Re: [hlds_linux] Counter-Strike Dedicated Server, on CentOS 5.9 = GLIBCXX_3.4.15, etc.
Are you using the new hlds_run? I notice the Using Pentium II Optimized binary line, which isn't in the new hlds_run. hlds is bundled with libstdc++ anyway, so long as it is being executed with proper environment variables (eg: from hlds_run), then it should pick it up. Anyway, even if you get past this it probably work anyway. CentOS is the worst and bundles crazy old libraries with it, so your glibc may not be a high enough version. This new hlds update drastically bumped the required glibc version. We had to update all of our CentOS 5.x machines to 6.whatever is the newest now (6.3 i think) just to get it to work. On Fri, Feb 15, 2013 at 9:30 PM, Weasel wea...@weaselslair.com wrote: Type: Dedicated Server: Platform: Linux Operating System: CentOS, Version 5.8, 32-bit (x86) Kernel: Linux 2.6.18-028 Got past the issues of SteamCMD asking for libstdc++.so.6 (GLIBCXX_3.4.10) by the loading-fedora-library-on-CentOS hack. That allowed me to use SteamCMD to install HL1 and get a dedicated server for that up and running again. It also allowed me to use SteamCMD to install a Counter-Strike (1.6ish) dedicated server, but it won't start. Counter-Strike itself is now complaining about an even newer library required (output further below). I tried some other newer (fedora) libraries that included GLIBCXX_3.4.15 - but that work-around didn't help. It just started throwing a different error saying that lib was not for this OS. So, I guess I've taken that work-around about as far as it goes. Can host HL1 dedicated server right now, but not CS. :-( Maybe these libs should be shipping with HLDS - depending on the distro? PS: I assume I need to post this also to the https://github.com/ValveSoftware/halflife; GitHub, *NOT* the https://github.com/ValveSoftware/steam-for-linux; GitHub? Original Counter-Strike HLDS error: -- Auto detecting CPU Using Pentium II Optimised binary. Auto-restarting the server on crash Console initialized. Using breakpad crash handler Setting breakpad minidump AppID = 10 Forcing breakpad minidump interfaces to load Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Installing breakpad exception handler for appid(10)/version(5787) scandir failed:/usr/not-root/game103-cs/./valve/SAVE scandir failed:/usr/not-root/game103-cs/./platform/SAVE Protocol version 48 Exe version 1.1.2.7/Stdio (cstrike) Exe build: 11:30:00 Aug 28 2012 (5787) STEAM Auth Server [Start of AutoExec.CFG] Server logging data to file logs/L0215030.log L 02/15/2013 - 17:52:30: Log file started (file logs/L0215030.log) (game cstrike) (version 48/1.1.2.7/Stdio/5787) logaddress_add: 127.0.0.1:27500 [End of AutoExec.CFG] Server IP address 209.54.58.74:28017 LoadLibrary failed on ./cstrike/dlls/cs.so: ./libstdc++.so.6: version `GLIBCXX_3.4.15' not found (required by ./cstrike/dlls/cs.so) Host_Error: Couldn't get DLL API from ./cstrike/dlls/cs.so! L 02/15/2013 - 17:52:30: FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from ./cstrike/dlls/cs.so! FATAL ERROR (shutting down): Host_Error: Couldn't get DLL API from ./cstrike/dlls/cs.so! Fri Feb 15 17:52:34 PST 2013: Server Quit ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?
For some silly reason they still require you to execute steam.sh with environment variables. STEAMEXE=steamcmd ./steam.sh On Thu, Feb 14, 2013 at 1:00 AM, Weasel wea...@weaselslair.com wrote: I haven't had any cause to do anything with SteamCMD prior to now. Since allegedly HL1 and Counter-Strike (1.6-ish) are being switched-over to it SteamCMD tomorrow, I gave it a shot this evening. When tried to run on hosted CentOS 5.x (32-bit) dedicated server for the first time, the result was, eh distressing to say the least (see below). So much for my very popular HL1 server as of tomorrow??? [code] [not-root]$ ./steam.sh Running Steam on Linux 2.6.18-028stab069.6 32-bit STEAM_RUNTIME is enabled automatically Unpack runtime failed, error code 1 Error: Couldn't set up the Steam Runtime. Are you running low on disk space? Continuing... Press enter to continue: ./steam.sh: line 446: ulimit: open files: cannot modify limit: Operation not permitted ./steam.sh: line 473: /usr/not-root/steamcmd/ubuntu12_32/steam: No such file or directory Error: Couldn't start bootstrap and couldn't reinstall from /usr/lib/steam/bootstraplinux_ubuntu12_32.tar.xz. Please contact technical support. Press enter to continue: [not-root]$ [/code] Thought it might be a permissions issue, so I re-applied (all executable, etc.) - no luck. I'd get my paddle out, but apparently I am up the creek without one? -- Original message this is in reply-to below ... -- Subject: [hlds_announce] Mandatory Counter-Strike 1.6 and Half-Life 1 deathmatch update coming From: Alfred Reynolds alf...@valvesoftware.com Date: Wed, 2013/02/13 05:03 PM To: Half-Life dedicated Win32 server mailing list , Half-Life dedicated Linux server mailing list , 'hlds_annou...@list.valvesoftware.com' We're working on a mandatory update for Counter-Strike 1.6 and Half-Life 1 deathmatch. The ETA is 10am PST tomorrow ( February 14th, -8 GMT ). The update will need to be downloaded using the steamcmd tool, documented here: https://developer.valvesoftware.com/wiki/SteamCMD Use appid 90. You can get the vast majority of the update right now, the beta bits will be flipped to the public ones tomorrow with a tiny incremental update at that time. - Alfred ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine
tv_port defaults to 27020 On Sat, Feb 9, 2013 at 9:17 PM, Giovanni Harting chefeification...@gmail.com wrote: There are some port that the game tries to bound automaticly, maybe there are some cvars to control that For all command line specific, look here: https://developer.valvesoftware.com/wiki/Command_Line_Options#Source_Dedicated_Server 2013/2/10 Landon Orr lando...@gmail.com So that specified one of the ports, however when I run the server, it's still trying to use 27020, which is in use. Is it possible to specify that one as well? On Sat, Feb 9, 2013 at 7:03 PM, Joel Zhang know.thine.en...@gmail.com wrote: The parameter is -port 27025, for example. On Feb 9, 2013 6:00 PM, Landon Orr lando...@gmail.com wrote: Currently I'm trying to host multiple servers on one machine. It's a very beefy machine, two 16-core AMD processors and 64 gigs of memory, so I'd like to run quite a bit of servers, 30+ if possible. However, I'm running into an issue when I spin up more than fiver servers or so. Right now I'm having issues with ports overlapping, as in the servers try to request a port but it's already in use. For the first five they would just use the next port up. However, it seems that a server uses two ports (correct me if I'm wrong) 27015 and 27020. After five servers, the next server tries to use 27015, it's in use so it tries 27020 and then it gives up. I know when you use the srcds_run command, there is a way to specify the port to use, but I can't remember the command. Also, how many ports do I have to specify? Just two, or are there more than that? ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Counter-Strike 1.6 beta server update
engine_i486.so (and potentially the others), are linked against GLIBC 2.7, while all of the other games require lower versions (eg: csgo's engine.so seems to require 2.3). Can anything be done to bring this more in line with the other games? On Sun, Feb 3, 2013 at 5:56 PM, Andre Müller gbs.dead...@gmail.com wrote: It's not good to run a gameserver or other things with root privileges. I hope your server is not direct connected to the internet. ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Next TF update may break linux plugins
Thanks for the warning. The binary files being renamed is easy enough to work around, but apparently the symbols are also stripped out of them. Any chance this can be reversed for the server binaries? Converting to signatures and maintaining them would be a huge hassle. Thanks. On Tue, Oct 23, 2012 at 8:27 PM, Fletcher Dunn fletch...@valvesoftware.comwrote: A word of warning concerning the next TF update. Many of the Linux binaries for the dedicated server will be renamed. For example: bin/datacache_srv.so bin/dedicated_srv.so bin/engine_srv.so bin/libtier0_srv.so bin/libvstdlib_srv.so bin/materialsystem_srv.so bin/replay_srv.so bin/scenefilecache_srv.so bin/shaderapiempty_srv.so bin/soundemittersystem_srv.so bin/studiorender_srv.so bin/vphysics_srv.so tf/bin/server_srv.so If you have any scripts or plugins that depend on particular filenames, this could break them. Also, the update will contain a large number of changes to low level libraries such as tier0_srv.so. The most recent TF beta was shipped with the renamed binaries and with these changes and can be used to test any scripts or plugins. We highly recommend that plugin developers test their plugins against the current TF beta. Thank you, Fletch ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] SteamCMD crash - clean install
This seems to be happening to me on the machines I have with a CentOS install of 5.4 and below, 5.5+ work fine. It's probably related to some old library setups. Instead of trying to figure out what it is, I'm just upgrading my older machines, so I'm afraid I can't be much more help than that. On Tue, Aug 21, 2012 at 11:40 PM, Jonah Hirsch crazydog...@gmail.com wrote: I'm attempting to run steamcmd for the first time. After downloading and running steam.sh, it crashes after downloading Steam, with the following error: terminate called after throwing an instance of 'Grid::CBadCallerErrorStructPtrException' what(): App provided invalid TSteamError pointer to Steam API Thoughts? --- Jonah Hirsch ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems
I update 145 servers whenever there's a joint CS:S TF2 update and I have never once experienced this problem. I do not use -verify_all because updates are slow enough. The only fancy thing I do is each machine will check the return value of the steam executable and keep looping until it returns 0 since it likes to keep aborting for no real reason. On Fri, Dec 16, 2011 at 12:04 PM, PharaohsPaw listac...@lvwnet.com wrote: Although I've said much of this already I'm making a separate post in its own topic in hopes that Valve will give it some serious consideration, and more importantly, do something about it to fix the problem. I am thankful that Valve staff does pay attention to this mailing list. The subject of this post is a problem that has been around for a long time. I have been operating public gameservers off and on since 2006 and have seen this occur with some update releases pretty much since then. I am not the first person to say this happens, and I am also pretty sure this is not the first time I had something to say about it here. In short, the problem is incomplete updates. It seems that the (gamedir)/steam.inf file is the file most often left out of updates, but sometimes other updated or new files are involved. Sometimes (apparently) files that an updated server will crash without are missed. SCOPE OF PROBLEM I should point out that I am specifically referring only to update scenarios where the updater for a particular gameserver tree initiates an update, pulls in files, AND RECEIVES A SUCCESSFUL HLDS Installation Is Up to Date MESSAGE FROM THAT MASTER AND THE STEAM BINARY RESPONSIBLE FOR UPDATING THE SERVER FILES EXITS WITH A 0 RETURN CODE when there are actually files missing and the server cannot run properly afterwards as a result. The scenario in question also involves NOT using -verify_all among the arguments passed to the steam binary to perform the update. Whether the server in question is just using srcds_run with -autoupdate among the command line arguments, or using nemrun or any other properly-written script isn't important. While it is possible to have incorrectly-written scripts to run and/or update our servers, that isn't what I'm talking about here. Nemrun and other properly-written update scripts do not run ./steam -command update -game tf -dir . (or whatever) only once and ASSUME the update was successful. We can't do that because it is fairly common to get a connection reset from whichever master we are pulling the update from before it is complete. It has to check the return code from the steam binary doing the update, and if it isn't 0, you have to repeat until it IS 0. Also, it needs to be understood by anyone at Valve investigating this problem that neither nemrun, nor any other script (including your own srcds_run with used with -autoupdate) that I'm talking about does anything more than call the steam binary with -command update. Nemrun in updatedaemon mode may have its own implementation of checking in with steam to see if an update is needed, but it does comply with your protocols, and even when it does start an update, it only does it because your masters said a required update was available. And it calls the same steam binary to do the actual updating that srcds_run does. Guess why the steam.inf file is so important? This isn't specific to nemrun, by the way. It tells the dedicated server which version to report to the steam masters. So its contents (or existence) means everything to that dedicated server when it checks in with the masters. You could be 100% in sync with the latest dedicated server files, and edit steam.inf to show an older version, and the next time your server checks in with the masters it is going to tell you that you need to update. And until your steam.inf file has the same patch level/version that the masters think is the latest required version, your server will keep telling you to restart for the latest update. The same is true if the file isn't there at all. So it's not just nemrun that needs this file. It needs it for the same reasons the gameserver itself does. The nemrun scripts are out there for Valve and anybody else to look at. Please look at them before you say nemrun is the problem. It isn't. So what IS going on? As far as I'm concerned we have a couple of different issues here: 1. The steam binary can remove the existing steam.inf file while updating a server, even if it doesn't have an updated one to replace it with. 2. The steam binary will exit with a 0 return code and claim that the HLDS Installation is Up To Date when the server hasn't been fully updated. Anyone seeing a pattern yet? STEAM BINARY Now, let's talk about distributing updates among your masters. Here are a couple questions anyone thinking about this rationally should ask: 1. Why does a master server tell you that an update is available if it doesn't
Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems
Steve how do your servers update? http://nephyrin.net/tools/nemrun/latest/ I took the srcdsupdatetool from Nemrun and run it via a crontab every 10 minutes on central server of mine, if it detects an update then it triggers every one of my game server machines to run a steam update. There is one master copy of the game installs per machine, and when this copy finishes updating successfully it's then copied over to all game servers on the machine (1 game server per core for my setup, so some machines have 8 servers). The entire system is automatically triggered, and I use a custom plugin set that has as few hacks as possible to minimize breakage on updates. It works pretty well except for how painfully long some steam updates take to download. Hopefully that'll be addressed on Valve's end soon enough, though. On Fri, Dec 16, 2011 at 4:04 PM, PharaohsPaw listac...@lvwnet.com wrote: Hi Fletch, No, it's OK. Thanks for responding. I do have to wonder if there is something I could, or SHOULD do differently. With folks like Steve who posted a few replies back mentioning that he updates 145 servers and has never seen this problem before - and that he doesn't use -verify_all either, it does make me wonder what could possibly be wrong, or at least fatally different about what our setup does. The steam.inf file must update properly for some people, since Steve has never seen a problem (and he has a lot more servers being updated also). Steve how do your servers update? Do you have -autoupdate on the command line? Do they just update when the map changes, or are you doing something different such as one of the plugins that uses steamtools to handle the master request restart? I'd hate to imagine having to manually restart/update 145 servers. :) I'm also wondering if maybe what I should do is edit the nemrun script to put some kind of a delay in, so that when an update is detected (because srcupdatecheck returned a 7 code), it waits a little while before it actually begins the update process (calling steam to update the tree) -- so that even though we detect an update being released really quickly after it hits, and knows it needs to start an update, it waits X number of seconds first - to try to give extra time for the files to be pushed to the masters before we start that update. If the problem has anything to do with waiting long enough for the update files to be propagated to any master the steam binary is likely to hit to begin the update, this would probably help. Fletch is there any chance at all that the steam.inf file might just be one of the last files to get placed onto the masters when update files are loaded/replicated? If so, then this could be another indicator that nemrun just needs to wait a little longer before it starts an autoupdate. Thanks, PharaohsPaw ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS crash - dumps?
Aim maps are notoriously unstable for me, also running on Linux. Any map that manipulates a player's starting weapons or has a weapon_strip entity in it will eventually cause a crash somewhere inside of CS's weapon handling code, almost as though there's an invalid pointer inside of a player's weapon pack or something. I've tried everything to fix it, and nothing helps so it's just something I live with now. On Wed, Dec 14, 2011 at 7:52 PM, daniel jokiaho daniel.joki...@gmail.comwrote: Hardware issues would make more than one server to break. On 15 Dec 2011 00:59, doc drga...@gmail.com wrote: What does tried everything mean? If you completely reinstalled the software on another machine (different hardware) and it's STILL giving you problems then I would say there is a very big problem with srcds. But you probably didn't try different hardware and I'm just being pedantic to point out the importance of people listing off exactly what they've done so far. Also some maps will crash hlds/srcds if they have type-case problems (uppercase names crash Linux or something where Windows will find the right file/resource). On Wed, Dec 14, 2011 at 9:11 AM, C Szabo sza...@hotmail.com wrote: Running several servers on a machine, only one of them keep crashing. Tried everything.. Nothing in serverlogs, but I'm getting core dumps and dumps in /tmp/dumps.. How to open them? How do I find out what the problem is? I think its HLDS that have problems with different custom maps. crash_20111214174549_1.dmpcore.11788 --CRASH: Wed Dec 14 15:37:23 CET 2011Start Line: ./hlds_i686 -game cstrike +ip x.x.x.x +map aim_brutalcs +maxplayers 17 +sys_ticrate 1 -pingboost 2 -tos -debug -pidfile hlds.3725.pidEnd of crash reportCRASH: Wed Dec 14 16:07:05 CET 2011Start Line: ./hlds_i686 -game cstrike +ip x.x.x.x +map aim_brutalcs +maxplayers 17 +sys_ticrate 1 -pingboost 2 -tos -debug -pidfile hlds.3725.pidEnd of crash reportCRASH: Wed Dec 14 16:25:13 CET 2011Start Line: ./hlds_i686 -game cstrike +ip x.x.x.x +map aim_brutalcs +maxplayers 17 +sys_ticrate 1 -pingboost 2 -tos -debug -pidfile hlds.3725.pidEnd of crash reportCRASH: Wed Dec 14 17:06:31 CET 2011Start Line: ./hlds_i686 -game cstrike +ip x.x.x.x +map aim_brutalcs +maxplayers 17 +sys_ticrate 1 -pingboost 2 -tos -debug -pidfile hlds.3725.pidEnd of crash reportCRASH: Wed Dec 14 17:48:58 CET 2011Start Line: ./hlds_i686 -game cstrike +ip x.x.x.x +map aim_brutalcs +maxplayers 17 +sys_ticrate 1 -pingboost 2 -tos -debug -pidfile hlds.26143.pidEnd of crash report-- ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux ___ 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: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
Re: [hlds_linux] Counter-Strike: Source Update Available
Detouring the call to CCSGameStats::UploadRoundStats(void) inside of CCSGameStats::FireGameEvent(IGameEvent *) shows that it's still being called even with that cvar set to 1, and blocking the call entirely fixes the lag again. On Sat, Sep 17, 2011 at 12:47 PM, Thiesson Johann joh...@verygames.netwrote: Both. We have a 100% cpu spike at the server side. -- Johann 2011/9/17 Tony Paloma to...@valvesoftware.com Are you getting a hitch on the server or the client? -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thiesson Johann Sent: Saturday, September 17, 2011 8:24 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Counter-Strike: Source Update Available Hello, Same here. Even with sv_noroundstats 1 . -- Johann 2011/9/17 Loïc PERY louloubi...@gmail.com Yes i confirm with the new variable set to 1 the problem is still present 2011/9/17 Saul Rennison saul.renni...@gmail.com Phwoar 33 msec is a damn long time On Saturday, 17 September 2011, Dan hansen d...@live.dk wrote: I still have the problem on all my servers, with sv_noroundstats 0. Here is the console log. ROUND STAT DEBUG UploadRoundStats completed. 33.390 msec. Breakdown: a: 0.004 msec b: 0.024 msec c: 0.000 msec d: 33.360 msec e: 0.002 msec objects: 4 1 4 3 2011/9/17 Tony Paloma to...@valvesoftware.com An optional update to Counter-Strike: Source is now available. The specific changes include: Counter-Strike: Source - Made stats reporting less verbose in an effort to reduce server hitches at round end - Added a server convar sv_noroundstats for server admin to turn off stats reporting if the server is hitching at round end. This shouldn't be necessary since the stats have been made less verbose. Please leave stats enabled unless you are seeing hitches. If you are getting hitches at round end, I'd appreciate if you turn on sv_debugroundstats and send me the console output after one of the end-round hitches. If you aren't getting hitches anymore after the update, well then, I'd like to know that too. Thanks, Tony ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux -- Kind regards, *Saul Rennison* ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Issue with the last orangebox update !
This is from the steam stats being uploaded in, what I assume is, a blocking socket connection. When I stop the function CCSGameStats::UploadRoundStats from executing the lag goes away. Note this is even with sv_nostats set to 1 (what's the point of that cvar?). On Fri, Sep 16, 2011 at 11:33 AM, Markus Veit markus_...@gmx.de wrote: Am 16.09.2011 17:21, schrieb ics: I have CSS and TF2 servers assigned 1 per core on our machine, no crashes or freezes. (talking about CSS, haven't played TF2 yet). Uptimes show that they have been up since the update though. -ics 16.9.2011 18:16, Marc.B kirjoitti: Hi, We have been running tests all the day and have discover a issue with this update. If you assign a single core to the server, it will freeze on player death, defuse, bomb going of. If you assign more than one core, it almost work as before, still a very short freeze. Please give this issue a look. Thank you. Marc. __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux i have same problem, its 4 core Server ^^ and Frezze when Round end and Round Start -.- __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Issue with the last orangebox update !
Unfortunately the system I use is custom and wouldn't be compatible with usual MM:S/SourceMod solutions. However, someone who is familiar with detouring functions inside of MM:S should easily be able to create a block for it. On Fri, Sep 16, 2011 at 12:37 PM, Marc.B vg.ha...@gmail.com wrote: Intresting Steve. Thanks for the feedback. How did you blocked that function ? Marc. On Fri, Sep 16, 2011 at 6:36 PM, Michael Gosvig m...@michaelgosvig.dk wrote: Got the problem on all my serveres also Den 16/09/2011 17.33 skrev Markus Veit markus_...@gmx.de: Am 16.09.2011 17:21, schrieb ics: I have CSS and TF2 servers assigned 1 per core on our machine, no crashes or freezes. (talking about CSS, haven't played TF2 yet). Uptimes show that they have been up since the update though. -ics 16.9.2011 18:16, Marc.B kirjoitti: Hi, We have been running tests all the day and have discover a issue with this update. If you assign a single core to the server, it will freeze on player death, defuse, bomb going of. If you assign more than one core, it almost work as before, still a very short freeze. Please give this issue a look. Thank you. Marc. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux i have same problem, its 4 core Server ^^ and Frezze when Round end and Round Start -.- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] CS:S dedicated server (linux) update release coming?
Have you tried a manual update? Maybe your auto update system is failing... On Tue, Aug 17, 2010 at 6:38 PM, PharaohsPaw listac...@lvwnet.com wrote: Hello, Per previous posts to list today from Valve, there is supposed to be a dedicated server update to CS:S coming out sometime today? We saw the TF2 update hit the servers but nothing so far for CS:S Reason I'm asking is because our servers (and basically all the others out there I've tried to connect to) haven't updated yet, servers are still reporting version 1.0.0.47. Our servers will immediately apply the update as soon as valve releases it (thanks to nemrun) -- but the problem is our clients have already updated. ie, the clients are up to 1.0.0.48 now, and none of the servers out there will let us join them (including our own) because they aren't up to date with our clients. So I guess what we really need is for that server update to come out... and also to disable the keep our game updated option in the game library.. as this seems to be more trouble than good. Can't understand why client update is available before the server update... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] HLDS Segmentation Faults
On Thu, Jul 15, 2010 at 4:57 AM, Fredrik Guldbrandzen there...@gmail.comwrote: Hi! I've been experiencing some problems with HLDS lately. HLDS Segmentation Faults and crashes for no apparent reason It all started a couple of day ago (July 9th) and I can't reproduce it. It doesn't seem to be totally random since it happens in bursts and then the server runs normally again. It comes and goes. I am beginning to suspect some sort of DoS-attack, but I'm not sure. Any ideas would be greatly appreciated! The crash-reports looks like this: -- CRASH: Wed Jul 14 21:06:21 CEST 2010 Start Line: ./hlds_amd -game cstrike +ip cs.blodbad.net +port 27016 +maxplayers 21 +log on +map de_dust2 -secure -pingboost 2 +sys_ticrate 500 -debug -pidfile hlds.3395.pid #0 0xf7155c03 in ?? () No symbol table info available. End of crash report -- Core dump : http://www.blodbad.net/uploads/downloads/core.6511.gz My system: hlds_version Protocol version 48 Exe version 1.1.2.6/Stdio (cstrike) Exe build: 16:56:04 Mar 8 2010 (4883) $ cat /proc/version Linux version 2.6.26-2-amd64 (Debian 2.6.26-24) (da...@debian.org) (gcc version 4.1.3 20080704 (prerelease) (Debian 4.1.2-25)) #1 SMP Sun Jun 20 20:16:30 UTC 2010 $ cat /etc/debian_version 5.0.5 BR, Fredrik ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux Alfred posted about a beta to fix a remote exploit about a week ago. We have released a beta update for Half-Life 1 Dedicated servers. To get this beta run the hldsupdatetool with -beta hlbeta on the command line. This beta fixes a crash exploit in the dedicated server caused by a malicious client packet after a proper user connect. It also contains rebuilt linux binaries using a newer internal build system so please report any load problems you may see under linux. I have updated all of my goldsrc servers with this after getting a string of crashes earlier, and everything seems to be fixed and no plugins or anything broke. YMMV. -Steve ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] AMD64 binaries
64bit binaries have been distributed since before VAC2. This means they are still using the old protocol (47), and if any servers still happen to use amd64 nobody will be able to connect to them. Instead of actually building it for 64bit, their fix was to edit hlds_run to use hlds_amd instead of hlds_amd64. Walton Hoops wrote: I admit I haven't dug into the scripts to see what is actually being run, but whenever I start my server (using Ubuntu x64), I see: Auto detecting CPU Using AMD-Opteron (64 bit) Optimised binary. This sounds to me like there already is a 64-bit binary. Am I mistaken? Walton -- From: Kveri kv...@kveri.com Sent: Saturday, January 24, 2009 10:26 AM To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] AMD64 binaries ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Half-Life 1 Engine Update Released (fwd)
Stefan Reusch wrote: Steam support said, we have a problem but i think valve has a problem and not only one with the new protocol update. Here you can see one of the new features from hl update. http://img2.abload.de/img/hl-bug-thx-valvecxa8.png Stefan R. HLSW Yep, map only appears to change in the query information after a client connects. Additionally, the rules information doesn't appear to be reflected real-time either. I had previously assumed rules information was now resynced on map change, but on further testing that doesn't even seem to be proper. This is all presumably because they have the steamclient library pumping out the server queries now, instead of the engine doing it like it used to. I assume they don't sync changes immediately to the steamclient library. Pretty major undocumented changed. :/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux