
> > shipping a dedicated-only build of the source engine that targets
> > a very old toolchain for maximal compatibility.  This setup
> > predates the Steam Runtime and the widespread availability of
> > container setups like Docker that make it trivial to run apps in
> > alternate environments.
> >
> > We're planning on obsoleting this setup, and shipping a unified
> > build[1] between clients and servers that targets the current
> > Steam Runtime[2]
> >
> > What this means for you:
> > *1) If your distro is not binary compatible[3] with the Steam
> > Runtime (based on Ubuntu 12 LTS) you may need to update your setup
> > to continue running TF2 servers.
> >
> > *There are several options for this. *
> > *- Switch to a Ubuntu 12 LTS based distro
> > - Create a Steam Runtime chroot or container (e.g. Docker) to run
> > your servers.
> > - Package a copy of the Steam Runtime for your servers and invoke
> > the server with a modified environment ( env
> > LD_LIBRARY_PATH="$RUNTIME"/usr/lib/
> > "$RUNTIME"/usr/lib/ld-linux.so.2 ./srcds_linux ... )
> > - Etc
> >
> > See the Steam Runtime page[2] for more information on setup and
> usage.
> > *
> > **2) If you have mods or scripts that are hard-coded to expect
> > "_srv" binaries, they will need to be fixed*
> >
> > We plan on working with the SourceMod team to ensure their tools
> > continue to function, but server operators will likely need to
> > update when this occurs. Other tools or scripts that are hard
> > coded to "_srv" may need fixing.
> >
> > _When__?_
> > The plan is to begin shipping builds based requiring the Steam
> > Runtime in the next few months, so we encourage server operators
> > to begin looking into their setups ASAP.
> >
> > Non-TF2 SDK2013 games will likely be switched to this setup some
> > time after TF2, as it becomes necessary to maintain compatibility
> > with the Steam SDK.
> >
> > Let me know if you have any questions or concerns
> > - John
> >
> > [1] Meaning, one client.so and server.so and associated engine,
> > rather than a separate "_srv.so" build of the entire system for
> > dedicated servers.
> > [2] https://github.com/ValveSoftware/steam-runtime
> > [3] Binary compatibility largely meaning new-enough
> > gcc-libs/libc/libstdc++, but also some supporting libraries like
> > ncurses.
> >
> > ___
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> > archives, please visit:
> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
> >
> >
> >
> >
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Re: [hlds_linux] Mandatory TF2 update released

2014-09-10 Thread Marco Padovan
What is the fix for this issue?

seeing the same kind of segfaults :(

On Wed, Sep 10, 2014 at 11:48 PM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

 Powerlord, you could stop wasting your time and actually join the sm irc
 where stuff has been figured out already.


 On 10.09.2014 23:42, Ross Bemrose wrote:

 Although I said it's not a MM:S issue on Linux, looking at the backtrace
 I'm getting, it probably actually is... since the fault seems to be in
 ProcessVDF and sourcemod.vdf is the only VDF file I have.

 On Wed, Sep 10, 2014 at 5:38 PM, epi ow...@tf.heybey.org wrote:

  Yeah, looks like it's a metamod issue. Removed all references to
 sourcemod in the metamod configuration, and the server still segfaults.

 On 9/10/2014 5:35 PM, epi wrote:

 I haven't tested with just metamod, only with both metamod and
 sourcemod. Will try with just metamod to see what happens. Guessing from
 what I'm seeing on the lists, looking like the same issue on both

 platforms.

 On 9/10/2014 5:31 PM, Lambda wrote:

 Looks like the issue is with Metamod, atleast on Windows

 2014-09-10 23:30 GMT+02:00 epi ow...@tf.heybey.org:

  My server running on CentOS 6 segfaults before the map is loaded if
 sourcemod is loaded after this update. It also complains about not
 finding libcurl. This message disappeared after installing

 libcurl.i686,

 but the server still segfaults.

 On 9/10/2014 5:09 PM, Eric Smith wrote:

 We've released a mandatory update for TF2. The notes for the update

 are

 below. The new version number is 2395700.

 -Eric

 -

 - Added taunts to the items that can be uploaded to the Steam
 Workshop
 - Added new Taunt and Halloween tags to the Steam Workshop
- Previous entries marked with the Halloween 2013 tag will

 automatically be updated to use the new tag in the coming days

 - Added tournament medals for the ETF2L and RETF2 EE22
 - Client/server performance improvements
 - Improved client memory usage by updating weapons to only be loaded

 on

 demand

 - Improved edict usage on servers to help eliminate out of edicts

 errors during round restarts

 - Fixed a server crash caused by using the map command in the

 console

 while the server is running

 - Fixed a client crash when switching between windowed-mode and

 fullscreen for Mac OS X and Linux clients

 - Re-enabled HTML MOTD support for Mac OS X and Linux clients
 - Extended the server's status command to display edict usage and

 player/bot counts

- status output also includes basic class stats...not fully

 implemented yet

 - Fixed custom content not being shown while watching .dem files that

 were recorded on servers running with sv_pure

 - Fixed a teleporter exploit that involved players killing teammates

 via

 telefrag by switching to Spectator

 - Fixed bad LODs for The Angel of Death coat for the Medic
 - Fixed push triggers applying push values twice when lag
 compensation

 is being done

 - Fixed a Hammer crash related to changing entity types for an

 existing

 entity

 - Fixed Strange flamethrowers not getting kill credit for deflected

 projectiles

 - Fixed mini-crit and taunt-invite icons being orphaned in the world
 - Fixed the Festive Force-a-Nature using the wrong taunt animation
 - Fixed the difficulty value not displaying correctly in the Mann vs.

 Machine scoreboard

 - Fixed Mann vs. Machine bots floating in the air when they die from

 an

 explosion

 - Fixed the Pyro's clap sounds clipping the voice lines during the

 Party

 Trick taunt

 - Fixed the Short Circuit creating its firing effects when being

 deployed

 - Fixed Mini-Sentry collision hull being scaled smaller than it

 should be

 - The Frying Pan can now accept Kills While Explosive Jumping strange

 parts

 - Updated the equip_region for the Mining Light and Lord Cockswain's

 Novelty Mutton Chops and Pipe

 - Updated the materials for the Apparition's Aspect and made it

 paintable

 - Updated the Eternaween vote so it cannot be initiated by clients

 without using the Eternaween

 - Updated the localization files
 - Updated pl_cactuscanyon
- Completed permanent removal of previous stage 2 from the map
- Removed the rollback hill in stage 2, and adjusted
 neighboring

 u-turn

- Adjusted the right-hand spawn exit for Blu in stage 2
- Reworked Sniper window above underpass in stage 2
- Adjusted spawn times in stage 2
- Added flatcars to the train in stage 2
- Blu side path from cart spawn to underpass is now a
 drop-down

 in

 stage 2

- Widened a doorway along the cart-path in stage 2
 - Updated rd_asteroid
- Removed spawn advantage for attackers that die in the enemy

 base

- Moved health and ammo above the front door stairs further into

 the base

- Increased bot count. Summed total health and points in each

 section remains the same.

- Power core pickups now give health 

Re: [hlds_linux] Need help crashing my own server on purpose

2014-06-09 Thread Marco Padovan
tv_snapshotrate 128 (or even higher) after a few matches results in the
server crawling and even stopping replying to queries


On Mon, Jun 9, 2014 at 12:11 PM, Jesse Molina je...@opendreams.net wrote:


 Hi everyone

 I am testing a crash recovery system on my srcds control system, and I
 need a way to purposefully and reliably seize up my server.  I don't want
 it to exit; that's easy to do.  I want it to seize up, like a spinlock.

 FYI, doing cast_ray on the console causes a nice segfault, 7068
 Segmentation fault, exit code 139.

 The killserver command is close. It is like a quit, but the server
 doesn't exit. Seems like part of the engine is shutting down, but I suspect
 it might be possible to start it back up again since it's still taking
 commands on the console.

 I can do some external stuff, like hitting memory, attaching gdb, etc, but
 I'd like to know of an internal command that causes some spectacular CPU
 usage.  Something that only a kill -9 is going to fix.

 This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF.

 Any advice would be appreciated.



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Re: [hlds_linux] TF2/CS:S Could not establish connection to Steam servers

2014-05-02 Thread Marco Padovan
I would try a clean install just to be sure if it's a configuration/files
issue


On Fri, May 2, 2014 at 5:14 PM, David Parker dpar...@utica.edu wrote:

 Just a quick update to this, I have ruled out any networking problems as
 far as I can tell.  There are no firewall rules blocking anything to or
 from this server right now.  A tcpdump capture during the CS:S server
 startup shows a lot of UDP packets being exchanged with what I assume are
 master servers, etc.  Network traffic seems to be flowing in both
 directions and nothing is being blocked.


 On Fri, May 2, 2014 at 10:49 AM, David Parker dpar...@utica.edu wrote:

  Hello,
 
  I just moved my TF2 and CS:S servers from old desktops to a new server.
  I
  did not do a clean install on the new server, but rather did a full copy
 of
  the existing directories.  However, when I attempt to start up either the
  TF2 or CS:S dedicated servers, I get this:
 
  Could not establish connection to Steam servers.  (Result = 3)
  Could not establish connection to Steam servers.  (Result = 3)
 
  The update/startup process seems to go along normally until the very end,
  when these messages appear.  Does anyone know what the problem might be?
 
  Thanks,
  Dave
 
  --
  Dave Parker
  Systems Administrator
  Utica College
  Integrated Information Technology Services
  (315) 792-3229
  Registered Linux User #408177
 



 --
 Dave Parker
 Systems Administrator
 Utica College
 Integrated Information Technology Services
 (315) 792-3229
 Registered Linux User #408177
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Re: [hlds_linux] Max Players on this build

2014-03-14 Thread Marco Padovan
sounds like a virtual machine.

My guess is 0 players with just 1gb of ram


On Fri, Mar 14, 2014 at 4:01 PM, pilger pilger...@gmail.com wrote:

 Hey guys,


 I need some guidance to see what can I get from a server like this one:

 vendor_id   : GenuineIntel
  cpu family  : 6
  model   : 15
  model name  : Intel(R) Xeon(R) CPU   E5645  @ 2.40GHz
  stepping: 1
  cpu MHz : 2400.085
  cache size  : 12288 KB
 

 That's just one of the two cores it has, of course. It also has 1GB Ram and
 4Mbits/s Bandwidth. Running CentOS 6.4.

 Can anyone give a hand!?



 _pilger
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Re: [hlds_linux] Max Players on this build

2014-03-14 Thread Marco Padovan
My 0 reference was exactly targeted to the RAM...

Look at the second TF2 instance in this screenshot... I just took it by
logging into one of our randome machines... no way you can fit a tf2 server
(that too has just sourcemod) into a 1gb VPS...

http://i.imgur.com/i2rOl5e.png


On Fri, Mar 14, 2014 at 5:20 PM, pilger pilger...@gmail.com wrote:

 Yes virtualized. I'm aware it isn't the best choice but it's all I have
 avaliable right now. So if you have a problem with running virtualized
 servers, you could simply ignore the thread and spare the 0 players
 answers.

 RAM doesn't appear to be a problem at all, since I ran some tests and it
 was never too high. I'm believing the CPU would be the chokepoint, since I
 was actually aiming to get a single server with the most slots I could get
 rather than a couple of small ones. The game would be TF2, by the way.

 The server itself doesn't have many custom content apart from sourcemod
 plugins and the fastdownload server is set elsewhere.

 Is there a, somewhat, direct relation between player slots and CPU
 processing in terms of Mhz?


 _pilger


 On 14 March 2014 12:39, voice voic...@gmail.com wrote:

  Looking at my TF2 server, with sourcemod running, I've got 581MB of RAM
  used when busy and an average of 22% CPU usage and a max spike of 61%.
 
 
  On Fri, Mar 14, 2014 at 10:34 AM, Kevin s...@serveredirect.com wrote:
 
   Depending on the game, he could easily get 2-3 servers out of just 1GB
 on
   linux. CS:S peaks at ~300MB for me, where TF2 can go up to 500+.
  
   4Mb/s of bandwidth will be the limiting factor here, I re-read and
 4Mb/s
   will only get you 1 ~20 slot server if it isn't deathmatch.
  
  
   On 3/14/2014 11:28 AM, Marco Padovan wrote:
  
   sounds like a virtual machine.
  
   My guess is 0 players with just 1gb of ram
  
  
   On Fri, Mar 14, 2014 at 4:01 PM, pilger pilger...@gmail.com wrote:
  
Hey guys,
  
  
   I need some guidance to see what can I get from a server like this
 one:
  
   vendor_id   : GenuineIntel
  
   cpu family  : 6
   model   : 15
   model name  : Intel(R) Xeon(R) CPU   E5645  @ 2.40GHz
   stepping: 1
   cpu MHz : 2400.085
   cache size  : 12288 KB
  
That's just one of the two cores it has, of course. It also has 1GB
   Ram and
   4Mbits/s Bandwidth. Running CentOS 6.4.
  
   Can anyone give a hand!?
  
  
  
   _pilger
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Re: [hlds_linux] Counter Strike 1.6 server 6132 version

2014-02-28 Thread Marco Padovan
Try a real time / low latency kernel, you should have no issues at all on a
100mbit line... It can handle a lot of slots... No reasons for it to
saturate with just 32 slots unless you are under ddos
Il 28/feb/2014 23:28 Слава Сазонов sazonis...@gmail.com ha scritto:

 Hello
 Prompt in what there can be a business at 32 ping hammered slots at players
 the channel of 100 megabits a second rises twice
 server counter strike 1.6
 and it is possible to achieve stable 1000 fps


 debian
 kernel 2.6.39
 Opteron 6200 4x

 Pristite for my English
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Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-07 Thread Marco Padovan
I'll be shutting down ~20 servers around europe due to this change, as
there will be no interest for me to spend resources if I can't even put a
nice motd for quickplay users.
I think we will just see the valve paid servers in quickplay ;)


On Thu, Nov 7, 2013 at 11:19 AM, Erik-jan Riemers riem...@binkey.nl wrote:

 In the last half year to a year, all my quickplay servers died to almost 0
 players on it. I assume its also because of the fast majority of servers
 being put in to make money. All my NON quickplay servers are pretty full
 and even more then it used to be. Now there might be a shift. I dont think
 i will loose players if they add more non quickplay servers since thats a
 pool of people that dont use quickplay in the first place.


 2013/11/7 Todd Pettit pettit.t...@gmail.com

  Agreed. but if the vast majority of players connect through quickplay and
  it cuts deeply in to server Ad revenue, which seems likely, then admins
  will be looking elsewhere and those are the logical places to go.
 
  - Original Message -
  From: DontWannaName! ad...@topnotchclan.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Cc: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Wednesday, November 6, 2013 8:02:21 PM
  Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
 
  A server can be listed in the browser and still be in quickplay...
 
  Sent from my iPhone 5
 
   On Nov 6, 2013, at 3:55 PM, Todd Pettit pettit.t...@gmail.com wrote:
  
   I am just saying there will be more because servers who were relying
  only on ads to fund their servers or generate revenue will surely move
 into
  those types of servers.
  
  
   - Original Message -
   From: Aaron Thompson rmesc...@gmail.com
   To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
   Sent: Wednesday, November 6, 2013 7:51:21 PM
   Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
  
   There would be regardless if what valve does.
  
   Sincerely,
   Aaron
   On Nov 6, 2013 6:50 PM, Todd Pettit pettit.t...@gmail.com wrote:
  
   Yes and now there will be hundreds more jailbreak, freak fortress and
   trade servers for you to compete with.
  
   Good show indeed.
  
   - Original Message -
   From: Aaron Thompson rmesc...@gmail.com
   To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.valvesoftware.com
   Sent: Wednesday, November 6, 2013 7:40:53 PM
   Subject: Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support
  
   I wasn't so sure about this, and honestly doesn't affect me because I
  run
   trade servers and jailbreak, but it seems fine. If you join the
 server,
  you
   don't have to download any HTML junk and don't have to watch any
  ads...but
   if you like the server, save to favorites and reconnect you see
 whatever
   the HTML page is, depending on whether or not the client has HTML
  enabled.
   Guys, this is a victory for matchmaking clients who just want to play
  and
   not get spammed by the servers they join. I like it. Valve, please
 roll
  it
   out in a way that doesn't break the game and people like me are cool
  with
   the change #1. Good show!
  
   Sincerely,
   Aaron
   On Nov 6, 2013 6:30 PM, Robert Paulson thepauls...@gmail.com
  wrote:
  
   From what I heard ads needed to be watched for X seconds before being
   paid.
   Any communities that were reliant on ads being served to quickplay
  users
   would have already shut down by now.
  
   This new limitation just seems to serve as an annoyance to perfectly
   legitimate server owners rather than to kill off all ad supported
   servers.
  
   I hope there will be more people who share my views rather than
  thinking:
   oh good Valve is going to shut down more of our competition.
  
  
   On Wed, Nov 6, 2013 at 4:19 PM, N-Gon ngongamedes...@gmail.com
  wrote:
  
   Oddly enough, a handful of communities have been shut down because
 of
   the
   recent changes. This one will affect a few more.
   Can't say I'm saddened by this since those communities were cancer
 to
   TF2.
  
  
   On Wed, Nov 6, 2013 at 7:15 PM, Robert Paulson 
 thepauls...@gmail.com
   wrote:
  
   Can you tell us the reason for this change? Is there no other
   solution
   rather than removing functionality from the game?
  
   The complaint before was forced ads. Servers cannot resend the MOTD
   to
   quickplay players anymore so I don't understand why additional
   restrictions
   need to be introduced.
  
   HTML motds are superior to text motds even only shown at
 connection.
   They
   look better and they allow you to update the page without rebooting
   the
   server. Especially when it comes to TF2 players, no one is going to
   pay
   attention to an unformatted wall of text that could contain
 important
   rules
   or links to your website. With these new restrictions both the
   

Re: [hlds_linux] Coming soon: changes to TF HTML MOTD support

2013-11-06 Thread Marco Padovan
This means no more pinion advertising for the users connecting with
matchmaking? :)


On Thu, Nov 7, 2013 at 12:03 AM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 We're making two changes to TF HTML MOTD support that server operators
 should be aware of:


 1.)HTML MOTD's will no longer be shown by clients that connect via
 quickplay.  Those clients will show the plaintext message instead.  (The
 file identified by the convar motdfile_text, which defaults to
 motd_text.txt.)

 2.)When sending a URL to the info panel by name, the URL must begin
 with 'http://' or 'https://'.  Note that this change does not affect
 putting a URL in motd.txt directly, which has always required a protocol
 prefix in order for the file contents to be interpreted as a URL.

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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Marco Padovan
Same here... seeing the same issue on 12servers all where full
yesterday :)


On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.comwrote:

 Server was full last night before update..but no one has been on since the
 update.

 Thankfully I am not the only one with this issue!


 On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
 thesupremec...@gmail.com wrote:

  Seeing problems on my end as well. A server holding at 24/24 constant
  before the update has seen all of its traffic vanish even with a few
  players to seed QuickPlay traffic.
 
 
  On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com wrote:
 
   VAC secure mode is activated.
   Connection to game coordinator established.
   Current item schema is up-to-date with version 553324E3.
   Received auth challenge; signing into gameserver account...
   L 10/31/2013 - 06:01:08: Received auth challenge; signing into
 gameserver
   account...
   L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
   Game server authentication: SUCCESS! Standing: Good. Trend: Upward Fast
   L 10/31/2013 - 06:01:08: Game server authentication: SUCCESS! Standing:
   Good. Trend: Upward Fast
  
  
   I'm not seeing any bad ratings on mine, but quickplay traffic just
   vanished.
  
  
   - Original Message - From: Lambda lambdace...@gmail.com
   To: Half-Life dedicated Linux server mailing list hlds_linux@list.
 **
   valvesoftware.com hlds_linux@list.valvesoftware.com
   Sent: Thursday, October 31, 2013 11:29 AM
   Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
  
  
  
Same here, i checked the quickplay status and it went from Good to
  Bad
   out of a sudden, funny thing is that the client command to list the
   identities and the status says that they're all good but upon server
   launch
   it says that its Bad
  
  
   2013/10/31 Calvin Judy evo...@gmail.com
  
http://i.imgur.com/bejbG1m.png
  
   There has been a significant drop in quickplay traffic on our servers
  as
   well.
  
  
   - Original Message - From: Todd Pettit 
  pettit.t...@gmail.com
  
   To: Half-Life dedicated Linux server mailing list hlds_linux@list.
  **
   valvesoftware.com hlds_linux@list.**valvesoftware.com
  hlds_linux@list.valvesoftware.com
   
   Sent: Thursday, October 31, 2013 11:13 AM
   Subject: [hlds_linux] Is sv_tags event247 broken after the update?
  
  
  
I noticed Halloween servers running plr_hightower_event are no
 longer
  
   receiving quickplay traffic after the last update.
   Is anyone else having the same issue? Normal servers seem
 unaffected.
  
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  http://steamcommunity.com/id/thesupremecommander
  )
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Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Marco Padovan
This explains everything :D


On Thu, Oct 31, 2013 at 6:30 PM, Fletcher Dunn
fletch...@valvesoftware.comwrote:

 There were no Valve event servers running until last night.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:
 hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Daniel Barreiro
 Sent: Thursday, October 31, 2013 10:13 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?

 Never run any bots, all of my servers were full yesterday and are
 completely dead last night until now.
 Only change was the update.
 One of the servers wasn't registered until this event (converted it from a
 custom server temporarily just to get a 24/7 helltower server for the
 week), so it was a brand new ID.


 On Thu, Oct 31, 2013 at 1:08 PM, Calvin Judy evo...@gmail.com wrote:

  None of my servers are running any sort of bots, and they all dropped
  quickplay traffic completely last night.
 
  Can you double check to verify this update didn't create an additional
  issue, as it sure does look like something is wrong.
 
  ~6000 players in 24h to 0 in 12h, doesn't really make any sense.
 
 
  - Original Message - From: Fletcher Dunn 
  fletch...@valvesoftware.com
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.** valvesoftware.com
  hlds_linux@list.valvesoftware.com
  Cc: h...@list.valvesoftware.com
  Sent: Thursday, October 31, 2013 12:32 PM
 
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
 
   We recently fixed a bug that has been giving servers running bots an
  unfair and unintended quickplay scoring advantage.  This could change
  traffic patterns.
 
  -Original Message-
  From: hlds_linux-bounces@list.**valvesoftware.com
 hlds_linux-boun...@list.valvesoftware.com[mailto:
  hlds_linux-bounces@**list.valvesoftware.comhlds_linux-bounces@list.v
  alvesoftware.com]
  On Behalf Of Marco Padovan
  Sent: Thursday, October 31, 2013 8:52 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the update?
 
  Same here... seeing the same issue on 12servers all where full
  yesterday :)
 
 
  On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
  wrote:
 
   Server was full last night before update..but no one has been on
  since
  the update.
 
  Thankfully I am not the only one with this issue!
 
 
  On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
  thesupremec...@gmail.com wrote:
 
   Seeing problems on my end as well. A server holding at 24/24
   constant before the update has seen all of its traffic vanish even
   with a few players to seed QuickPlay traffic.
  
  
   On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
  wrote:
  
VAC secure mode is activated.
Connection to game coordinator established.
Current item schema is up-to-date with version 553324E3.
Received auth challenge; signing into gameserver account...
L 10/31/2013 - 06:01:08: Received auth challenge; signing into
  gameserver
account...
L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
Game server authentication: SUCCESS! Standing: Good. Trend:
Upward Fast L 10/31/2013 - 06:01:08: Game server authentication:
SUCCESS! 
   Standing:
Good. Trend: Upward Fast
   
   
I'm not seeing any bad ratings on mine, but quickplay traffic
just vanished.
   
   
- Original Message - From: Lambda
lambdace...@gmail.com
To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.
  **
valvesoftware.com
hlds_linux@list.**valvesoftware.comhlds_linux@list.valvesoftwa
re.com
  
Sent: Thursday, October 31, 2013 11:29 AM
Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
   
   
   
 Same here, i checked the quickplay status and it went from Good
to
   Bad
out of a sudden, funny thing is that the client command to list
the identities and the status says that they're all good but
upon server launch it says that its Bad
   
   
2013/10/31 Calvin Judy evo...@gmail.com
   
 http://i.imgur.com/bejbG1m.png
   
There has been a significant drop in quickplay traffic on our
servers
   as
well.
   
   
- Original Message - From: Todd Pettit 
   pettit.t...@gmail.com
   
To: Half-Life dedicated Linux server mailing list  
  hlds_linux@list.
   **
valvesoftware.com
hlds_linux@list.**valvesoftwa**re.comhttp://valvesoftware.co
m
  
   hlds_linux@list.valvesoftware.**comhlds_linux@list.valvesoftware.
   com
  

Sent: Thursday, October 31, 2013 11:13 AM
Subject: [hlds_linux] Is sv_tags event247 broken after the 

  update?
   
   
   
 I noticed Halloween servers running plr_hightower_event are
no
  longer
   
receiving quickplay traffic after the last update.
Is anyone else having the same issue

Re: [hlds_linux] Is sv_tags event247 broken after the update?

2013-10-31 Thread Marco Padovan
 an
 
  unfair and unintended quickplay scoring advantage. This could change
  traffic patterns.
 
  -Original Message-
  From: hlds_linux-bounces@list.**valv**esoftware.com
 http://valvesoftware.com
  hlds_linux-**boun...@list.valvesoftware.com
 hlds_linux-boun...@list.valvesoftware.com
  **[mailto:
  hlds_linux-bounces@**list.**valvesoftware.com
 http://list.valvesoftware.com
  hlds_linux-**bounces@list.v
  alvesoftware.com]
  On Behalf Of Marco Padovan
  Sent: Thursday, October 31, 2013 8:52 AM
  To: Half-Life dedicated Linux server mailing list
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
 update?
 
  Same here... seeing the same issue on 12servers all where full
  yesterday :)
 
 
  On Thu, Oct 31, 2013 at 4:43 PM, Padraig Fahy padraig.f...@gmail.com
  wrote:
 
  Server was full last night before update..but no one has been on
  since
 
  the update.
 
  Thankfully I am not the only one with this issue!
 
 
  On Thu, Oct 31, 2013 at 3:41 PM, thesupremecommander 
  thesupremec...@gmail.com wrote:
 
  Seeing problems on my end as well. A server holding at 24/24
  constant before the update has seen all of its traffic vanish even
  with a few players to seed QuickPlay traffic.
 
 
  On Thu, Oct 31, 2013 at 11:36 AM, Calvin Judy evo...@gmail.com
  wrote:
 
  VAC secure mode is activated.
  Connection to game coordinator established.
  Current item schema is up-to-date with version 553324E3.
  Received auth challenge; signing into gameserver account...
  L 10/31/2013 - 06:01:08: Received auth challenge; signing into
  gameserver
  account...
  L 10/31/2013 - 06:01:08: Loading map plr_hightower_event
  Game server authentication: SUCCESS! Standing: Good. Trend:
  Upward Fast L 10/31/2013 - 06:01:08: Game server authentication:
  SUCCESS! 
  Standing:
  Good. Trend: Upward Fast
 
 
  I'm not seeing any bad ratings on mine, but quickplay traffic
  just vanished.
 
 
  - Original Message - From: Lambda
  lambdace...@gmail.com
  To: Half-Life dedicated Linux server mailing list  
  hlds_linux@list.
  **
  valvesoftware.com
  hlds_linux@list.**valvesoftwa**re.com http://valvesoftware.com
  hlds_linux@list.**valvesoftwa
  re.com
 
  Sent: Thursday, October 31, 2013 11:29 AM
  Subject: Re: [hlds_linux] Is sv_tags event247 broken after the
  update?
 
 
 
  Same here, i checked the quickplay status and it went from Good
  to
  Bad
  out of a sudden, funny thing is that the client command to list
  the identities and the status says that they're all good but
  upon server launch it says that its Bad
 
 
  2013/10/31 Calvin Judy evo...@gmail.com
 
  http://i.imgur.com/bejbG1m.png
 
  There has been a significant drop in quickplay traffic on our
  servers
  as
  well.
 
 
  - Original Message - From: Todd Pettit 
  pettit.t...@gmail.com
 
  To: Half-Life dedicated Linux server mailing list  
  hlds_linux@list.
  **
  valvesoftware.com
  hlds_linux@list.valvesoftwa**re.comhttp://**
  valvesoftware.co http://valvesoftware.co
  m
  
  hlds_linux@list.valvesoftware.comhlds_linux@list.**
  valvesoftware.
  com
 
  Sent: Thursday, October 31, 2013 11:13 AM
  Subject: [hlds_linux] Is sv_tags event247 broken after the 
  update?
 
 
 
  I noticed Halloween servers running plr_hightower_event are
  no
  longer
 
  receiving quickplay traffic after the last update.
  Is anyone else having the same issue? Normal servers seem
  unaffected.
 
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Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-30 Thread Marco Padovan
you run those in the OVH network firewall (vac?)

The issue we are experiencing is exactly there, I did not had rules for
26900 - 26999, the rest was similar to yours (I also opened listening
client port)

so maybe the curlprint is those 26900 random ports that the server uses to
listen on... will give a try then.

Thank you


On Mon, Sep 30, 2013 at 6:41 AM, Zaretti Steve kosso...@gmail.com wrote:

 gnaaa early morning, don't loop my ip :p

 2013/9/30 Zaretti Steve kosso...@gmail.com:
  Well, these I my srcds firewall rules:
  permit udp any 87.98.179.101/32 range 26900 26999
  permit udp any range 1000 1099 IP.IP.IP.IP/32 range 2 20010
  permit udp any range 1330 1340 IP.IP.IP.IP/32 range 2 20010
  permit udp any range 27000 27999 IP.IP.IP.IP/32 range 2 20010
= standars client
  permit udp any range 33600 33699 IP.IP.IP.IP/32 range 2 20010
  permit udp any gt 5 IP.IP.IP.IP/32 range 2 20010
= ping, you should do packet length/string check
 
   My servers are on port 20004, 20005, etc.
 
   This rules was set ages ago. I'm not sure about which one allow steam
  connexion. Don't forgot that some client will be impacted.
 
 
   GL.
 
 
  2013/9/30 Bruno Garcia garcia.bru...@gmail.com:
  Unrelated to this topic: Don't be frighten to address your ddos attack
  situation with the authorities. You have every right to do so, and it
 will
  most likely permanently solve your problem.
 
 
  On Sun, Sep 29, 2013 at 5:21 PM, Marco Padovan e...@evcz.tk wrote:
 
  well... i see no traffic on dst port 27015 will probably have to leave
 the
  tcpdump (with -nnvvXS ) running for very long time?
  btw I hope there's a clear answer from valve.
 
  btw the only port I'm filtering (and always have been) is: UDP 269xx
 ... I
  see plenty of those attached as listening to srcds...
 
  but it's is not related to the item server error apparently...
 probably the
  item server connections is done in udp and outgoing, not listening
 
 
  On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve kosso...@gmail.com
 wrote:
 
   tcpdump dst port 27015 | egrep -i valve|steam
  
   2013/9/29 Marco Padovan e...@evcz.tk:
Hi,
   
due to serious ddos attacks we had to put up a very strict firewall
rulesets.
   
Basically we permit just the incoming listening ports (client,
 server
  and
tv) and deny everything else.
   
With that setup everything runs smoothly except if you press M to
  access
the inventory and you see that error.
   
My question is: what is the item server port so we can create a
  specific
rule for that kind of traffic?
Does the steam item server port send traffic with source 27015?
   
Additionally does the connection to the item server make use of a
  random
local port instead of the one defined with the +clientport command
 line
switch right?
   
Thank you,
best regards
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[hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-29 Thread Marco Padovan
Hi,

due to serious ddos attacks we had to put up a very strict firewall
rulesets.

Basically we permit just the incoming listening ports (client, server and
tv) and deny everything else.

With that setup everything runs smoothly except if you press M to access
the inventory and you see that error.

My question is: what is the item server port so we can create a specific
rule for that kind of traffic?
Does the steam item server port send traffic with source 27015?

Additionally does the connection to the item server make use of a random
local port instead of the one defined with the +clientport command line
switch right?

Thank you,
best regards
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Re: [hlds_linux] TF2 - Connection lost to item server - what ports to whitelist?

2013-09-29 Thread Marco Padovan
well... i see no traffic on dst port 27015 will probably have to leave the
tcpdump (with -nnvvXS ) running for very long time?
btw I hope there's a clear answer from valve.

btw the only port I'm filtering (and always have been) is: UDP 269xx ... I
see plenty of those attached as listening to srcds...

but it's is not related to the item server error apparently... probably the
item server connections is done in udp and outgoing, not listening


On Sun, Sep 29, 2013 at 9:43 PM, Zaretti Steve kosso...@gmail.com wrote:

 tcpdump dst port 27015 | egrep -i valve|steam

 2013/9/29 Marco Padovan e...@evcz.tk:
  Hi,
 
  due to serious ddos attacks we had to put up a very strict firewall
  rulesets.
 
  Basically we permit just the incoming listening ports (client, server and
  tv) and deny everything else.
 
  With that setup everything runs smoothly except if you press M to access
  the inventory and you see that error.
 
  My question is: what is the item server port so we can create a specific
  rule for that kind of traffic?
  Does the steam item server port send traffic with source 27015?
 
  Additionally does the connection to the item server make use of a random
  local port instead of the one defined with the +clientport command line
  switch right?
 
  Thank you,
  best regards
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Re: [hlds_linux] NET_GetLong attacks

2013-09-03 Thread Marco Padovan
I'm late and couldn't download the file.

Could you please publish it again?
You can even reach me privately


On Mon, Sep 2, 2013 at 12:57 PM, Michael Johansen michs...@live.no wrote:

 http://replays.blackoutgaming.org/attack1.cap

 This is from an attack. You should be able to open it using WireShark.
  From: evo...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Date: Mon, 2 Sep 2013 06:44:46 -0400
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
  Post the tcpdump so we can look at it.
 
  - Original Message -
  From: Michael Johansen michs...@live.no
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Monday, September 02, 2013 6:38 AM
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
  I tried that too, and the servers stopped showing in both server browser
  and SourceBans. It looks like the only way to stop this is with a
 plugin or
  extension on the servers.
   From: evo...@gmail.com
   To: hlds_linux@list.valvesoftware.com
   Date: Mon, 2 Sep 2013 06:35:04 -0400
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
   Modify the packet size in the rule I gave you to match what tcpdump is
   showing then, see if that works.
  
  
   - Original Message -
   From: Michael Johansen michs...@live.no
   To: Half-Life dedicated Linux server mailing list
   hlds_linux@list.valvesoftware.com
   Sent: Monday, September 02, 2013 6:32 AM
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
  
   I don't know how SRCDS find that range, but tcpdump claims the
 packet is
   53
   bytes. And I'll have to take back what I said that the server lag was
   gone - it still lags badly whenever the attack hits. The cache takes
   quite
   a bit of it, but it still lags.
   
From: evo...@gmail.com
To: hlds_linux@list.valvesoftware.com
Date: Mon, 2 Sep 2013 06:07:49 -0400
Subject: Re: [hlds_linux] NET_GetLong attacks
   
Rating limiting the a2s queries will still make the server appear
offline,
if you read your log that you posted, it gives you the size, and
 the
acceptable size, you should be able to tailor a rule to fit your
needs.
   
Log:
NET_GetLong:  Split packet from 157.208.132.148:54712 with invalid
split
size (number 99/ count 114) where size 8293 is out of valid range
[564 -
1248 ]
NET_GetLong:  Split packet from 61.52.31.78:45086 with invalid
 split
size
(number 99/ count 114) where size 8293 is out of valid range [564 -
1248 ]
   
Size: 8293
Valid Size: 564-1248
   
Rule:
iptables -A INPUT -i eth0 -p udp --dport 27015 -m length --length
8293 -j
DROP
   
Make sure you also update the destination port if it's different.
 (I
just
tried this rule on my machine and it's working.)
   
   
- Original Message -
From: Michael Johansen michs...@live.no
To: Half-Life dedicated Linux server mailing list
hlds_linux@list.valvesoftware.com
Sent: Monday, September 02, 2013 5:12 AM
Subject: Re: [hlds_linux] NET_GetLong attacks
   
   
 I've tried that, and it doesn't work. For now the solution is to
 run
 Query
 Cache to make the server playable, it will still disappear from
 the
 serverbrowser though. Is there a solution to that? Somehow
 rate-limiting
 A2S queries?

 From: evo...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Date: Mon, 2 Sep 2013 04:10:15 -0400
 Subject: Re: [hlds_linux] NET_GetLong attacks

 Yes, it was mentioned on the other thread titled steam server
 ports.

 http://forums.alliedmods.net/showthread.php?t=151551

 The 4th section from the top is dealing with attacks like this.

 - Original Message -
 From: Michael Johansen michs...@live.no
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com
 Sent: Monday, September 02, 2013 2:38 AM
 Subject: Re: [hlds_linux] NET_GetLong attacks


  Is it possible to stop this attack using iptables? Usually
 using
  the
  Valve-way of stopping the attacks won't work very well.
  Date: Sun, 1 Sep 2013 23:45:23 -0400
  From: violentcri...@convictgaming.com
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
  That might have worked with the other filtering we are
 doing. If
  it
  does
  I will send you the money. Send me a private email with your
  steam
  user.
 
 
  On 9/1/2013 11:11 PM, Bottiger wrote:
   If you used the version I posted it should not have set
 your
   sv_max_queries_sec_global
   so high.
  
   You are supposed to lower that number until it becomes
   playable
   and
   raise
   the window.
  
  
 
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Re: [hlds_linux] NET_GetLong attacks

2013-09-02 Thread Marco Padovan
If you run a tcpdump and upload it somewhere we can see the exact content...

you can ratelimit A2S queries using hashlimit but that can affect new
players connections.

Seeing your log it looks like a spoofed attack... double check the TTL...
generally spoofed packets are easily detected due to the TTL staying
constant (and way to high to be real..)


On Mon, Sep 2, 2013 at 11:12 AM, Michael Johansen michs...@live.no wrote:

 I've tried that, and it doesn't work. For now the solution is to run Query
 Cache to make the server playable, it will still disappear from the
 serverbrowser though. Is there a solution to that? Somehow rate-limiting
 A2S queries?

  From: evo...@gmail.com
  To: hlds_linux@list.valvesoftware.com
  Date: Mon, 2 Sep 2013 04:10:15 -0400
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
  Yes, it was mentioned on the other thread titled steam server ports.
 
  http://forums.alliedmods.net/showthread.php?t=151551
 
  The 4th section from the top is dealing with attacks like this.
 
  - Original Message -
  From: Michael Johansen michs...@live.no
  To: Half-Life dedicated Linux server mailing list
  hlds_linux@list.valvesoftware.com
  Sent: Monday, September 02, 2013 2:38 AM
  Subject: Re: [hlds_linux] NET_GetLong attacks
 
 
   Is it possible to stop this attack using iptables? Usually using the
   Valve-way of stopping the attacks won't work very well.
   Date: Sun, 1 Sep 2013 23:45:23 -0400
   From: violentcri...@convictgaming.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] NET_GetLong attacks
  
   That might have worked with the other filtering we are doing. If it
 does
   I will send you the money. Send me a private email with your steam
 user.
  
  
   On 9/1/2013 11:11 PM, Bottiger wrote:
If you used the version I posted it should not have set your
sv_max_queries_sec_global
so high.
   
You are supposed to lower that number until it becomes playable and
raise
the window.
   
   
  
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Re: [hlds_linux] [hlds] Mandatory TF2 update released

2013-08-29 Thread Marco Padovan
A few weeks ago both centos and debian had a major distro issue as they
released an update that wiped the libraries and only recent ubuntus where
able to start it...


On Thu, Aug 29, 2013 at 9:00 AM, Jonathan Price pric...@hotmail.com wrote:

 If it's of any interest, although I don't actively run a TF2 server any
 more, I've successfully run a HL2:DM server on FreeBSD now for about a
 year, and it's never failed to run after an update. Odd in a sense, because
 it's Linux compatibility layer is based on Fedora 10, but I suppose the
 libraries themselves are from the base system which is far more up-to-date.

 In fact, with the exception of this latest update and old Debian versions,
 I struggle to remember the last time any Distro had a major issue with an
 update.

 -Pricetx

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Re: [hlds_linux] Mandatory TF2 update coming soon

2013-07-10 Thread Marco Padovan
I'm getting

Cannot verify load for invalid steam ID [A:1:0:1]

then it dies...

00:29:09: Started map cp_badlands (CRC 30220c9f6f50b39c20dc913ab8dc09c8)
L 07/11/2013 - 00:29:09:  Mapchange to cp_badlands 
L 07/11/2013 - 00:29:09: Error log file session closed.
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file server.cfg
Parsing item whitelist (default: disallowed)
Finished.
Set motd from file 'motd.txt'.  ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt'
was not found.)
L 07/11/2013 - 00:29:11: server_cvar: tf_gamemode_cp 0
L 07/11/2013 - 00:29:11: server_cvar: sv_tags nocrits,nodmgspread
L 07/11/2013 - 00:29:11: server_cvar: sv_tags nocrits,nodmgspread
L 07/11/2013 - 00:29:11: server_cvar: sv_tags cp,nocrits,nodmgspread
L 07/11/2013 - 00:29:11: server_cvar: tf_gamemode_cp 1
L 07/11/2013 - 00:29:11: SourceTV2BOT connected, address none
Cannot verify load for invalid steam ID [A:1:0:1]
./srcds_run: line 324: 34755 Segmentation fault  $HL_CMD




On Thu, Jul 11, 2013 at 12:29 AM, Dany Elfallal danyelfal...@yahoo.comwrote:

 My TF2 Servers Crash The Moment That Someone Joins The Server. I think The
 Update May Have Broke Something.


 
  From: Eric Smith er...@valvesoftware.com
 To: 'Half-Life dedicated Linux server mailing list (
 hlds_linux@list.valvesoftware.com)' hlds_linux@list.valvesoftware.com;
 'Half-Life dedicated Win32 server mailing list (
 h...@list.valvesoftware.com)' h...@list.valvesoftware.com; ''
 hlds_annou...@list.valvesoftware.com' (
 hlds_annou...@list.valvesoftware.com)' 
 hlds_annou...@list.valvesoftware.com
 Sent: Wednesday, July 10, 2013 2:53 PM
 Subject: Re: [hlds_linux] Mandatory TF2 update coming soon


 Here are the notes for the update.

 -Eric

 --

 General:

 - Added over 60 Gold Star community-submitted Workshop items
 - Summer Claim Checks can now be redeemed for Summer Coolers
 - Summer Cooler Keys are now available in the Mann Co. Store
 - Map Stamps and Strange Filters for the new community maps cp_standin and
 cp_process are now available in the Mann Co. Store

 - Reduced intensity of Bleed and Jarate screen effects under DX8
 - Added text search functionality to the backpack and the store
 - Added tf_hud_show_servertimelimit to display the server's per-map time
 limit on the in-game HUD
 - In MvM, if all team members unready, the pre-round countdown will stop
 - In MvM, when robots are killed by sniper headshots or explosive headshot
 upgrade, they will drop 'red' money that will automatically be collected
 when it would otherwise dissolve
 - Fixed a bug with the Unusual Adjustment Slider that would cause changes
 not to take effect
 - Double-clicking a crate will now take you to the appropriate key in the
 store
 - By default, items with non-standard qualities (ie., strange, unusual)
 will not be selectable as craft ingredient. The ingredient selection UI has
 a checkbox to disable this feature and allow selection.
 - Unusuals and Stranges no longer stack in loadout equip pages
 - Fixed a bug that would sometimes cause incorrect Steam Community Market
 prices to be shown on item tooltips when using non-USD currencies
 - Fixed a bug that would cause the popular items page in the store to not
 always update correctly
 - Fixed a bug where disguised red spies spawned a blue heal particle when
 touching healthkits
 - Fixed a bug where certain projectiles and Engineer building gibs could
 cause doors to become stuck
 - Fixed a bug where crouch animations would not properly play while in
 humiliation state
 - Fixed a bug where full ÃœberCharge effects would always show on the
 client if a player was killed with full ÃœberCharge
 - Fixed a bug that allowed custom item names/descriptions containing HTML
 to sometimes change the appearance of items in Steam Community
 - Fixed level 3 dispensers missing geometry
 - Fixed level 2 dispensers appearing identical to level 1 dispensers at
 certain LODs
 - Fixed the Marked-For-Death effect showing over the head of disguised or
 stealthed players
 - Fixed suicide deathnotices showing the dead player's last deployed
 weapon instead of the skull and crossbones
 - Fixed characters in the loadout page sometimes appearing as if they were
 cloaked
 - Weapon attributes will now show in the same order in-game and in Steam
 Community
 - Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs
 have been removed

 Maps:

 - Added cp_standin and cp_process
 - Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with
 voting for challenges in MvM when on Coal Town

 - cp_badlands
   - Fixed jumps being ruined by small rock ledge near spiral
   - Fixed prop collisions
   - Fixed clip smoothing
 - cp_dustbowl
   - Fixed players building in Blu's first spawn
   - Fixed players shooting through rocks in stage 2
   - Fixed 

[hlds_linux] reverse proxy UDP stream / socat

2013-06-23 Thread Marco Padovan
Hi

did anyone tried out to reverse proxy a gaming srcds stream?

Basically I've a server  that I would like to connect and use like some
sort of proxy.

With socat UDP query packets are going in and out fine, but gaming streams
does not go so well... I did not invest much time investigating why but
probably srcds does some checks on the connecting IP...

anyone willing to share hist experience?

This is the socat line I'm playing with and that works correctly to proxy
query packets:

socat udp-listen:2,fork udp:xx.xx.xx.xx:20002

xx.xx.xx.xx:20002

is where srcds is running

thank you,
best regards
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Re: [hlds_linux] reverse proxy UDP stream / socat

2013-06-23 Thread Marco Padovan
Yeah, I thought of that too... that's why I didn't spend much time on that.

Currently we need that facility in order to fix some latency issues without
making use of GRE tunnels / VPN / NATs...


On Sun, Jun 23, 2013 at 5:27 PM, Drogen Viech drogenvi...@googlemail.comwrote:

 I'm kinda sure that valve implemented something against this inside
 srcds to combat these annoying redirect and fake servers

 2013/6/23 Marco Padovan e...@evcz.tk:
  Hi
 
  did anyone tried out to reverse proxy a gaming srcds stream?
 
  Basically I've a server  that I would like to connect and use like some
  sort of proxy.
 
  With socat UDP query packets are going in and out fine, but gaming
 streams
  does not go so well... I did not invest much time investigating why but
  probably srcds does some checks on the connecting IP...
 
  anyone willing to share hist experience?
 
  This is the socat line I'm playing with and that works correctly to
 proxy
  query packets:
 
  socat udp-listen:2,fork udp:xx.xx.xx.xx:20002
 
  xx.xx.xx.xx:20002
 
  is where srcds is running
 
  thank you,
  best regards
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[hlds_linux] tf2 sv_pure

2013-05-27 Thread Marco Padovan
Hi,

if I understood correctly we should be still able to change sv_pure at
runtime, provided we set it at command line.

Is that assumption still valid or currently the only way to change it is
from command line and no more from rcon/console?
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Re: [hlds_linux] tf2 sv_pure

2013-05-27 Thread Marco Padovan
yeah, I've -sv_pure in command line without parameters... I can change it
using rcon to any value I want, but when connecting to the server the
client always report that the server is running sv_pure 2 ... even if we
set it to 0 in console (and running sv_pure in console confirms it is set
to 0)

Am I the only on experiencing this strange behaviour?


On Mon, May 27, 2013 at 9:47 PM, AnAkIn anakin...@gmail.com wrote:

 https://github.com/ValveSoftware/Source-1-Games/issues/198
 and
 https://github.com/ValveSoftware/Source-1-Games/issues/216


 2013/5/27 Rudy Bleeker rblee...@gmail.com

  You have to start with at least sv_pure 1 at start, then you can change
 it
  to whatever you want at runtime.
 
  I still think sv_pure 1 should be the default at startup, it seems it's
  sv_pure 0 now. If that's changed to 1 everyone can set their pure setting
  at runtime in their config, instead of having to add another command line
  option.
 
 
  On Mon, May 27, 2013 at 9:10 PM, Dondon Tudtud don...@applei.ph wrote:
 
   I don't think it has changed. You CAN change sv_pure after boot,
  provided
   that you start with it on.
  
  
   On Tue, May 28, 2013 at 2:55 AM, Marco Padovan e...@evcz.tk wrote:
  
Hi,
   
if I understood correctly we should be still able to change sv_pure
 at
runtime, provided we set it at command line.
   
Is that assumption still valid or currently the only way to change it
  is
from command line and no more from rcon/console?
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Re: [hlds_linux] Newly installed srcds installations fail on first startup

2013-05-01 Thread Marco Padovan
It's because it is missing the app id infos, create the appid file and make
sure to have that one with the correct I'd in place before starting ;-)

(tf2 = 440)
Il giorno 01/mag/2013 08:47, David Fountain savsi...@gmail.com ha
scritto:

 This happens on go for me as well as the hlds czero servers I run first
 start fails. The rest work fine.

 SavSin
 On Apr 30, 2013 11:43 PM, Peter Reinhold peter_va...@reinhold.dk
 wrote:

  On 30.04.2013 22:37, Jesse Molina wrote:
 
   I am seeing my newly installed SteamPipe TF2 servers fail on first
  startup.  Subsequent startups operate normally.
  ***
  ***
  *   Unable to load Steam support library.*
  *   Unable to load Steam support library.*
  *   This server will operate in LAN mode only.*
  *   This server will operate in LAN mode only.*
  ***
  ***
 
 
  This has happened on all my servers as well, restarting fixes the issue
  (and, it has not been seen since)
 
 
  /Peter
 
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Re: [hlds_linux] Newly installed srcds installations fail on first startup

2013-05-01 Thread Marco Padovan
it has been in that way also on hlds installs if i remember correctly
the appid file was (and IS) being created only on the first run, and is
read only from the second run :)


On Wed, May 1, 2013 at 9:15 AM, David Fountain savsi...@gmail.com wrote:

 Wouldn't you think it should be created on install.

 I simply run it then kill it's screen and go again. I don't install new
 servers much. I download a template and get the base stuff in. Then copy it
 and update what's needed if needed (I keep it updated along with the
 others)

 SavSin
 On Apr 30, 2013 11:59 PM, Marco Padovan e...@evcz.tk wrote:

  It's because it is missing the app id infos, create the appid file and
 make
  sure to have that one with the correct I'd in place before starting ;-)
 
  (tf2 = 440)
  Il giorno 01/mag/2013 08:47, David Fountain savsi...@gmail.com ha
  scritto:
 
   This happens on go for me as well as the hlds czero servers I run first
   start fails. The rest work fine.
  
   SavSin
   On Apr 30, 2013 11:43 PM, Peter Reinhold peter_va...@reinhold.dk
   wrote:
  
On 30.04.2013 22:37, Jesse Molina wrote:
   
 I am seeing my newly installed SteamPipe TF2 servers fail on first
startup.  Subsequent startups operate normally.
***
***
*   Unable to load Steam support library.*
*   Unable to load Steam support library.*
*   This server will operate in LAN mode only.*
*   This server will operate in LAN mode only.*
***
***
   
   
This has happened on all my servers as well, restarting fixes the
 issue
(and, it has not been seen since)
   
   
/Peter
   
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Re: [hlds_linux] Tentative TF2 SteamPipe schedule

2013-04-29 Thread Marco Padovan
So: are we ready?

When can we safely start the conversion for all the servers to be ready
to accept the clients without worring to have to go back? :)


Il 22/04/2013 21.57, Fletcher Dunn ha scritto:
 Hello all,

 The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the 
 30th.

 - Fletch
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Re: [hlds_linux] Tentative TF2 SteamPipe schedule

2013-04-29 Thread Marco Padovan
We are running hundreds of tf2 servers so we cannot just flip a switch
and risk in getting like servers not running with sv_pure ...

we everything ready to switch and autoconvert but we want to be 100%
sure there's no need for updates/changes...

I'm ware it's not yet tuesday... but midnight is not that long away ;)


Il 29/04/2013 14.12, Rudy Bleeker ha scritto:
 Today is monday, not tuesday. But as has been said in serveral
 messages in the last few days, you can already run a steampipe TF2
 server and have non-steampipe clients connect to it without problems.

 On Mon, Apr 29, 2013 at 2:07 PM, Marco Padovan e...@evcz.tk wrote:
 So: are we ready?

 When can we safely start the conversion for all the servers to be ready
 to accept the clients without worring to have to go back? :)


 Il 22/04/2013 21.57, Fletcher Dunn ha scritto:
 Hello all,

 The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the 
 30th.

 - Fletch
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Re: [hlds_linux] Tentative TF2 SteamPipe schedule

2013-04-29 Thread Marco Padovan
sv_pure working perfectly too?


Il 29/04/2013 14.10, Erik-jan Riemers ha scritto:
 How about now? If you get a server working fully on steampipe just flip the
 switch. Since the current tf2 clients can connect to it. Tested it myself,
 works just fine.


 2013/4/29 Marco Padovan e...@evcz.tk

 So: are we ready?

 When can we safely start the conversion for all the servers to be ready
 to accept the clients without worring to have to go back? :)


 Il 22/04/2013 21.57, Fletcher Dunn ha scritto:
 Hello all,

 The tentative schedule for switching TF2 to SteamPipe is next Tuesday,
 the 30th.
 - Fletch
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Re: [hlds_linux] [hlds] TF2 Steampipe version release?

2013-04-23 Thread Marco Padovan
ok thanks.

Il 23/04/2013 01.14, Fletcher Dunn ha scritto:
 I'd hold off.

 We're working on releasing a new beta soon.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: Monday, April 22, 2013 2:17 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 Can we safely migrate to steampipe right now or are the two versions out of 
 sync currently and there's no guarantee that they will be kept in syn untill 
 the switch over?


 On Thu, Apr 18, 2013 at 12:11 AM, Ross Bemrose rbemr...@gmail.com wrote:

 Server side mods can still use those folders, or they can move their 
 content into the custom folder under a mod name.


 On 4/17/2013 5:53 PM, DontWannaName! wrote:

 What is the purpose of the Media and materials folders on the server 
 side now that they are mostly empty? Where do sprays go on the server 
 when clients upload them?


 On Wed, Apr 17, 2013 at 2:39 PM, Fletcher Dunn
 fletch...@valvesoftware.com**wrote:

  There was a configuration problem that just got fixed.
 Please note: we still have not yet released a client that can talk 
 to this server.  Please hold off on reporting problems for now.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@list.
 valvesoftware.com]
 On Behalf Of CG
 Sent: Wednesday, April 17, 2013 2:10 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 Anyone else missing the srcds.exe file or any .exe for the matter?


 On Wed, Apr 17, 2013 at 12:56 PM, Chris Oryschak 
 ch...@oryschak.com
 wrote:

  Under Ubuntu 10.10 when trying to launch TF2 it crashes with:
 warning: the debug information found in /lib/ld-2.12.1.so does 
 not match /lib/ld-linux.so.2 (CRC mismatch).


 Anyone else have this problem?


 On Wed, Apr 17, 2013 at 3:55 PM, scipi...@aol.com 
 scipi...@aol.com
 wrote:

  So is this migration gonna be difficult? Or automated?

 Sent from my Verizon Wireless 4G LTE DROID

 Fletcher Dunn fletch...@valvesoftware.com wrote:

  Make sure you are using anonymous logon.
 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:

 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@lis
 t.valvesoftware.com]
 On Behalf Of Nevermore

 Imperium

 Sent: Wednesday, April 17, 2013 12:43 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 Hi, when i try to download the files via steampipe it says:

 app_update 232250 validate
 ERROR! Failed to install app '232250' (No subscription) exit

 Am i doing something wrong?
 Thanks


 2013/4/17 Dimitrios Zarras feuga...@ceidwarfare.net

  I just found out! I have downloaded the server beta and tried to
 connect and an error message popped up saying that the server is 
 running a newer version of the game.

 LOL!


 On Wed, Apr 17, 2013 at 9:52 PM, Fletcher Dunn
 fletch...@valvesoftware.com**wrote:

  The server is indeed available for download if anybody wants to
 start the download now.  However, we're still working on 
 getting the client beta configured, so there isn't a client yet 
 that is

 compatible with it.
   We'll
 let the list know when it's available and you can actually test

 things.
 It seems likely that the TF2 switchover planned for next
 Tuesday will be delayed.  We want to make sure people have 
 plenty of time to get setup

 and

 test against the official client.  And the cstrike release 
 found some

 bugs

 we are working on.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-bounces@
 list.valvesoftware.com]
 On Behalf Of
 LouLouBizou
 Sent: Wednesday, April 17, 2013 10:38 AM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 released  ...

 2013/4/17 Fletcher Dunn fletch...@valvesoftware.com

  Hopefully today.
 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-bounces@list.valves
 oftware.com]
 On Behalf Of big john
 Sent: Wednesday, April 17, 2013 8:37 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] TF2 Steampipe version release?

 When will the TF2 Dedicated Server for steam pipe be released? 
 App ID
 232250 I suppose.
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Re: [hlds_linux] Tentative TF2 SteamPipe schedule

2013-04-22 Thread Marco Padovan
thanks for the update

there will be a certain time when we will get alerted and allowed to
switch to the steampipe server version while the clients will still be
able to connect from the non steam pipe version?

currently steampipe seems to be out of sync from the non steampipe :|

Il 22/04/2013 21.57, Fletcher Dunn ha scritto:
 Hello all,

 The tentative schedule for switching TF2 to SteamPipe is next Tuesday, the 
 30th.

 - Fletch
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Re: [hlds_linux] [hlds] TF2 Steampipe version release?

2013-04-22 Thread Marco Padovan
Can we safely migrate to steampipe right now or are the two versions out of
sync currently and there's no guarantee that they will be kept in syn
untill the switch over?


On Thu, Apr 18, 2013 at 12:11 AM, Ross Bemrose rbemr...@gmail.com wrote:

 Server side mods can still use those folders, or they can move their
 content into the custom folder under a mod name.


 On 4/17/2013 5:53 PM, DontWannaName! wrote:

 What is the purpose of the Media and materials folders on the server side
 now that they are mostly empty? Where do sprays go on the server when
 clients upload them?


 On Wed, Apr 17, 2013 at 2:39 PM, Fletcher Dunn
 fletch...@valvesoftware.com**wrote:

  There was a configuration problem that just got fixed.

 Please note: we still have not yet released a client that can talk to
 this
 server.  Please hold off on reporting problems for now.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of CG
 Sent: Wednesday, April 17, 2013 2:10 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 Anyone else missing the srcds.exe file or any .exe for the matter?


 On Wed, Apr 17, 2013 at 12:56 PM, Chris Oryschak ch...@oryschak.com
 wrote:

  Under Ubuntu 10.10 when trying to launch TF2 it crashes with:

 warning: the debug information found in /lib/ld-2.12.1.so does not
 match /lib/ld-linux.so.2 (CRC mismatch).


 Anyone else have this problem?


 On Wed, Apr 17, 2013 at 3:55 PM, scipi...@aol.com scipi...@aol.com
 wrote:

  So is this migration gonna be difficult? Or automated?


 Sent from my Verizon Wireless 4G LTE DROID

 Fletcher Dunn fletch...@valvesoftware.com wrote:

  Make sure you are using anonymous logon.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:

 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Nevermore

 Imperium

 Sent: Wednesday, April 17, 2013 12:43 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 Hi, when i try to download the files via steampipe it says:

 app_update 232250 validate
 ERROR! Failed to install app '232250' (No subscription) exit

 Am i doing something wrong?
 Thanks


 2013/4/17 Dimitrios Zarras feuga...@ceidwarfare.net

  I just found out! I have downloaded the server beta and tried to
 connect and an error message popped up saying that the server is
 running a newer version of the game.

 LOL!


 On Wed, Apr 17, 2013 at 9:52 PM, Fletcher Dunn
 fletch...@valvesoftware.com**wrote:

  The server is indeed available for download if anybody wants to
 start the download now.  However, we're still working on
 getting the client beta configured, so there isn't a client yet
 that is

 compatible with it.

   We'll

 let the list know when it's available and you can actually test

 things.

 It seems likely that the TF2 switchover planned for next
 Tuesday will be delayed.  We want to make sure people have
 plenty of time to get setup

 and

 test against the official client.  And the cstrike release
 found some

 bugs

 we are working on.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of
 LouLouBizou
 Sent: Wednesday, April 17, 2013 10:38 AM
 To: Half-Life dedicated Linux server mailing list
 Cc: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds_linux] [hlds] TF2 Steampipe version release?

 released  ...

 2013/4/17 Fletcher Dunn fletch...@valvesoftware.com

  Hopefully today.

 From: 
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto:
 hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com]
 On Behalf Of big john
 Sent: Wednesday, April 17, 2013 8:37 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] TF2 Steampipe version release?

 When will the TF2 Dedicated Server for steam pipe be
 released? App ID
 232250 I suppose.
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Re: [hlds_linux] Mandatory Team Fortress 2 update coming

2013-03-28 Thread Marco Padovan
1.2.6.1 live now :)
Il 27/03/2013 22.50, Eric Smith ha scritto:
 We're working on a mandatory update for Team Fortress 2. We should have it 
 ready soon. This is NOT the SteamPipe update.

 -Eric


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[hlds_linux] Tf2 beta: please make steamcmd able to convert old servers

2013-02-28 Thread Marco Padovan
Hi,

Is there any possibility to see something similar to the clients conversion
taking place for servers too?

Or at least ok for a full redownload but please have steamcmd remove old
unused files and move mods/maps/whatever was not vanilla to the right new
places?

Thank you,
Best regards
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Re: [hlds_linux] CPU spikes while running SteamCMD to update Dedicated Server, any way to throttle?

2013-02-27 Thread Marco Padovan
agree with this.

basically old update tool wasn't affecting much the performance as it
was so slow to connect and disconnect that actualcpu and disk usage were
very low..


justproperly use nice and ionice and you will be fine with steamcmd ;)


Il 27/02/2013 10.45, Jesse Molina ha scritto:

 Run it like this;

 nice -n 11 ionice -c 2 -n 6 steamcmd.sh

 At the same time, your game servers themselves should have their
 niceness reduced by about 10.  Only root can do this, or a regular
 user with an /etc/security/limits.conf entry.

 renice -10 $PID

 If it's a network saturation issue, then you need to implement a tc
 queue.



 Weasel wrote:
 Is there any way to throttle the utilization for SteamCMD?


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Re: [hlds_linux] CS1.6 - steamcmd autoupdate not working?

2013-02-24 Thread Marco Padovan
uhm... so... what shall we doto have autoupdate working properly?

for now we are just relying on manual updates :D


Il 24/02/2013 14.18, David Fountain ha scritto:
 That's even the wrong script. Steam was from hldsupdatetool. Steamcmd.sh is
 steamcmd

 SavSin
 On Feb 24, 2013 5:08 AM, Austin aus...@fakaheda.eu wrote:

 Thats because there is no -steam_dir and -steamcmd_script parameters in
 1.6. It works different from CSGO, great Valve :)
 Just look into the hlds_run script:

 -autoupdate)
 AUTO_UPDATE=yes
 STEAM=steamcmd/steam.sh
 RESTART=yes ;;


 CMD=$STEAM +logon anonymous +force_install_dir .. +app_update 90 +quit;.

 steamcmd directory must be inside the CS16 directory.

 Regards / S pozdravem

 Tomás( Cigán - FakaHeda.eu


 Dne 24.2.2013 1:18, David Fountain napsal(a):

 Give me a sec ill dl a copy of the game and see what happens

 SavSin
 On Feb 23, 2013 4:17 PM, Marco Padovane...@evcz.tk  wrote:

  ./hlds_linux -autoupdate -steam_dir /home/user/cs1.6/steam-**installer/
 -steamcmd_script cstrike-autoupdate-anonymous.**txt

 still giving:

 Could not locate steam binary:steamcmd/steam.sh, ignoring.

 How are you doing it?



 Il 23/02/2013 20.52, David Fountain ha scritto:

 ./hlds_run -autoupdate -steam_dir /home/username/steam-**installer/
 -steamcmd_script cstrike-autoupdate-anonymous.**txt this goes in
 the
 steamcmd folder

 On Sat, Feb 23, 2013 at 10:42 AM, Marco Padovane...@evcz.tk  wrote:

  this one didn't worked either... still same error:



 Il 23/02/2013 18.02, David Fountain ha scritto:

 Is the 1.6. Steam can't use the '.'   In path

 SavSin
 On Feb 23, 2013 8:00 AM, Marco Padovane...@evcz.tk  wrote:

  I'm not sure if I understood you reply.
 should I create a folder named steamcmd/ somewhere? why is it looking
 for it? is this and expected behaviour?

 Il 23/02/2013 16.40, Andre Müller ha scritto:

 Make a symlink from steamcmd.sh to steam.sh or copy the file to

 steam.sh.
 2013/2/23 Marco Padovane...@evcz.tk:
 When starting a server with:
 -autoupdate -steam_dir ~/cs1.6/steam-installer/ -steamcmd_script
 /home/somepath/scripts/cs1.6-**autoupdate-anonymous.txt

 I get:
 Could not locate steam binary:steamcmd/steam.sh, ignoring.

 I cannot see anywhere steamcmd/steam.sh being

 created/downloaded...
 where is it looking for it?
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Re: [hlds_linux] CS1.6 - steamcmd autoupdate not working?

2013-02-24 Thread Marco Padovan
ok... going to wait for valve to fix it then... as I do not want to
start fixing their errors and getting them reverted each time I run a
validate :D


Il 24/02/2013 19.38, Ross Bemrose ha scritto:
 At a guess, update hlds_run to point to the correct location of
 steamcmd.sh

 On 2/24/2013 1:36 PM, Marco Padovan wrote:
 uhm... so... what shall we doto have autoupdate working properly?

 for now we are just relying on manual updates :D


 Il 24/02/2013 14.18, David Fountain ha scritto:
 That's even the wrong script. Steam was from hldsupdatetool.
 Steamcmd.sh is
 steamcmd

 SavSin
 On Feb 24, 2013 5:08 AM, Austin aus...@fakaheda.eu wrote:

 Thats because there is no -steam_dir and -steamcmd_script
 parameters in
 1.6. It works different from CSGO, great Valve :)
 Just look into the hlds_run script:

 -autoupdate)
 AUTO_UPDATE=yes
 STEAM=steamcmd/steam.sh
 RESTART=yes ;;


 CMD=$STEAM +logon anonymous +force_install_dir .. +app_update 90
 +quit;.

 steamcmd directory must be inside the CS16 directory.

 Regards / S pozdravem

 Tomás( Cigán - FakaHeda.eu


 Dne 24.2.2013 1:18, David Fountain napsal(a):

 Give me a sec ill dl a copy of the game and see what happens

 SavSin
 On Feb 23, 2013 4:17 PM, Marco Padovane...@evcz.tk  wrote:

   ./hlds_linux -autoupdate -steam_dir
 /home/user/cs1.6/steam-**installer/
 -steamcmd_script cstrike-autoupdate-anonymous.**txt

 still giving:

 Could not locate steam binary:steamcmd/steam.sh, ignoring.

 How are you doing it?



 Il 23/02/2013 20.52, David Fountain ha scritto:

 ./hlds_run -autoupdate -steam_dir /home/username/steam-**installer/
 -steamcmd_script cstrike-autoupdate-anonymous.**txt this
 goes in
 the
 steamcmd folder

 On Sat, Feb 23, 2013 at 10:42 AM, Marco Padovane...@evcz.tk 
 wrote:

   this one didn't worked either... still same error:


 Il 23/02/2013 18.02, David Fountain ha scritto:

 Is the 1.6. Steam can't use the '.'   In path

 SavSin
 On Feb 23, 2013 8:00 AM, Marco Padovane...@evcz.tk  wrote:

   I'm not sure if I understood you reply.
 should I create a folder named steamcmd/ somewhere? why is it
 looking
 for it? is this and expected behaviour?

 Il 23/02/2013 16.40, Andre Müller ha scritto:

 Make a symlink from steamcmd.sh to steam.sh or copy the file to

 steam.sh.
 2013/2/23 Marco Padovane...@evcz.tk:
 When starting a server with:
 -autoupdate -steam_dir ~/cs1.6/steam-installer/
 -steamcmd_script
 /home/somepath/scripts/cs1.6-**autoupdate-anonymous.txt

 I get:
 Could not locate steam binary:steamcmd/steam.sh, ignoring.

 I cannot see anywhere steamcmd/steam.sh being

 created/downloaded...
 where is it looking for it?
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[hlds_linux] depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished = info.nNumWrites

2013-02-23 Thread Marco Padovan
while doing some tests with the steamcmd thing (updating an existing
server) I saw this in the steamcmd output:

 App state (0x300502) downloading, progress: 43.59 (5215170404 /
11963737484)
depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished
= info.nNumWrites
depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished
= info.nNumWrites
depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished
= info.nNumWrites
depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished
= info.nNumWrites
depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished
= info.nNumWrites
depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished
= info.nNumWrites
depotreconstruct.cpp (517) : Assertion Failed: info.nNumWritesFinished
= info.nNumWrites
 App state (0x300502) downloading, progress: 44.34 (5304684349 /
11963737484)

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[hlds_linux] best way to upgrade from tf2 to tf2beta (steamcmd)

2013-02-23 Thread Marco Padovan
As we are running multiple servers I'm trying to understand how to make
the update as smooth as possible..

currently doing the update with target directory orangebox/

can preserve the files mods/mapsbut results indirectory growning
from the old 7gb to the actuall11gb...

what can we delete? (media?sounds? maps? (which ones?))
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Re: [hlds_linux] best way to upgrade from tf2 to tf2beta (steamcmd)

2013-02-23 Thread Marco Padovan
I'm here running around scared as I'm confident we will see the update
dropping like a bomb as usual :|

current documentation is clear:
https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

There is no automated conversion process for the dedicated server. It
will be a full re-download.

but looks like currently steamcmd is not clever enoughto remove old
directories andadditionally this update is breaking everything again by
moving from ./orangebox/ to just ./ ...

Il 23/02/2013 16.11, Frank ha scritto:
 I'm sure they will release plenty of documentation as I think Fletch has
 noted earlier on the changes so I wouldn't get too concerned right now, I'm
 just sitting and waiting with a case of beer ready to go.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco
 Padovan
 Sent: Saturday, February 23, 2013 9:57 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] best way to upgrade from tf2 to tf2beta (steamcmd)

 As we are running multiple servers I'm trying to understand how to make the
 update as smooth as possible..

 currently doing the update with target directory orangebox/

 can preserve the files mods/mapsbut results indirectory growning from
 the old 7gb to the actuall11gb...

 what can we delete? (media?sounds? maps? (which ones?))
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[hlds_linux] CS1.6 - steamcmd autoupdate not working?

2013-02-23 Thread Marco Padovan
When starting a server with:
-autoupdate -steam_dir ~/cs1.6/steam-installer/ -steamcmd_script
/home/somepath/scripts/cs1.6-autoupdate-anonymous.txt

I get:
Could not locate steam binary:steamcmd/steam.sh, ignoring.

I cannot see anywhere steamcmd/steam.sh being created/downloaded...
where is it looking for it?
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Re: [hlds_linux] CS1.6 - steamcmd autoupdate not working?

2013-02-23 Thread Marco Padovan
I'm not sure if I understood you reply.

should I create a folder named steamcmd/ somewhere? why is it looking
for it? is this and expected behaviour?

Il 23/02/2013 16.40, Andre Müller ha scritto:
 Make a symlink from steamcmd.sh to steam.sh or copy the file to steam.sh.


 2013/2/23 Marco Padovan e...@evcz.tk:
 When starting a server with:
 -autoupdate -steam_dir ~/cs1.6/steam-installer/ -steamcmd_script
 /home/somepath/scripts/cs1.6-autoupdate-anonymous.txt

 I get:
 Could not locate steam binary:steamcmd/steam.sh, ignoring.

 I cannot see anywhere steamcmd/steam.sh being created/downloaded...
 where is it looking for it?
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Re: [hlds_linux] CS1.6 - steamcmd autoupdate not working?

2013-02-23 Thread Marco Padovan
ah great :|

let me try something else then :|

Il 23/02/2013 18.02, David Fountain ha scritto:
 Is the 1.6. Steam can't use the '.'   In path

 SavSin
 On Feb 23, 2013 8:00 AM, Marco Padovan e...@evcz.tk wrote:

 I'm not sure if I understood you reply.

 should I create a folder named steamcmd/ somewhere? why is it looking
 for it? is this and expected behaviour?

 Il 23/02/2013 16.40, Andre Müller ha scritto:
 Make a symlink from steamcmd.sh to steam.sh or copy the file to steam.sh.


 2013/2/23 Marco Padovan e...@evcz.tk:
 When starting a server with:
 -autoupdate -steam_dir ~/cs1.6/steam-installer/ -steamcmd_script
 /home/somepath/scripts/cs1.6-autoupdate-anonymous.txt

 I get:
 Could not locate steam binary:steamcmd/steam.sh, ignoring.

 I cannot see anywhere steamcmd/steam.sh being created/downloaded...
 where is it looking for it?
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Re: [hlds_linux] CS1.6 - steamcmd autoupdate not working?

2013-02-23 Thread Marco Padovan
this one didn't worked either... still same error:

./hlds_run -autoupdate -steam_dir /home/username/steam-installer/ 
-steamcmd_script /home/somepath/scripts/cstrike-autoupdate-anonymous.txt


Il 23/02/2013 18.02, David Fountain ha scritto:
 Is the 1.6. Steam can't use the '.'   In path

 SavSin
 On Feb 23, 2013 8:00 AM, Marco Padovan e...@evcz.tk wrote:

 I'm not sure if I understood you reply.

 should I create a folder named steamcmd/ somewhere? why is it looking
 for it? is this and expected behaviour?

 Il 23/02/2013 16.40, Andre Müller ha scritto:
 Make a symlink from steamcmd.sh to steam.sh or copy the file to steam.sh.


 2013/2/23 Marco Padovan e...@evcz.tk:
 When starting a server with:
 -autoupdate -steam_dir ~/cs1.6/steam-installer/ -steamcmd_script
 /home/somepath/scripts/cs1.6-autoupdate-anonymous.txt

 I get:
 Could not locate steam binary:steamcmd/steam.sh, ignoring.

 I cannot see anywhere steamcmd/steam.sh being created/downloaded...
 where is it looking for it?
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Re: [hlds_linux] CS1.6 - steamcmd autoupdate not working?

2013-02-23 Thread Marco Padovan
./hlds_linux -autoupdate -steam_dir /home/user/cs1.6/steam-installer/ 
-steamcmd_script cstrike-autoupdate-anonymous.txt

still giving:

Could not locate steam binary:steamcmd/steam.sh, ignoring.

How are you doing it?



Il 23/02/2013 20.52, David Fountain ha scritto:
 ./hlds_run -autoupdate -steam_dir /home/username/steam-installer/
 -steamcmd_script cstrike-autoupdate-anonymous.txt  this goes in the
 steamcmd folder

 On Sat, Feb 23, 2013 at 10:42 AM, Marco Padovan e...@evcz.tk wrote:

 this one didn't worked either... still same error:




 Il 23/02/2013 18.02, David Fountain ha scritto:
 Is the 1.6. Steam can't use the '.'   In path

 SavSin
 On Feb 23, 2013 8:00 AM, Marco Padovan e...@evcz.tk wrote:

 I'm not sure if I understood you reply.

 should I create a folder named steamcmd/ somewhere? why is it looking
 for it? is this and expected behaviour?

 Il 23/02/2013 16.40, Andre Müller ha scritto:
 Make a symlink from steamcmd.sh to steam.sh or copy the file to
 steam.sh.

 2013/2/23 Marco Padovan e...@evcz.tk:
 When starting a server with:
 -autoupdate -steam_dir ~/cs1.6/steam-installer/ -steamcmd_script
 /home/somepath/scripts/cs1.6-autoupdate-anonymous.txt

 I get:
 Could not locate steam binary:steamcmd/steam.sh, ignoring.

 I cannot see anywhere steamcmd/steam.sh being created/downloaded...
 where is it looking for it?
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[hlds_linux] tf2 tv autorecord - broken .dem files

2013-01-14 Thread Marco Padovan
We are getting broken .dem files from the tv autorecord, all the files
have a 489KB size.

This is what we get when trying to play from demoui2on the client

Playing demo from auto-20130114-1333-cp_badlands.dem.
Could not find table downloadables
Could not find table modelprecache
Could not find table genericprecache
Could not find table soundprecache
Could not find table decalprecache
Could not find table instancebaseline
Could not find table lightstyles
Could not find table userinfo
Could not find table DynamicModels
Could not find table server_query_info
Could not find table ParticleEffectNames
Could not find table EffectDispatch
Could not find table VguiScreen
Could not find table Materials
Could not find table InfoPanel
Could not find table Scenes
Could not find table ServerMapCycle
Could not find table ServerPopFiles
Could not find table ServerMapCycleMvM
Could not find table GameRulesCreation


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Re: [hlds_linux] Servers get attacked via DDoS

2013-01-12 Thread Marco Padovan
No it's not.

we are talking about udp reflections from multiple thousands hosts...

Nothing would ever match your rules (TCP)

Il 11/01/2013 22.54, Jake Forrester ha scritto:
 I know this is a little late, but here's an iptables rule I use to help
 against DDoS attacks.  You'll probably need to have two--one for UDP and
 one for TCP if it's a DNS type of attack.

 # allow only 8 req/sec per IP
 -A INPUT -p tcp -m state --state NEW -m tcp --tcp-flags FIN,SYN,RST,ACK
 SYN -m recent --set --name SYNFLOOD --rsource
 -A INPUT -p tcp -m state --state NEW -m tcp --tcp-flags FIN,SYN,RST,ACK
 SYN -m recent --update --seconds 1 --hitcount 8 --name SYNFLOOD
 --rsource -j DROP

 Not sure if this is the type of solution you're looking for, but it
 couldn't hurt.

 - rann

 On 1/11/2013 12:40 PM, John wrote:
 The solution that gamead...@127001.org gave was correct. For DNS DRDoS
 reflection attacks, the best plan is to have your upstream apply an
 ACL that whitelists the couple of DNS servers that you use  and blocks
 all other traffic from port 53 to your network. Your ISP should be
 able to do this for little or no cost. Null-routing is not usually
 required for this type of attack unless your upstream's overall
 network capacity is less than 10G.

 DNS DRDoS attacks are one of the most common and easiest (thankfully)
 types to filter. Other DRDoS attacks can be a little harder to filter,
 and there are non-reflected attacks that are yet more difficult to
 block, requiring advanced string-matching rules upstream or other
 specialized techniques.

 -John

 On 1/11/2013 4:09 AM, ics wrote:
 Most of us have experienced ddos attacks like that and yes
 nullrouting is the only protection so the whole network isn't
 affected. There is no protection against that without paying huge
 sums of money. Those are not an option to small communities.

 -ics

 - Alkuperäinen viesti -
 We've had incoming DNS query reply attacks over several Gbit/sec. Any
 non-pro gaming community like ours can't defend against such floods of
 data.

 All you can do is have your IP's null-routed and wait till the attack
 dies out.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Sachin Sud
 [sudsac...@gmail.com] Sent: 11 January 2013 11:42 To: Half-Life
 dedicated Linux server mailing list Subject: Re: [hlds_linux] Servers
 get attacked via DDoS

 @127001 ( Some Pin code) .Orrgy
 Do i really care?
 Its better you start protecting your servers before its too late!
 Don't waste your time !:)

 On Fri, Jan 11, 2013 at 4:06 PM, gamead...@127001.org wrote:

 Just because they're well known doesn't make them immune to
 configuration cockups... one solution might be to get your host to
 firewall all incoming from port 53 except for stuff coming from your
 hosts' DNS servers (or google's, or whoever) - that won't help if the
 bandwidth is going to overwhelm your host's core router, but it WILL
 help in cases where it's flooding out your uplink

 @Sachin Sud:

 Perhaps you could actually be constructive? Despite saying you didn't
 want to spam the list, your two contributions have been lol and a
 post that essentially says I think your approach is wrong but I'm not
 going to give any details whatsoever

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: 11 January 2013 10:32
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Servers get attacked via DDoS

 yes, the attacks is exactly that...

 but those are not just broken dns,i even saw some *well known* IT
 names into the attackers.

 Il 11/01/2013 11.16, Arnim Eijkhoudt ha scritto:
 Haha,

 I hope you're joking. Almost none of your questions are remotely
 relevant to this type of attack. DNS reflection attacks can only be
 effectively mitigated upstream. The structural solution,
 unfortunately, is educating/informing the admins of the broken DNS
 servers (short of just bluntly increasing the bandwidth capacity of
 the affected server(s) and 'sitting it out').

 See also: http://blog.cloudflare.com/65gbps-ddos-no-problem

 €0,02

 On 11-1-2013 10:52, Sachin Sud wrote:
 My intensions are not to spam this mail list.
 But if you guys are comfortable , you need to answer few
 questions
 by
 which
 i can help you better to get saved from ddos attacks.

 Which country are you from?
 How many game servers you host?
 How often the attack happens?
 Is it specific to any particular game?
 Which OS you have on server?
 What kind of firewall you use , in case if you use any
 And last question How much money you spend monthly on servers (
 Based on
 your location, i can recommend some ddos protection if required )

 Thanks,
 Sachin
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Re: [hlds_linux] Servers get attacked via DDoS

2013-01-11 Thread Marco Padovan
You need bandwidth, a lot(saw 3gbit+ attacks these days...)

Il 11/01/2013 00.47, Martin Pajenkamp ha scritto:
 It seems, like competitive matches are getting hit by DDoS attacks
 again, like in 2010. This time, it seems the attacker is using a DNS
 reflection attack. Does anyone have a tip how to protect your server
 or possibly experience with this plugin:
 http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9
 ?

 Regards,
 CanFo

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Re: [hlds_linux] Servers get attacked via DDoS

2013-01-11 Thread Marco Padovan
Are you giving free 10gbit uplinks to everybody?

Il 11/01/2013 10.43, Sachin Sud ha scritto:
 Hi,

 I can help you in some ways with ddos attack.!

 Email me ! I will tell you some things which will help you.

 Ignoring board because its not required here


 On Fri, Jan 11, 2013 at 2:22 PM, Marco Padovan e...@evcz.tk wrote:

 You need bandwidth, a lot(saw 3gbit+ attacks these days...)

 Il 11/01/2013 00.47, Martin Pajenkamp ha scritto:
 It seems, like competitive matches are getting hit by DDoS attacks
 again, like in 2010. This time, it seems the attacker is using a DNS
 reflection attack. Does anyone have a tip how to protect your server
 or possibly experience with this plugin:

 http://www.sourceop.com/modules.php?name=Downloadsd_op=viewdownloadcid=9
 ?

 Regards,
 CanFo

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Re: [hlds_linux] Servers get attacked via DDoS

2013-01-11 Thread Marco Padovan
yes, the attacks is exactly that...

but those are not just broken dns,i even saw some *well known* IT
names into the attackers.

Il 11/01/2013 11.16, Arnim Eijkhoudt ha scritto:
 Haha,

 I hope you're joking. Almost none of your questions are remotely
 relevant to this type of attack. DNS reflection attacks can only be
 effectively mitigated upstream. The structural solution,
 unfortunately, is educating/informing the admins of the broken DNS
 servers (short of just bluntly increasing the bandwidth capacity of
 the affected server(s) and 'sitting it out').

 See also: http://blog.cloudflare.com/65gbps-ddos-no-problem

 €0,02

 On 11-1-2013 10:52, Sachin Sud wrote:
 My intensions are not to spam this mail list.
 But if you guys are comfortable , you need to answer few questions by
 which
 i can help you better to get saved from ddos attacks.

 Which country are you from?
 How many game servers you host?
 How often the attack happens?
 Is it specific to any particular game?
 Which OS you have on server?
 What kind of firewall you use , in case if you use any
 And last question How much money you spend monthly on servers ( Based on
 your location, i can recommend some ddos protection if required )

 Thanks,
 Sachin

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Re: [hlds_linux] Servers get attacked via DDoS

2013-01-11 Thread Marco Padovan
In my opinion the issue is not caused by poorly configured dns server.
But due to poorly configured networks that allows spoofed traffic to
leave their routers...

I'm sure who is used to get ddos already knows who these ISPs allowing
spoofing are...
If those networks were shutdown there would be no need to protect any
kind of UDP service (there are people doing syn reflections in the same
way using srcds tcp ports... do you ratelimit properly those?)




Il 11/01/2013 11.36, gamead...@127001.org ha scritto:
 Just because they're well known doesn't make them immune to configuration 
 cockups... one solution might be to get your host to firewall all incoming 
 from port 53 except for stuff coming from your hosts' DNS servers (or 
 google's, or whoever) - that won't help if the bandwidth is going to 
 overwhelm your host's core router, but it WILL help in cases where it's 
 flooding out your uplink

 @Sachin Sud:

 Perhaps you could actually be constructive? Despite saying you didn't want to 
 spam the list, your two contributions have been lol and a post that 
 essentially says I think your approach is wrong but I'm not going to give 
 any details whatsoever

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: 11 January 2013 10:32
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Servers get attacked via DDoS

 yes, the attacks is exactly that...

 but those are not just broken dns,i even saw some *well known* IT
 names into the attackers.

 Il 11/01/2013 11.16, Arnim Eijkhoudt ha scritto:
 Haha,

 I hope you're joking. Almost none of your questions are remotely
 relevant to this type of attack. DNS reflection attacks can only be
 effectively mitigated upstream. The structural solution,
 unfortunately, is educating/informing the admins of the broken DNS
 servers (short of just bluntly increasing the bandwidth capacity of
 the affected server(s) and 'sitting it out').

 See also: http://blog.cloudflare.com/65gbps-ddos-no-problem

 €0,02

 On 11-1-2013 10:52, Sachin Sud wrote:
 My intensions are not to spam this mail list.
 But if you guys are comfortable , you need to answer few questions
 by
 which
 i can help you better to get saved from ddos attacks.

 Which country are you from?
 How many game servers you host?
 How often the attack happens?
 Is it specific to any particular game?
 Which OS you have on server?
 What kind of firewall you use , in case if you use any
 And last question How much money you spend monthly on servers (
 Based on
 your location, i can recommend some ddos protection if required )

 Thanks,
 Sachin
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Re: [hlds_linux] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-12-20 Thread Marco Padovan
can confirm :(


Il 21/12/2012 00.21, Russell Smith ha scritto:
 SourceMod broken for anyone else with this update?  MetaMod is loading
 but SM isn't even being recognized.

 On 20.12.2012 15:12, Eric Smith wrote:
 Sorry, we forgot part of the notes:

 - Added three new community weapons
- The Vaccinator
- The Loose Cannon
- The Rescue Ranger


 -Eric



 -Original Message-
 From: hlds_announce-boun...@list.valvesoftware.com
 [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of
 Eric Smith
 Sent: Thursday, December 20, 2012 2:59 PM
 To: Half-Life dedicated Win32 server mailing list;
 'hlds_linux@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds_announce] Mandatory TF2, DoD:S, and HL2:DM updates
 released

 We've released mandatory updates for TF2, DoD:S, and HL2:DM.  The
 notes for the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Updated some Big Picture features
 - Additional improvements for client stability

 Team Fortress 2
 - Australian Christmas has begun!
- Added community-contributed winter event items
- Added Naughty and Nice winter keys to the Mann Co. Store
 - Mann Vs. Machine
- Added a new tour of duty with unique loot:
  - Operation Mecha Engine, with 3 new advanced skill missions
  - New map mvm_bigrock
  - New Engineer Botkiller items
- Added new Engineer robot
 - Added new Strange Filter items to the Mann Co. Store to support
 community map makers
 - Added new checkout dialogs and taunt-activated effect to raise
 awareness for Community Map Stamps
 - Added +context_action command (defaults to X for controllers). This
 will use the action slot if your Canteen contains a charge and will
 taunt otherwise3
 - Added +attack3 command (defaults to middle-mouse button)
 - Added Adult Swim items to the Mann Co. Store
 - Fixed an exploit that allowed players to be permanently invulnerable
 - Fixed the Pyro's airblast not working correctly when facing downhill
 - Made Force-A-Nature pushback more consistent
 - Updated pl_barnblitz
- Fixed various map exploits
 - Updated sd_doomsday
- Fixed various map exploits
 - Updated the localization files


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Re: [hlds_linux] Guide Us

2012-12-05 Thread Marco Padovan
on tf2 in the past we could add to the config file:


hideserver 1


that will also disable the a2s info replies... is that working on other
games too?

Il 05/12/2012 11.36, LouLouBizou ha scritto:
 simply add -nomaster to command line 

 2012/12/5 Drogen Viech drogenvi...@googlemail.com

 You could block the master servers ips so the server can not list
 itself in the first place - that would help a bit i presume?

 2012/12/5 Bruno Garcia garcia.bru...@gmail.com:
 I don't think you could HIDE the server ip address and still show up in
 the
 browser.
 Perhaps there's a way of not being published to the browsers.

 I understand the DDoS attacks, but in the end, you could block them
 calling
 the ISP, they have the necessary tools for doing so.


 On Wed, Dec 5, 2012 at 4:01 AM, Sachin Sud sudsac...@gmail.com wrote:

 Hi,

 We want to setup our left4dead2 servers in such a way , so that if a
 player
 joins our server and another player wants to see view player info it
 shows
 the server info as blank.
 It means user can only come to server using ip and port and using the
 connect command from console.

 We basically want
 1) Server should not appear in server list or favourites (If that is
 poss
 isble)
 2) If a user right click on another user , the server info should
 appear as
 blank.

 The reason why we want to do because in India there is only 1 left4dead2
 server and its so prone to ddos attacks that we cannot even play.

 So we would like to server completely private and hidden as much as
 possible.

 Some forums has suggested using a2s info but i could not find anything
 for
 left4dead2

 Any help on the same would be great

 We can block any port or do anything in server side to achieve this or
 get
 this implemented.

 Thanks,
 Sachin
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Re: [hlds_linux] Incoming DoS attack

2012-11-28 Thread Marco Padovan
they use netflow.

that specific email is sent for imformative purpose only.

if the attack keeps going they nullroute you and disconnect your server
from the network

Il 28/11/2012 13.36, Michael Johansen ha scritto:
 IIRC Hetzner are all automated right? Would be good for them to have a 
 automatic blocking system, so they dont have to spend money on people manning 
 their NOC (if they even have one).
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Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Marco Padovan
Hi,

are you the Mike on WHT?

I was the one replying in there :D

Il 27/11/2012 13.54, Michael Johansen ha scritto:
 My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s 
 traffic on UDP, where as my SYN stood for about 50k pps. 
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 11:29:01 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack

 We have no control over the upstream network. All I can do is filter the 
 packets at the machine, but that wouldn't prevent the link from still being 
 overloaded.

 Currently a null-route is in place to stop the attack at the network boarder.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 27 November 2012 11:26
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 Just took a look at the tcpdump, doesn't look like the attacks I'm having. I 
 may be stupid now, but wouldn't it work just by blocking packets with the 
 size of 50?

 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 11:19:08 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack

 The IP's in the dump originate from China, but as it's UDP it could very 
 well be spoofed.

 Looking at the payload in the packets, each new packet only has 1 character 
 change from the previous packet.

 Bruteforce, or perhaps signature scanning evasion?

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 27 November 2012 11:15
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 I haven't looked at the tcpdump, but I have been getting attacks too, 
 they're SYN floods, 300 - 400 mbps in size and always coming from 
 local/reserved (0.x) ip's. All started soem time after we set up our mvm 
 serves.
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 10:56:28 +0100
 Subject: [hlds_linux] Incoming DoS attack

 Hi,

 We've been having DoS attacks aimed at one of our MvM servers.

 Anyone have any idea what they're attempting to do here? It is just to 
 make the server unreachable, or are the actually trying to exploit srcds 
 somehow?

 Here's a tcpdump made for about 30 seconds during the attack (which is 
 still ongoing);

 http://www.specialattack.net/downloads/dump.rar

 Saint K.
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Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Marco Padovan
ihih, nice :)

the most important thing while being ddosed is to report to the relevant
abuse desks so they can clean up their networks ;)

Il 27/11/2012 14.26, Michael Johansen ha scritto:
 I am indeed. Thank you for all your help :) 
 Date: Tue, 27 Nov 2012 14:25:24 +0100
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 Hi,

 are you the Mike on WHT?

 I was the one replying in there :D

 Il 27/11/2012 13.54, Michael Johansen ha scritto:
 My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s 
 traffic on UDP, where as my SYN stood for about 50k pps. 
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 11:29:01 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack

 We have no control over the upstream network. All I can do is filter the 
 packets at the machine, but that wouldn't prevent the link from still 
 being overloaded.

 Currently a null-route is in place to stop the attack at the network 
 boarder.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 27 November 2012 11:26
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 Just took a look at the tcpdump, doesn't look like the attacks I'm having. 
 I may be stupid now, but wouldn't it work just by blocking packets with 
 the size of 50?

 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 11:19:08 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack

 The IP's in the dump originate from China, but as it's UDP it could very 
 well be spoofed.

 Looking at the payload in the packets, each new packet only has 1 
 character change from the previous packet.

 Bruteforce, or perhaps signature scanning evasion?

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 27 November 2012 11:15
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 I haven't looked at the tcpdump, but I have been getting attacks too, 
 they're SYN floods, 300 - 400 mbps in size and always coming from 
 local/reserved (0.x) ip's. All started soem time after we set up our mvm 
 serves.
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 10:56:28 +0100
 Subject: [hlds_linux] Incoming DoS attack

 Hi,

 We've been having DoS attacks aimed at one of our MvM servers.

 Anyone have any idea what they're attempting to do here? It is just to 
 make the server unreachable, or are the actually trying to exploit srcds 
 somehow?

 Here's a tcpdump made for about 30 seconds during the attack (which is 
 still ongoing);

 http://www.specialattack.net/downloads/dump.rar

 Saint K.
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Re: [hlds_linux] Incoming DoS attack

2012-11-27 Thread Marco Padovan
when you have fat pipes (1gbit or 10gbit uplinks) people need fatpipes
too to spooffrom and take you down...

but, IIRC, that well knonw .EU isp that allows spoofing let people do
that only on the 100mbit network no on the gbit network.

Therefore here comes the amplification (mostly DNS (udp 53) and chargen
(UDP 19) ) reporting those amplifiers (open resolvers) is very
important;)

Il 27/11/2012 14.29, Saint K. ha scritto:
 That's kind of pointless in case of UDP attacks, chances are very high that 
 the IP's simply are spoofed.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
 [e...@evcz.tk]
 Sent: 27 November 2012 14:27
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 ihih, nice :)

 the most important thing while being ddosed is to report to the relevant
 abuse desks so they can clean up their networks ;)

 Il 27/11/2012 14.26, Michael Johansen ha scritto:
 I am indeed. Thank you for all your help :)
 Date: Tue, 27 Nov 2012 14:25:24 +0100
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 Hi,

 are you the Mike on WHT?

 I was the one replying in there :D

 Il 27/11/2012 13.54, Michael Johansen ha scritto:
 My face when, I just analyzed my own tcpdump and I had over ~150 Mbit/s 
 traffic on UDP, where as my SYN stood for about 50k pps.
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 11:29:01 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack

 We have no control over the upstream network. All I can do is filter the 
 packets at the machine, but that wouldn't prevent the link from still 
 being overloaded.

 Currently a null-route is in place to stop the attack at the network 
 boarder.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
 [michs...@live.no]
 Sent: 27 November 2012 11:26
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 Just took a look at the tcpdump, doesn't look like the attacks I'm 
 having. I may be stupid now, but wouldn't it work just by blocking 
 packets with the size of 50?

 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 11:19:08 +0100
 Subject: Re: [hlds_linux] Incoming DoS attack

 The IP's in the dump originate from China, but as it's UDP it could very 
 well be spoofed.

 Looking at the payload in the packets, each new packet only has 1 
 character change from the previous packet.

 Bruteforce, or perhaps signature scanning evasion?

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael 
 Johansen [michs...@live.no]
 Sent: 27 November 2012 11:15
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Incoming DoS attack

 I haven't looked at the tcpdump, but I have been getting attacks too, 
 they're SYN floods, 300 - 400 mbps in size and always coming from 
 local/reserved (0.x) ip's. All started soem time after we set up our mvm 
 serves.
 From: sai...@specialattack.net
 To: hlds_linux@list.valvesoftware.com
 Date: Tue, 27 Nov 2012 10:56:28 +0100
 Subject: [hlds_linux] Incoming DoS attack

 Hi,

 We've been having DoS attacks aimed at one of our MvM servers.

 Anyone have any idea what they're attempting to do here? It is just to 
 make the server unreachable, or are the actually trying to exploit 
 srcds somehow?

 Here's a tcpdump made for about 30 seconds during the attack (which is 
 still ongoing);

 http://www.specialattack.net/downloads/dump.rar

 Saint K.
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Re: [hlds_linux] TF2 empty servers

2012-11-19 Thread Marco Padovan
seeing the same here :(


Il 19/11/2012 19.41, Saint K. ha scritto:
 Up until a week ago our TF2 servers where filled every night.

 Now every night they sit empty.

 What changed? Did the reputation system reset or something?

 Saint K.
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Re: [hlds_linux] tf2 linux server not work

2012-11-17 Thread Marco Padovan
reinstall from scratch then
Il 17/11/2012 23.17, babaj ha scritto:
 five did.
 how much do you want?

 ./steam -command update -game tf -dir ../tf2 -verify_all -retry


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Re: [hlds_linux] Broken linux update

2012-11-06 Thread Marco Padovan
Thanks

reveriting to the older srcds_linux indeed fix the problem.

What happened is just incredible -_-'

Il 06/11/2012 03.30, Michael Tharp ha scritto:
 (crossposting because this probably only affects linux operators)

 On 11/05/2012 09:21 PM, Jim Fasoline wrote:
 Matteo- yes, I'm experiencing the error that gtxi of reddit pointed out
 in wickedplayer494's response. Seems to be looping on that Failed to
 open dedicated.so message, but I need to look into it more.

 Looks like a regression:
  $ strings tf-20121103.0/orangebox/srcds_linux |grep dedicated
 dedicated_srv.so
  $ strings tf-20121106.0/orangebox/srcds_linux |grep dedicated
 dedicated.so

 Of course dedicated.so no longer exists since the Halloween update.
 Strongly recommend Linux operators do not apply tonight's optional
 update.

 If you've already applied the update and need a bailout, drop this
 into your orangebox dir (TF2 only) -- it's from the previous version:
 http://partiallystapled.com/~gxti/srcds_linux

 You may need to chmod a+rx it after downloading.

 -- m. tharp

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Re: [hlds_linux] Broken linux update

2012-11-06 Thread Marco Padovan
seems the issue has been fixed with an update released around 22 CEST

Il 06/11/2012 03.30, Michael Tharp ha scritto:
 (crossposting because this probably only affects linux operators)

 On 11/05/2012 09:21 PM, Jim Fasoline wrote:
 Matteo- yes, I'm experiencing the error that gtxi of reddit pointed out
 in wickedplayer494's response. Seems to be looping on that Failed to
 open dedicated.so message, but I need to look into it more.

 Looks like a regression:
  $ strings tf-20121103.0/orangebox/srcds_linux |grep dedicated
 dedicated_srv.so
  $ strings tf-20121106.0/orangebox/srcds_linux |grep dedicated
 dedicated.so

 Of course dedicated.so no longer exists since the Halloween update.
 Strongly recommend Linux operators do not apply tonight's optional
 update.

 If you've already applied the update and need a bailout, drop this
 into your orangebox dir (TF2 only) -- it's from the previous version:
 http://partiallystapled.com/~gxti/srcds_linux

 You may need to chmod a+rx it after downloading.

 -- m. tharp

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Re: [hlds_linux] Multiple SRCDS Instances on Multicore servers?

2012-11-02 Thread Marco Padovan
I do not think this is the best place to discuss about that as people in
here tends to flame when you start talking about realtime(search for
my email on this list where I was asking why when you run the gameserver
as root it automatically promotes itself into the scheduler generally
used by realtime processes)

Personally I run the servers without binding them to specific coresand
I'm running them on highly tuned 3.2kernels + RT patcheson specific
intel cpu families(with hyper threading enabled)

As for now we are not having people reporting lags.

Il 02/11/2012 15.25, Chris Oryschak ha scritto:
 A recent thread made me wonder if i'm running my servers the most efficient
 way.

 For the longest time I've been running multiple servers on a single box
 that has multiple cores.  Each SRCDS instance would be assigned it's own
 core to prevent it from hopping between cores as I assumed they might
 overlap and max out that core.  Plus I remember discussion of lag
 spikes occurring when it moves between cores.

 That being said, ICS in another thread said he's been running his servers
 not assigned to any specific cores.

 Here are my questions:
 -Those of you who run multiple SRCDS instances per server, do you assign
 them each to a core?
 -Do you renice any processes?
 -Do you change the realtime scheduling?
 (
 http://wiki.fragaholics.de/index.php/EN:Linux_Optimization_Guide#Setting_your_servers_to_run_with_realtime_scheduling)
 -Any other process tweaks to give SRCDS more priority?


 I'm curious how everyone else is doing this to achieve maximum performance.

 Thanks.
 Chris
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2012-11-02 Thread Marco Padovan
This update is being harder then usual to get :|



  0:21 Checking local files and building download list for depot 441 'Team 
Fortress 2 Content' version 365
  0:21 Patching from version 364; connecting to content server
  0:22 [77.67.60.130:27030] Connecting...
  0:25 [77.67.60.130:27030] Failed.  Failed to connect to 
77.67.60.130:27030, errno 115 Operation now in progress
  0:25 [80.239.194.162:27030] Connecting...
  0:28 [80.239.194.162:27030] Failed.  Failed to connect to 
80.239.194.162:27030, errno 115 Operation now in progress
  0:28 [81.171.68.194:27030] Connecting...
  0:31 [81.171.68.194:27030] Failed.  Failed to connect to 
81.171.68.194:27030, errno 115 Operation now in progress
  0:31 [81.171.68.195:27030] Connecting...
  0:34 [81.171.68.195:27030] Failed.  Failed to connect to 
81.171.68.195:27030, errno 115 Operation now in progress
  0:34 [80.239.194.150:27030] Connecting...
  0:37 [80.239.194.150:27030] Failed.  Failed to connect to 
80.239.194.150:27030, errno 115 Operation now in progress
  0:37 [77.67.60.42:27030] Connecting...
  0:40 [77.67.60.42:27030] Failed.  Failed to connect to 77.67.60.42:27030, 
errno 115 Operation now in progress
  0:40 [209.197.10.86:27030] Connecting...
  0:43 [209.197.10.86:27030] Failed.  Failed to connect to 
209.197.10.86:27030, errno 115 Operation now in progress
  0:43 [74.209.135.131:27030] Connecting...
  0:46 [74.209.135.131:27030] Failed.  Failed to connect to 
74.209.135.131:27030, errno 115 Operation now in progress
  0:46 [212.187.192.162:27030] Connecting...
  0:49 [212.187.192.162:27030] Failed.  Failed to connect to 
212.187.192.162:27030, errno 115 Operation now in progress
  0:49 [77.67.56.178:27030] Connecting...


Il 02/11/2012 19.26, Eric Smith ha scritto:
 We've released a mandatory update for Team Fortress 2. The notes for the 
 update are below.

 -Eric

 --


 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug that was causing intermittent lag spikes for Linux dedicated 
 servers
 - Fixed a crash while command-tabing on Mac in fullscreen
 - Fixed not running on Mac OSX 10.5.8

 Team Fortress 2
 - MERASMUS! has leveled up at WizardCon!
- The Skull Island Topper now tracks the highest level of Merasmus the 
 owner has helped defeat
- Increased Engineer, Scout, Pyro and Heavy damage against Merasmus
- Increased Soldier and Demoman damage against Merasmus while he is in 
 hiding
 - Saxxy Awards submissions are now being accepted for the Replay category via 
 the in-game YouTube(tm) uploader
 - Fixed the Heavy not playing the correct audio when equipping all of the 
 Grand Duchess items
 - Fixed the Grand Duchess items not being groupped as an item set
 - Fixed a bug that allowed spells to be applied to base items
 - Added zombie character images and a new Halloween background for the main 
 menu
 - Beta version of new item import tool, available in game in the Steam 
 Workshop submission process
 - Fixed Mann vs. Machine robots not taunting when they level up while 
 carrying the bomb
 - Updated the health bar for Merasmus and Monoculus
 - Added more credits to Caliginous Caper, Wave 666

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2012-11-02 Thread Marco Padovan
seeing the same on all our .eu servers ... just give it some time (up to
10minutes) and it will finally connect to some server and will start
downloading :)


Il 02/11/2012 19.51, Svensk Ljud  Ljus Produktion ha scritto:
 Im getting this on our MvM server.

   4:27 [146.66.156.13:27030] Failed.  Failed to connect to
 146.66.156.13:27030, errno 115 Operation now in progress

   4:27 [213.242.110.94:27030] Connecting...

   4:27 [213.242.110.94:27030] Connection established; handshaking...

   4:27 [213.242.110.94:27030] Sending login message...

   4:27 [213.242.110.94:27030] Failed.  Server rejected session login

   4:28 [80.239.130.254:27030] Connecting...

   4:31 [80.239.130.254:27030] Failed.  Failed to connect to
 80.239.130.254:27030, errno 115 Operation now in progress

   4:31 [77.67.56.170:27030] Connecting...

   4:34 [77.67.56.170:27030] Failed.  Failed to connect to
 77.67.56.170:27030, errno 115 Operation now in progress

   4:34 [146.66.156.13:27030] Connecting...

   4:37 [146.66.156.13:27030] Failed.  Failed to connect to
 146.66.156.13:27030, errno 115 Operation now in progress

   4:37 [146.66.156.12:27030] Connecting...

   4:40 [146.66.156.12:27030] Failed.  Failed to connect to
 146.66.156.12:27030, errno 115 Operation now in progress

   4:40 [81.171.70.221:27030] Connecting...

   4:43 [81.171.70.221:27030] Failed.  Failed to connect to
 81.171.70.221:27030, errno 115 Operation now in progress

   4:43 [213.242.110.94:27030] Connecting...

   4:43 [213.242.110.94:27030] Connection established; handshaking...

   4:43 [213.242.110.94:27030] Sending login message...

   4:43 [213.242.110.94:27030] Failed.  Server rejected session login

   4:43 [213.242.110.98:27030] Connecting...

   4:43 [213.242.110.98:27030] Connection established; handshaking...

   4:43 [213.242.110.98:27030] Sending login message...

   4:43 [213.242.110.98:27030] Failed.  Server rejected session login

   4:43 [77.67.60.58:27030] Connecting...

   4:46 [77.67.60.58:27030] Failed.  Failed to connect to
 77.67.60.58:27030, errno 115 Operation now in progress

   4:46 [79.141.165.3:27030] Connecting...

   4:49 [79.141.165.3:27030] Failed.  Failed to connect to
 79.141.165.3:27030, errno 115 Operation now in progress

   4:49 [80.239.194.142:27030] Connecting...

   4:52 [80.239.194.142:27030] Failed.  Failed to connect to
 80.239.194.142:27030, errno 115 Operation now in progress

   4:52 [81.171.70.222:27030] Connecting...

   4:55 [81.171.70.222:27030] Failed.  Failed to connect to
 81.171.70.222:270

 i'll never seen that before ..
 We are located in North Europe

 Peter
 Sweden

 Eric Smith skrev 2012-11-02 19:26:
 We've released a mandatory update for Team Fortress 2. The notes for
 the update are below.

 -Eric

 --


 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug that was causing intermittent lag spikes for Linux
 dedicated servers
 - Fixed a crash while command-tabing on Mac in fullscreen
 - Fixed not running on Mac OSX 10.5.8

 Team Fortress 2
 - MERASMUS! has leveled up at WizardCon!
 - The Skull Island Topper now tracks the highest level of
 Merasmus the owner has helped defeat
 - Increased Engineer, Scout, Pyro and Heavy damage against Merasmus
 - Increased Soldier and Demoman damage against Merasmus while he
 is in hiding
 - Saxxy Awards submissions are now being accepted for the Replay
 category via the in-game YouTube(tm) uploader
 - Fixed the Heavy not playing the correct audio when equipping all of
 the Grand Duchess items
 - Fixed the Grand Duchess items not being groupped as an item set
 - Fixed a bug that allowed spells to be applied to base items
 - Added zombie character images and a new Halloween background for
 the main menu
 - Beta version of new item import tool, available in game in the
 Steam Workshop submission process
 - Fixed Mann vs. Machine robots not taunting when they level up while
 carrying the bomb
 - Updated the health bar for Merasmus and Monoculus
 - Added more credits to Caliginous Caper, Wave 666

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2012-11-02 Thread Marco Padovan
Ah ok,

didn't noticed this during the last update:)

Il 02/11/2012 19.55, TIFFANY OJEDA ha scritto:
 I think its just  everyone trying to access the update servers all at the 
 same time,  when the last update came out  same thing happened

 From: Marco Padovan e...@evcz.tk
 To: hlds_linux hlds_linux@list.valvesoftware.com
 Sent: Friday, November 02, 2012 at 2:53 pm
 Subject: Re: [hlds_linux] Mandatory Team Fortress 2 update released

 seeing the same on all our .eu servers ... just give it some time (up to

 10minutes) and it will finally connect to some server and will start

 downloading :)





 Il 02/11/2012 19.51, Svensk Ljud  Ljus Produktion ha scritto:

 Im getting this on our MvM server.
   4:27 [146.66.156.13:27030] Failed.  Failed to connect to
 146.66.156.13:27030, errno 115 Operation now in progress
   4:27 [213.242.110.94:27030] Connecting...
   4:27 [213.242.110.94:27030] Connection established; handshaking...
   4:27 [213.242.110.94:27030] Sending login message...
   4:27 [213.242.110.94:27030] Failed.  Server rejected session login
   4:28 [80.239.130.254:27030] Connecting...
   4:31 [80.239.130.254:27030] Failed.  Failed to connect to
 80.239.130.254:27030, errno 115 Operation now in progress
   4:31 [77.67.56.170:27030] Connecting...
   4:34 [77.67.56.170:27030] Failed.  Failed to connect to
 77.67.56.170:27030, errno 115 Operation now in progress
   4:34 [146.66.156.13:27030] Connecting...
   4:37 [146.66.156.13:27030] Failed.  Failed to connect to
 146.66.156.13:27030, errno 115 Operation now in progress
   4:37 [146.66.156.12:27030] Connecting...
   4:40 [146.66.156.12:27030] Failed.  Failed to connect to
 146.66.156.12:27030, errno 115 Operation now in progress
   4:40 [81.171.70.221:27030] Connecting...
   4:43 [81.171.70.221:27030] Failed.  Failed to connect to
 81.171.70.221:27030, errno 115 Operation now in progress
   4:43 [213.242.110.94:27030] Connecting...
   4:43 [213.242.110.94:27030] Connection established; handshaking...
   4:43 [213.242.110.94:27030] Sending login message...
   4:43 [213.242.110.94:27030] Failed.  Server rejected session login
   4:43 [213.242.110.98:27030] Connecting...
   4:43 [213.242.110.98:27030] Connection established; handshaking...
   4:43 [213.242.110.98:27030] Sending login message...
   4:43 [213.242.110.98:27030] Failed.  Server rejected session login
   4:43 [77.67.60.58:27030] Connecting...
   4:46 [77.67.60.58:27030] Failed.  Failed to connect to
 77.67.60.58:27030, errno 115 Operation now in progress
   4:46 [79.141.165.3:27030] Connecting...
   4:49 [79.141.165.3:27030] Failed.  Failed to connect to
 79.141.165.3:27030, errno 115 Operation now in progress
   4:49 [80.239.194.142:27030] Connecting...
   4:52 [80.239.194.142:27030] Failed.  Failed to connect to
 80.239.194.142:27030, errno 115 Operation now in progress
   4:52 [81.171.70.222:27030] Connecting...
   4:55 [81.171.70.222:27030] Failed.  Failed to connect to
 81.171.70.222:270
 i'll never seen that before ..
 We are located in North Europe
 Peter
 Sweden
 Eric Smith skrev 2012-11-02 19:26:
 We've released a mandatory update for Team Fortress 2. The notes for
 the update are below.
 -Eric
 --
 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Fixed a bug that was causing intermittent lag spikes for Linux
 dedicated servers
 - Fixed a crash while command-tabing on Mac in fullscreen
 - Fixed not running on Mac OSX 10.5.8
 Team Fortress 2
 - MERASMUS! has leveled up at WizardCon!
 - The Skull Island Topper now tracks the highest level of
 Merasmus the owner has helped defeat
 - Increased Engineer, Scout, Pyro and Heavy damage against Merasmus
 - Increased Soldier and Demoman damage against Merasmus while he
 is in hiding
 - Saxxy Awards submissions are now being accepted for the Replay
 category via the in-game YouTube(tm) uploader
 - Fixed the Heavy not playing the correct audio when equipping all of
 the Grand Duchess items
 - Fixed the Grand Duchess items not being groupped as an item set
 - Fixed a bug that allowed spells to be applied to base items
 - Added zombie character images and a new Halloween background for
 the main menu
 - Beta version of new item import tool, available in game in the
 Steam Workshop submission process
 - Fixed Mann vs. Machine robots not taunting when they level up while
 carrying the bomb
 - Updated the health bar for Merasmus and Monoculus
 - Added more credits to Caliginous Caper, Wave 666
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Marco Padovan
Basically metamod+sourcemod snapshot

then just added: pinion_adverts, hlstatsx:ce sourcemod pluginand console
warning supressor ( http://forums.alliedmods.net/showthread.php?p=1825502 )

here's the full list:

http://pastebin.com/raw.php?i=iFqF3xTH

Il 30/10/2012 23.48, Kyle Sanderson ha scritto:
 Any chance at a list of plugins your running?

 Thanks,
 Kyle.
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Marco Padovan
but I'm having issues onother servers that are not making use of
hlstatsx:ce (but have pinion, console warning supressor and a few others
more)

so I would rule out hlstatsx:ce in any case

Il 31/10/2012 09.53, Marco Padovan ha scritto:
 Basically metamod+sourcemod snapshot

 then just added: pinion_adverts, hlstatsx:ce sourcemod pluginand
 console warning supressor (
 http://forums.alliedmods.net/showthread.php?p=1825502 )

 here's the full list:

 http://pastebin.com/raw.php?i=iFqF3xTH

 Il 30/10/2012 23.48, Kyle Sanderson ha scritto:
 Any chance at a list of plugins your running?

 Thanks,
 Kyle.
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Marco Padovan
linux centos6

I'm seeing two behaviours.

The rare one: complete freeze and no autorestart... that happens rigth
after it prints some error about an unknow cvar but not the full cvars list.

Other, more frequent behaviour: It crashes (no freezing) before listing
the cvars... exactly right before [META] Loaded 0 plugins (1 already
loaded)

I'm running 15 public servers currently spanning 5 different machines
all running centos6 and the same config + metamod + sourcemod.

All of them during the day freeze (or crash with autorestart) at least a
couple times

using -debug condebug in the console.log basically it stops logging and
then a few seconds later the server gets restarted without any reason or
error:

L 10/30/2012 - 15:52:21: Blue disconnected (reason Disconnect by 
user.)
 from server (Disconnect by user.)
L 10/30/2012 - 15:52:23: World triggered Game_Over reason Reached Time Limit
L 10/30/2012 - 15:52:23: Team Red final score 1 with 11 players
L 10/30/2012 - 15:52:23: Team Blue final score 0 with 10 players
L 10/30/2012 - 15:52:27: Blue committed suicide with world 
(attacker_position 87 703 16)
L 10/30/2012 - 15:52:28: Red disconnected (reason Disconnect by user.)
 from server (Disconnect by user.)
L 10/30/2012 - 15:52:32:  connected, address :27005
Client  connected (:27005).
L 10/30/2012 - 15:52:32:  STEAM USERID validated
CHANGE LEVEL: koth_lakeside_event
L 10/30/2012 - 15:52:33: [SM] Changed map to koth_lakeside_event
Game_srv.so loaded for Team Fortress
Particles: Missing 'particles/error.pcf'
maxplayers set to 24
No '-replayserverdir' parameter found - using default replay folder.
Replay: Creating thread pool...succeeded.
Replay: Starting thread pool with 4 threads...succeeded.
Cleaning files from temp dir, /xxx/tf2/orangebox/tf/replay/server/tmp/ ...no 
files removed.
Unknown command r_decal_cullsize
Unknown command port
Unknown command replay_port
maxplayers set to 24
Unknown command startupmenu
Network: IP xx.xx.xx.xx, mode MP, dedicated Yes, ports x SV / x CL
L 10/30/2012 - 15:52:59:  Mapchange to koth_lakeside_event 
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file server.cfg
Initializing Steam libraries for secure Internet server
Logging into anonymous gameserver account.
Entering lobby-based matchmaking mode
   Open mode active.  Gameserver will show in server browser and accept ad-hoc 
joins.
Server logging enabled.
Server logging data to file logs/L1030003.log
L 10/30/2012 - 15:53:17: Log file started (file logs/L1030003.log) (game 
/xxx/tf2/orangebox/tf) (version 5101)



Il 31/10/2012 10.05, Michael Johansen ha scritto:
 Are you having the issue with the hanging on mapchange issue? Right after it 
 lists all the convars? If you are, what OS?


 Date: Wed, 31 Oct 2012 09:55:48 +0100
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)

 but I'm having issues onother servers that are not making use of
 hlstatsx:ce (but have pinion, console warning supressor and a few others
 more)

 so I would rule out hlstatsx:ce in any case

 Il 31/10/2012 09.53, Marco Padovan ha scritto:
 Basically metamod+sourcemod snapshot

 then just added: pinion_adverts, hlstatsx:ce sourcemod pluginand
 console warning supressor (
 http://forums.alliedmods.net/showthread.php?p=1825502 )

 here's the full list:

 http://pastebin.com/raw.php?i=iFqF3xTH

 Il 30/10/2012 23.48, Kyle Sanderson ha scritto:
 Any chance at a list of plugins your running?

 Thanks,
 Kyle.
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Marco Padovan
I see you are running pinion too...

all my troubled servers have that :S

do you see the issue also on servers without pinion?

Il 31/10/2012 08.45, Michael Johansen ha scritto:
 Indeed. http://pastebin.com/pNgBVB8L

 Date: Tue, 30 Oct 2012 15:48:19 -0700
 From: kyle.l...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)

 Any chance at a list of plugins your running?

 Thanks,
 Kyle.
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Marco Padovan
I've no idea...

does is there anybody else (with vanilla servers) having crash/freeze
issues?
If it was a widespread thing (even with just sourcemod) I suppose we
would be seeing a lotmore complaints :/

Il 31/10/2012 10.32, Michael Johansen ha scritto:
 I have not tried disabling it, no, but I believe it shouldn't have any effect.

 Date: Wed, 31 Oct 2012 10:30:57 +0100
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)

 I see you are running pinion too...

 all my troubled servers have that :S

 do you see the issue also on servers without pinion?

 Il 31/10/2012 08.45, Michael Johansen ha scritto:
 Indeed. http://pastebin.com/pNgBVB8L

 Date: Tue, 30 Oct 2012 15:48:19 -0700
 From: kyle.l...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)

 Any chance at a list of plugins your running?

 Thanks,
 Kyle.
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Marco Padovan
I'm not using UMC, or at least I don't think I do...


Il 31/10/2012 14.33, Erik-jan Riemers ha scritto:
 I only have a issue that sometimes on a _restart it freezes/crashes/hangs
 100%cpu.

 I've managed to get a list of plugins of servers that have this problem
 and servers that don't have this problem. I can see that I run UMC (for
 mapvoting) and servers that don't have umc on it, don't have this issue.
 But I cannot pinpoint it 100% In my case I think it's a combination of
 something + umc which causes the issue. But its hard to troubleshoot too.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco
 Padovan
 Sent: woensdag 31 oktober 2012 14:12
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)

 I've no idea...

 does is there anybody else (with vanilla servers) having crash/freeze
 issues?
 If it was a widespread thing (even with just sourcemod) I suppose we would
 be seeing a lotmore complaints :/

 Il 31/10/2012 10.32, Michael Johansen ha scritto:
 I have not tried disabling it, no, but I believe it shouldn't have any
 effect.
 Date: Wed, 31 Oct 2012 10:30:57 +0100
 From: e...@evcz.tk
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)

 I see you are running pinion too...

 all my troubled servers have that :S

 do you see the issue also on servers without pinion?

 Il 31/10/2012 08.45, Michael Johansen ha scritto:
 Indeed. http://pastebin.com/pNgBVB8L

 Date: Tue, 30 Oct 2012 15:48:19 -0700
 From: kyle.l...@gmail.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)

 Any chance at a list of plugins your running?

 Thanks,
 Kyle.
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-31 Thread Marco Padovan
shemale?

Il 31/10/2012 21.32, Frank ha scritto:
 WTF!!!

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Staci Page
 Sent: Wednesday, October 31, 2012 7:45 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] Hanging on mapchange (changelevel)

 Well you responded, didn't realize I'd get your response that fast! I was
 just looking at some news sites, kinda bored. Would you liven things up with
 me, do you happen to have a web cam? I do! ;)


 Check my pictures here on my page if you'd want. Sext me a naughty photo or
 would u wanna do a little bit of phone sex? My phone # is on there. TTYS?
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Re: [hlds_linux] Hanging on mapchange (changelevel)

2012-10-30 Thread Marco Padovan
I'mhaving a similar issue on a server...

haning on here:

CHANGE LEVEL: mapname
L 10/30/2012 - 13:53:13: [SM] Changed map to mapname
 Host_Changelevel 
L 10/30/2012 - 13:53:14:  Mapchange to mapname 
ConVarRef room_type doesn't point to an existing ConVar
Executing dedicated server config file server.cfg
Unknown command tf_flag_caps_per_round=0
'mapname.cfg' not present; not executing.

freezing completly...did not got a strace :(

Il 29/10/2012 19.04, Michael Johansen ha scritto:
 Hi 
 I'm running these versions of SM and MMS: http://pastebin.com/0sM4p22q 
 My problem is that the server hangs upon mapchange, this is random and I do 
 not know why it happens. I have a stacktrace of it which can be found here: 
 http://pastebin.com/raw.php?i=fLebMQLS
 Any ideas/suggestions on what to do?
 
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Re: [hlds_linux] Server Crashing / Freezing - DataTable warning console floods

2012-10-29 Thread Marco Padovan
In certain cases it reaches very high levels and make your server
hang/freeze.

This extension cures it:

http://forums.alliedmods.net/showthread.php?p=1817962

but hope one day even vanilla servers without sourcemod can be cured
with an official fix ;)


Il 29/10/2012 09.35, Rudy Bleeker ha scritto:
 I can confirm this on a vanilla 'eventmix' halloweenserver running on
 Ubuntu server 10.04 LTS, and also some variations on the error:

 DataTable warning: (class prop_dynamic): Out-of-range value
 (-.x) in SendPropFloat 'm_vNormal', clamping.
 DataTable warning: prop_dynamic: Out-of-range value (.x) in
 SendPropFloat 'm_vNormal', clamping.

 I've noticed that the first with (class prop_dynamic) always has a
 negative value, the second slightly different error always has a
 positive value. Hopefully this means anything to anyone at Valve.

 It doesn't seem to affect my server in any noticable way though, so
 for now I'm just treating it as console spam that I can ignore. It's
 logged in my console.log though if anyone at Valve wants to see it.


 On Mon, Oct 29, 2012 at 12:41 AM, Marco Padovan e...@evcz.tk wrote:
 This:

 DataTable warning: player: Out-of-range value (.x) in
 SendPropFloat 'm_flLastDamageTime', clamping.

 is still happening :/
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[hlds_linux] TF2: map not changing once mp_timelimit is reached

2012-10-29 Thread Marco Padovan
We are running some public servers with just 1 single map specified.

mp_timelimit is set to 60
mp_winlimit is set to 0

when issuing timeleft in console we getthis is the last round... but
the map never changes anyway.

Is there something Imissed?
Basically I want the map to change once 60minutes are passed... even if
nobody is connected or playing.
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Re: [hlds_linux] TF2: map not changing once mp_timelimit is reached

2012-10-29 Thread Marco Padovan
Looks like it was just a matter of:

mp_match_end_at_timelimit

:)

Il 29/10/2012 17.18, Marco Padovan ha scritto:
 We are running some public servers with just 1 single map specified.

 mp_timelimit is set to 60
 mp_winlimit is set to 0

 when issuing timeleft in console we getthis is the last round...
 but the map never changes anyway.

 Is there something Imissed?
 Basically I want the map to change once 60minutes are passed... even
 if nobody is connected or playing.

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Re: [hlds_linux] Trends

2012-10-28 Thread Marco Padovan
I keep getting crashesthat results in server losing all players and
restarting I suspect that leads to downward fast? LOL


Il 28/10/2012 20.22, Benedict Glover ha scritto:
 What do the different trends mean? Steady, Downward Fast, Upward Fast - 
 which is better, which will get more people?
 
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[hlds_linux] Server Crashing / Freezing - DataTable warning console floods

2012-10-28 Thread Marco Padovan
This:

DataTable warning: player: Out-of-range value (.x) in
SendPropFloat 'm_flLastDamageTime', clamping.

is still happening :/
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Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

2012-10-27 Thread Marco Padovan
same thing here (rhel6 / centos6): 100% cpu...

stopping all of them for now

Il 27/10/2012 04.16, gamead...@127001.org ha scritto:
 Can't confirm the error since TF2 servers buffer redirected console output,
 so I never get to see the error.

 I _CAN_ confirm my MVM servers freeze on 100% CPU after people join, whether
 on the _event map or not.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Bjorn Wielens
 Sent: 27 October 2012 02:57
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] [hlds] Mandatory TF2, DoD:S, and HL2:DM
 updates released



 Anyone else experiencing the below? I can confirm it on a Linux box.



 
  From: T Marler bloodyi...@shaw.ca
 To: Half-Life dedicated Win32 server mailing list
 h...@list.valvesoftware.com
 Sent: Friday, October 26, 2012 9:15:43 PM
 Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

 I updated my servers (with verify all) twice, as soon ass the queueing
 system kicks in, my server blurts out:

 Invalid wave number
 Invalid Where argument 'spawnbot_scattered'
 Unknown attribute 'Where' in WaveSpawn definition.
 Invalid Where argument 'spawnbot_scattered'
 Unknown attribute 'Where' in WaveSpawn definition.


 And now my servers are not responsive.

 Wtf?

 - Original Message -
 From: Eric Smith er...@valvesoftware.com
 To: Half-Life dedicated Linux server mailing list
 hlds_linux@list.valvesoftware.com, Half-Life dedicated Win32 server
 mailing list h...@list.valvesoftware.com,
 hlds_annou...@list.valvesoftware.com
 hlds_annou...@list.valvesoftware.com
 Sent: Friday, October 26, 2012 5:16:39 PM
 Subject: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released

 We've released mandatory updates for TF2, DoD:S, and HL2:DM. The notes
 for the updates are below.

 -Eric

 --

 Source Engine Changes (TF2, DoD:S, HL2:DM)
 - Added mat_viewportupscale and mat_viewportscale to enable rendering
 the world at a reduced resolution. (mat_viewportupscale 1 and
 mat_viewportscale 0.5 will downscale world rendering by 50%.)
 - Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a
 changelevel when the server is empty
 - Fixed a bug that prevented consecutive clicks on scrollbar buttons
 - Performance and stability improvements
 - Added positional audio support for Mumble clients

 Team Fortress 2
 - Scream Fortress Event 2012
 - Fixed a bug where buildings would be invisible during their setup
 time
 - Mann vs. Machine
- Added the map Mvm_coaltown_event with a special Halloween mission
- Fixed a bug where players money would not be set properly when
 restoring a checkpoint
- Fixed server crash on vote to restart mission


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[hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Marco Padovan
I just put online 2 additional 24slots servers in europe and they were
*instantly* filled...

looks like I can keep putting them online and they keep getting filled
seconds after I get them started...

what's the situation in Europe? :O
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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Marco Padovan
So: do we need to put online moreservers or are there enough servers to
handlethe players influx? :)


Il 27/10/2012 17.26, Giovanni Harting ha scritto:
 Stable. Filled after ~ 1 minute

 2012/10/27 Marco Padovan e...@evcz.tk

 I just put online 2 additional 24slots servers in europe and they were
 *instantly* filled...

 looks like I can keep putting them online and they keep getting filled
 seconds after I get them started...

 what's the situation in Europe? :O
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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Marco Padovan
Yeah, I also moved the 4 not-working MvM to halloween ;)

Il 27/10/2012 17.32, Giovanni Harting ha scritto:
 I think europe will get another peak around the evening, i will turn my not
 working mvm server into halloween servers soon.

 2012/10/27 Marco Padovan e...@evcz.tk

 So: do we need to put online moreservers or are there enough servers to
 handlethe players influx? :)


 Il 27/10/2012 17.26, Giovanni Harting ha scritto:
 Stable. Filled after ~ 1 minute

 2012/10/27 Marco Padovan e...@evcz.tk

 I just put online 2 additional 24slots servers in europe and they were
 *instantly* filled...

 looks like I can keep putting them online and they keep getting filled
 seconds after I get them started...

 what's the situation in Europe? :O
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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Marco Padovan
that's unfortunate :(


just got another one up in netherlands and it got instantly filled.


please try  the pool #1... that seems to get filled faster then pool #2

Il 27/10/2012 17.54, Sazpaimon ha scritto:
 I'm not getting ANY quickplay traffic, which doesn't make any sense. I
 added eventmix to my sv_tags, set my mapcyclefile to
 mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering
 just fine, but I get zero traffic

 On 10/27/2012 11:34 AM, Marco Padovan wrote:
 Yeah, I also moved the 4 not-working MvM to halloween ;)

 Il 27/10/2012 17.32, Giovanni Harting ha scritto:
 I think europe will get another peak around the evening, i will turn
 my not
 working mvm server into halloween servers soon.

 2012/10/27 Marco Padovan e...@evcz.tk

 So: do we need to put online moreservers or are there enough
 servers to
 handlethe players influx? :)


 Il 27/10/2012 17.26, Giovanni Harting ha scritto:
 Stable. Filled after ~ 1 minute

 2012/10/27 Marco Padovan e...@evcz.tk

 I just put online 2 additional 24slots servers in europe and they
 were
 *instantly* filled...

 looks like I can keep putting them online and they keep getting
 filled
 seconds after I get them started...

 what's the situation in Europe? :O
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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Marco Padovan
;-)
Il giorno 27/ott/2012 18:21, Sazpaimon sazpai...@x-cult.org ha scritto:

 Wow, the difference is like night and say, I started with event247 and it
 instantly filled up!

 On 10/27/2012 12:10 PM, Marco Padovan wrote:

 that's unfortunate :(


 just got another one up in netherlands and it got instantly filled.


 please try  the pool #1... that seems to get filled faster then pool #2

 Il 27/10/2012 17.54, Sazpaimon ha scritto:

 I'm not getting ANY quickplay traffic, which doesn't make any sense. I
 added eventmix to my sv_tags, set my mapcyclefile to
 mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering
 just fine, but I get zero traffic

 On 10/27/2012 11:34 AM, Marco Padovan wrote:

 Yeah, I also moved the 4 not-working MvM to halloween ;)

 Il 27/10/2012 17.32, Giovanni Harting ha scritto:

 I think europe will get another peak around the evening, i will turn
 my not
 working mvm server into halloween servers soon.

 2012/10/27 Marco Padovan e...@evcz.tk

  So: do we need to put online moreservers or are there enough
 servers to
 handlethe players influx? :)


 Il 27/10/2012 17.26, Giovanni Harting ha scritto:

 Stable. Filled after ~ 1 minute

 2012/10/27 Marco Padovan e...@evcz.tk

  I just put online 2 additional 24slots servers in europe and they
 were
 *instantly* filled...

 looks like I can keep putting them online and they keep getting
 filled
 seconds after I get them started...

 what's the situation in Europe? :O
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Re: [hlds_linux] are there enough tf2 matchmaking servers online?

2012-10-27 Thread Marco Padovan
I currently have 7 x 24slots servers up...

only one in pool #2 ... and that's the only one with just 5players in
it... the other 6 ones are in pool #1 and all with 24players in them :)

Il 27/10/2012 18.20, Sazpaimon ha scritto:
 Wow, the difference is like night and say, I started with event247 and
 it instantly filled up!

 On 10/27/2012 12:10 PM, Marco Padovan wrote:
 that's unfortunate :(


 just got another one up in netherlands and it got instantly filled.


 please try  the pool #1... that seems to get filled faster then pool #2

 Il 27/10/2012 17.54, Sazpaimon ha scritto:
 I'm not getting ANY quickplay traffic, which doesn't make any sense. I
 added eventmix to my sv_tags, set my mapcyclefile to
 mapcycle_halloween.txt, set tf_mm_servermode 1, and am registering
 just fine, but I get zero traffic

 On 10/27/2012 11:34 AM, Marco Padovan wrote:
 Yeah, I also moved the 4 not-working MvM to halloween ;)

 Il 27/10/2012 17.32, Giovanni Harting ha scritto:
 I think europe will get another peak around the evening, i will turn
 my not
 working mvm server into halloween servers soon.

 2012/10/27 Marco Padovan e...@evcz.tk

 So: do we need to put online moreservers or are there enough
 servers to
 handlethe players influx? :)


 Il 27/10/2012 17.26, Giovanni Harting ha scritto:
 Stable. Filled after ~ 1 minute

 2012/10/27 Marco Padovan e...@evcz.tk

 I just put online 2 additional 24slots servers in europe and they
 were
 *instantly* filled...

 looks like I can keep putting them online and they keep getting
 filled
 seconds after I get them started...

 what's the situation in Europe? :O
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Re: [hlds_linux] Https for fastdl

2012-10-05 Thread Marco Padovan
an extreme explanation might be: it could help against tampering ...

if you have an ISP that do not wants you to play they could just corrupt
each and every fast download tries... with https istead that could be
very hard (in both detecting the typo of file being downloaded and
breaking into an ssl stream corrupting it)

Nowadays, expecially in countries where privacy is just a word on a
dictionary, everything should be run within encrypted tunnels ;)

Il 05/10/2012 11:06, Asher Baker ha scritto:
 It wont be, just put more load on both the client and server.

 On Fri, Oct 5, 2012 at 3:52 AM, Nomaan Ahmad n0man@gmail.com wrote:
 I didn't try that but how will this be beneficial for a fastdl?

 On 5 October 2012 02:58, Cameron Munroe cmun...@cameronmunroe.com wrote:

 Has anyone tried https on a fastdl and does it work? Tf2?

 Sent from my android device.

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Re: [hlds_linux] srcds_linux changing its own process priority at start (centos)

2012-10-04 Thread Marco Padovan
Hi,

thanks for the feedback.

I'm not sure either about the effects of such scheduler change on orangebox.

I'm just asking if *please* it's possible to have a switch into the
command line that disables those scheduler changes that orangebox tries
by itself anytime  map is loaded.
Those tries fails if running as unprivileged user and succeed only when
running as root.


Il 04/10/2012 21:16, Joe Love ha scritto:
 You might want to look into the schedulers a bit more.  Just because they're 
 different, doesn't necessarily mean that a typical server process (like 
 srcds) will run any more effectively under SCHED_RR versus SCHED_OTHER.  To 
 prove this, someone would actually have to benchmark it.

 While I haven't tested it, you may also wish to look into the run command.  
 http://linux.die.net/man/1/run
 You should be able to set your scheduler as well as other details using that 
 command, without having to run your server as root.

 I've never noticed any performance issues which I could even predict might be 
 solved by choosing a different scheduling algorithm in my OS.  Then again, 
 I've been less active in trying to squeeze every last drop of performance out 
 of a machine, and instead just overspec.

 -Joe

 On Oct 3, 2012, at 2:21 PM, Marco Padovan wrote:

 On a clean centos or debian install the server will make use of a better
 scheduling algorithm if run as root.

 At this point if nothing changes I'm sure we will see many people
 running it as root in order to achieve better performance without having
 to modify a clean centos /debian install

 Il 03/10/2012 20:56, dan ha scritto:
 On 01/10/2012 20:35, Marco Padovan wrote:
 Those changes happens only when running the server as root, if you do
 not run it as root those changes fails and the scheduler/priority is not
 changed...
 Well no, that's not strictly the case. You can allow the changes
 without being root
 as others have pointed out.

 Privileges and priorities are more granular than root non-root as
 I'm sure you're aware.

 So if you do not run srcds_linux as root nothing changes... it's like
 those lines where not there :S
 Right...

 Leaving all the benchmarks and hyphotesis out of the equation I'm just
 asking for a way to disable such kind of self priority changing
 Well, we're back where we started, you just said how to make the lines
 do nothing - don't run as root

  as a
 bonus to my request I added that in mainly all the servers it does
 nothing (as nearly nobody, untill now, run the servers as root), and
 when it's able to do something it messes up with the system setup :/
 You can't leave the benchmarks out of the equation and then claim
 it messes up with the system setup
 This is where you'd need to show it makes the game run worse.


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Re: [hlds_linux] srcds_linux changing its own process priority at start (centos)

2012-10-03 Thread Marco Padovan
On a clean centos or debian install the server will make use of a better
scheduling algorithm if run as root.

At this point if nothing changes I'm sure we will see many people
running it as root in order to achieve better performance without having
to modify a clean centos /debian install

Il 03/10/2012 20:56, dan ha scritto:
 On 01/10/2012 20:35, Marco Padovan wrote:
 Those changes happens only when running the server as root, if you do
 not run it as root those changes fails and the scheduler/priority is not
 changed...

 Well no, that's not strictly the case. You can allow the changes
 without being root
 as others have pointed out.

 Privileges and priorities are more granular than root non-root as
 I'm sure you're aware.

 So if you do not run srcds_linux as root nothing changes... it's like
 those lines where not there :S

 Right...

 Leaving all the benchmarks and hyphotesis out of the equation I'm just
 asking for a way to disable such kind of self priority changing

 Well, we're back where we started, you just said how to make the lines
 do nothing - don't run as root

   as a
 bonus to my request I added that in mainly all the servers it does
 nothing (as nearly nobody, untill now, run the servers as root), and
 when it's able to do something it messes up with the system setup :/

 You can't leave the benchmarks out of the equation and then claim
 it messes up with the system setup
 This is where you'd need to show it makes the game run worse.



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Re: [hlds_linux] srcds_linux changing its own process priority at start (centos)

2012-10-03 Thread Marco Padovan
Sorry, I'm not much interested to discuss with you further about this
whole thing.

I'm just asking to the dev to please take out these lines of codes
making the processes self changing the scheduler and the priorities.

Il 03/10/2012 21:38, dan ha scritto:
 On 03/10/2012 20:21, Marco Padovan wrote:
 On a clean centos or debian install the server will make use of a better
 scheduling algorithm if run as root.

 At this point if nothing changes I'm sure we will see many people
 running it as root in order to achieve better performance without having
 to modify a clean centos /debian install

 Are you stuck in the Tardis or something?

 Every other post you say if you run as root it messes with the
 system, then in the next post you say running as root creates better
 performance

 Both cannot be true.

 But either way, if you want the calls to succeed or not succeed, you
 don't have to run at root and Valve don't have to change the code.

 pam_limits and rtprio may be your friend.

 I take it you have no actual data or experience to show one way or the
 other whether it's better with or without?

 Try this experiment with your server.

 1. Boot into centos or debian
 2. Start TF2.
 3. Stand in front of a mirror with your hands by your side
 4. lift your left arm
 4a. start talking about the server performance
 4b. drop your left arm back to your side and, at the same time, lift
 your right
 4c.talk more about server performance.
 5. Repeat steps in 4-4c, gradually increase the volume of your talking
 and the speed of the hand movement

 Now you should have a better idea what hand-waving about server
 performance looks like.


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