Re: [hlds_linux] Counter-Strike Dedicated Server, on CentOS 5.9 = GLIBCXX_3.4.15, etc.

2013-02-16 Thread Steve Dudenhoeffer
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



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Re: [hlds_linux] SteamCMD (for HL1 and CS 1.6) on CentOS = No bueno?

2013-02-14 Thread Steve Dudenhoeffer
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

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Re: [hlds_linux] Overlapping port usage when running multiple servers on one machine

2013-02-09 Thread Steve Dudenhoeffer
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?
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Re: [hlds_linux] Counter-Strike 1.6 beta server update

2013-02-03 Thread Steve Dudenhoeffer
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.

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Re: [hlds_linux] Next TF update may break linux plugins

2012-10-23 Thread Steve Dudenhoeffer
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
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Re: [hlds_linux] SteamCMD crash - clean install

2012-08-21 Thread Steve Dudenhoeffer
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
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Re: [hlds_linux] (ATTN: Valve) steam.inf missing and other incomplete update problems

2011-12-16 Thread Steve Dudenhoeffer
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

2011-12-16 Thread Steve Dudenhoeffer
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

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Re: [hlds_linux] HLDS crash - dumps?

2011-12-14 Thread Steve Dudenhoeffer
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--
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Re: [hlds_linux] Counter-Strike: Source Update Available

2011-09-17 Thread Steve Dudenhoeffer
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


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--
   
   
Kind regards,
*Saul Rennison*
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Re: [hlds_linux] Issue with the last orangebox update !

2011-09-16 Thread Steve Dudenhoeffer
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.

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  i have same problem, its 4 core Server ^^ and Frezze when Round end and
 Round Start -.-


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Re: [hlds_linux] Issue with the last orangebox update !

2011-09-16 Thread Steve Dudenhoeffer
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.
 
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  i have same problem, its 4 core Server ^^ and Frezze when Round end and
  Round Start -.-
 
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Re: [hlds_linux] CS:S dedicated server (linux) update release coming?

2010-08-17 Thread Steve Dudenhoeffer
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...




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Re: [hlds_linux] HLDS Segmentation Faults

2010-07-15 Thread Steve Dudenhoeffer
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
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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
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Re: [hlds_linux] AMD64 binaries

2009-01-24 Thread Steve Dudenhoeffer
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
   


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Re: [hlds_linux] Half-Life 1 Engine Update Released (fwd)

2008-10-30 Thread Steve Dudenhoeffer
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. :/

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