Re: [hlds_linux] Crash/hang on quit

2015-06-14 Thread Yun Huang Yong

"quit" and "exit" both used to exit cleanly prior to the update 3 days ago.

We've been restarting our servers every night for ~2.5 years by simply 
sending an RCON quit.


Hopefully this means it's a relatively easy change to revert/fix.

On 14/06/2015 8:48 PM, Erik-jan Riemers wrote:

And i thought it was just me, but indeed all my servers pretty much
hang/crash. Tried a dozen things cannot get it to work normally again. Also
booted up a micro instance on amazon, installed it fresh on ubuntu 14.04
with no extra's and also crashes. I restart the servers at night every day,
but now they all just hang. (on multiple different servers)

2015-06-14 12:04 GMT+02:00 Jesse Molina :



srcds_linux did this for years between something like 2009 and 2012.
That's just a guess, I don't exactly remember the time frame.

You should not expect srcds_linux to quit like it should. It is not a very
well behaved bit of software.




On 6/14/15 1:15, Yun Huang Yong wrote:


Since the most recent update it seems that the server crashes (and hangs)
on quit.

This is on a stock (no MetaMod, no SourceMod) server:

quit
L 06/14/2015 - 18:12:07: server_message: "quit"
L 06/14/2015 - 18:12:07: Log file closed.
L 06/14/2015 - 18:12:07: server_message: "restart"
/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp
(3997) : Assertion Failed: CFileWriterThread: pending file writer
content_log.txt
Assert( Assertion Failed: CFileWriterThread: pending file writer
content_log.txt
):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997

Not sure if I'm reading this right but it appears that the log file is
closed, then something is issuing a "restart" but with the log file already
closed the server then crashes into a hung state.

The process never exits as it appears to then get stuck somewhere in the
minidump:

assert_20150614181208_15.dmp[17942]: Uploading dump (out-of-process)
/tmp/dumps/assert_20150614181208_15.dmp
Bad thread
local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp
(1416) : Assertion Failed: Thread synchronization object is unuseable
Bad thread localassert_20150614181208_15.dmp[17942]: Finished uploading
minidump (out-of-process): success = yes
assert_20150614181208_15.dmp[17942]: response:
CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614
assert_20150614181208_15.dmp[17942]: file
''/tmp/dumps/assert_20150614181208_15.dmp'', upload yes:
''CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614''

Apparently successful but process still never exits.

Anyone else get this behaviour?

It makes it awkward to exit/restart the server gracefully - I pretty much
have to kill the process.

cheers,
yun

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[hlds_linux] Crash/hang on quit

2015-06-14 Thread Yun Huang Yong
Since the most recent update it seems that the server crashes (and 
hangs) on quit.


This is on a stock (no MetaMod, no SourceMod) server:

quit
L 06/14/2015 - 18:12:07: server_message: "quit"
L 06/14/2015 - 18:12:07: Log file closed.
L 06/14/2015 - 18:12:07: server_message: "restart"
/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp 
(3997) : Assertion Failed: CFileWriterThread: pending file writer 
content_log.txt
Assert( Assertion Failed: CFileWriterThread: pending file writer 
content_log.txt 
):/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier1/../tier1/fileio.cpp:3997


Not sure if I'm reading this right but it appears that the log file is 
closed, then something is issuing a "restart" but with the log file 
already closed the server then crashes into a hung state.


The process never exits as it appears to then get stuck somewhere in the 
minidump:


assert_20150614181208_15.dmp[17942]: Uploading dump (out-of-process)
/tmp/dumps/assert_20150614181208_15.dmp
Bad thread 
local/home/buildbot/buildslave/steam_rel_client_linux/build/src/tier0/threadtools.cpp 
(1416) : Assertion Failed: Thread synchronization object is unuseable
Bad thread localassert_20150614181208_15.dmp[17942]: Finished uploading 
minidump (out-of-process): success = yes
assert_20150614181208_15.dmp[17942]: response: 
CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614
assert_20150614181208_15.dmp[17942]: file 
''/tmp/dumps/assert_20150614181208_15.dmp'', upload yes: 
''CrashID=bp-166286bb-fd3c-46a7-b567-94dbe2150614''


Apparently successful but process still never exits.

Anyone else get this behaviour?

It makes it awkward to exit/restart the server gracefully - I pretty 
much have to kill the process.


cheers,
yun

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Re: [hlds_linux] TF2 is using a default MOTD

2014-10-30 Thread Yun Huang Yong

MOTD has to be set before a map loads.

i.e. if you wanted to put it in a config file it belongs in autoexec.cfg 
rather than server.cfg.


autoexec.cfg is executed only once at startup, server.cfg is executed on 
every map change.


+commands on the command line are also only executed once at startup.

On 31/10/2014 2:25 AM, Robert Styler wrote:

I've found that setting it in the launch parameters makes it stick:
+motdfile "motd_uc.tx" +motdfile_text "motd_text_uc.txt"

On 30 October 2014 15:21, David Parker  wrote:


Hello,

I have just converted our TF2 server to an Event 24/7 server for the
Doomsday event.  I have a custom MOTD for the server, and the files are
called motd_uc.txt and motd_text_uc.txt.  I have set "motdfile" and
"motdfile_text" in server.cfg, and the running server's config shows that
it is set:

find motdfile
"motdfile" = "motd_uc.txt" ( def. "motd.txt" )
  game
  - The MOTD file to load.
"motdfile_text" = "motd_text_uc.txt" ( def. "motd_text.txt" )
  game
  - The text-only MOTD file to use for clients that have disabled HTML
MOTDs.

However, I continue to see a default MOTD when I connect to this server.
It says "Welcome and Happy Halloween!" at the top, and then lists a bunch
of maps.  Is there something I'm missing?  I swear the custom MOTD used to
load on this server just fine.  Is this due to it being an event server?

 Thanks!
 Dave

--
Dave Parker
Systems Administrator
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177
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Re: [hlds_linux] TF2 srcds CPU experiences

2014-09-22 Thread Yun Huang Yong
We run on a variety of VPS including one where the underlying host is an 
E5-2620.


Compared to our other hosts that run 3.4Ghz CPUs we do see higher sv FPS 
variance but it's not really gameplay affecting (players don't complain).


(I believe the 3.4Ghz cores are E3-12xx v3 but I can't be certain due to 
the virtualisation.)


I'd guesstimate that each active 24p server chews up about 70% of one of 
those E5-2620 cores but peaking as high as 100%, whereas the same server 
would average around 30% on a 3.4Ghz core.


We're on Linux BTW.

Is there value in running one giant box, rather than getting a second 
machine?


One of the reasons I chose to use VPS is for the redundancy -- we use 3 
VPS across 3 different hosts. It's a given that every host will have 
issues at various times (hello DDoS) so spreading across networks helps 
to keep most of our servers online when one is having problems. We've 
never been directly DDoSed but I regularly see network blips of 1-5 
minutes on every gaming network. Bad neighbours.


On 23/09/2014 12:47 PM, Ryan Stecker wrote:

Hey all, just sending this message into the wide HLDS abyss to see if
anyone has any experiences hosting srcds (Mostly TF2, but it can really be
any game/mod that runs on that engine version) on single/dual E5-2650 v2s
or other similarly low clocked (around the 2.5GHz range) processors and
what kind of capacity they're getting (how many instances, slots, etc).

Currently we've been hosting on a E3-1270 v2, and the high single core
clock speeds have been more than enough to host 11 tf2 instances in the 28
player slot range, but we're now planning on moving hosts and looking to
expand to a box with dual 2650 v2s. My concern is that while the 2650 may
have more cores, the lower clock speeds could translate into a struggle to
meet the 15ms frame time that 66 tick servers require.

Anyone happen to be running on 2650s or similar and can share their
thoughts?
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[hlds_linux] TF2: Stutter on player connect

2014-09-16 Thread Yun Huang Yong

Hi,

Since the update on 10 September it seems that our servers stutter every 
time a player connects.


Are others experiencing this?

cheers,
Yarr! goosmurf

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Re: [hlds_linux] Issues with std-out running TF2 SRCDS under Linux 'screen' utility?

2014-08-13 Thread Yun Huang Yong

I run our servers under screen and don't have this issue.

Could this be related to the ncurses and tinfo5 dependencies introduced 
in last week's update?


Quoting Ross Bemrose:
"On Debian/Ubuntu, these are provided by lib32ncurses5 and lib32tinfo5."

On 14/08/2014 1:52 PM, Weasels Lair wrote:

PS: For clarity, it is not JUST the 'status' command that is affected - it
is ANY command I enter into that 'screen' session for TF2.


On Wed, Aug 13, 2014 at 8:50 PM, Weasels Lair 
wrote:


Anybody else using 'screen' noticed issues with SRCDS not being reflected
when reconnecting to a disconnected 'screen' session?

For example, if I reconnect to a disconnected session running SRCDS for
TF2, and I enter the "status" command - the text of the status command is
echo'd-back - but none of the output that the status command typically
generates.

If I do that same test on a disconnected SRCDS session for
Counter-Strike:Source, everything works as expected (i.e. it displays users
connected and all the usual/expected output).

If I do that same test on a 3rd party Source-based game server (Fistful of
Frags), everything also operates as expected.

If I do that same test on an HLDS-based game running as a disconnected
'screen' session (such as HL1), again everything works as expected.

It only seems to be effecting my TF2 dedicated servers for some reason.



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[hlds_linux] rd_asteroid and mp_match_end_at_timelimit

2014-07-25 Thread Yun Huang Yong
Has anyone else found that rd_asteroid won't respect 
mp_match_end_at_timelimit?


I have:

mp_timelimit 30
mp_match_end_at_timelimit 1

The server refuses to change maps after 30 minutes unless one of the 
teams wins the round. Which means rd_asteroid can stay stuck for hours...


yun

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Re: [hlds_linux] Recreating replays

2014-07-14 Thread Yun Huang Yong
TimePath has been working on a bunch of libraries for Java. This might 
be of interest:


https://github.com/TimePath/hl2-toolkit/tree/master/src/main/java/com/timepath/hl2/io/demo

On 15/07/2014 4:59 AM, Ryan Kistner wrote:

 From what I understand, replays contain occasional full updates, but it
would require a more in-depth tool to parse through the replays to find
a full update to start extracting from. Your best bet would be one of
the dota 2 replay tools, however I suspect TF2 does not use protobuf for
its replay files.

On 7/13/2014 1:35 PM, Erik-jan Riemers wrote:

Doesn't this also on a 24/7 server (with 1 map only) create just 1 big
.dem
file? I tried didroles replay thingy, that works just fine, here is also
the same that he assumes that block 0 till last block is present. Meaning
on a 24/7 map it still gives you a demo of the full complete time since
round start that could be hours ago.

Are there even linux tools that can manipulate the .dem / .dmx or
whatever
to only work for a certain duration (so say 10 minutes from a 1 hour
demo)


2014-07-13 20:32 GMT+02:00 dan :


On 13/07/2014 13:54, Erik-jan Riemers wrote:


Ok thats one part i was after ;) but say you have a 24/7 server
(map) and
you want to make a demo file from 12:00 to 12:30 , how would you know
which
blocks you need to get? Since i've seen replays on the server which can
have over 300 blocks. Is it as simple as getting the "start" dmx
file and
then getting the block from say block 56 to 122? Since i've read
that the
blocks need *all* blocks because of the way its made.


If you want to do this for the future enabling source tv and
tv_autorecord
will
get you demo files that are easy to copy to a client machine and watch.

That won't help if you need this for existing replay recordings, but
it's
a lot easier than
faffing around with the replay stuff if you think you'll need to do this
again.

--
Dan


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Re: [hlds_linux] TF2: 100% CPU spikes since last update

2014-06-17 Thread Yun Huang Yong

Many thanks!

I went through our logs to check the reported lag periods and they are 
all MvM related, and SD_Doomsday. (We don't play much CTF).


http://steamcommunity-a.akamaihd.net/economy/image/fWFc82js0fmoRAP-qOIPu5THSWqfSmTELLqcUywUlj3Hz8JQD_k62zmnzAEbeQUdVBitsTVCj831QvuYDe0T1Ihnt8YDiXlqw1kuYOCzZG8wdFTEAPcHWqVp9gq7UXUw6Z9nBo7jrrhUew7t4YGQLfByZ8C2Dm5q/

On 18/06/2014 10:27 AM, Eric Smith wrote:

We have a fix for this that we'll release with the next TF2 update. The problem 
we found was specifically related to item_teamflag entities (CTF maps and maps 
that use a custom entity like MvM, and SD_Doomsday).

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Tuesday, June 17, 2014 12:52 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: 100% CPU spikes since last update

We've been looking into it.  Any details people have are appreciated.

-Eric


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bottiger
Sent: Tuesday, June 17, 2014 12:46 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: 100% CPU spikes since last update

I tracked the problem down to vphysics at 
IVP_U_Quat::set_interpolate_smoothly(IVP_U_Quat const*, IVP_U_Quat const*, 
double)


I sent Eric Smith a dump 5 days ago.


On Tue, Jun 17, 2014 at 11:07 AM, Dondon Tudtud  wrote:

Aside from spikes, recently seeing weird "lag" on our server. Late
kill feed, late hitsound, etc. Happens even with only 10 people. It
might be a network issue (I cannot verify since I don't really have
deep access) but it only started happening a few days ago.


On Wed, Jun 18, 2014 at 12:04 AM, Erik-jan Riemers 
wrote:


I do see an increased amount of "spikes" compared to what i t was
before, multiple people complaining about that. (on a active server)
which wasn't so bad in the past, i've noticed it myself too.


2014-06-17 12:41 GMT+02:00 Valentin G. :


Can confirm. Weird CPU spikes with no correlation to server population.

On Tue, Jun 17, 2014 at 10:09 AM, Kevin Dautermann
 wrote:

Also got this problem some days ago,   servers used 98% CPU while the

server was empty.

Running latest builds of sm and mm.

Von meinem iPhone gesendet


Am 17.06.2014 um 10:04 schrieb Yun Huang Yong :

I run a variety of TF2 servers (24p PvP and MvM) and since the
last

update all servers have been experiencing periods of 100% CPU usage
where nothing seems to be really going on in game but the SRCDS
process chews 100% of a single core for up to 2 minutes then goes
back to normal as if nothing happened. During this period the game is super 
stuttery.


In one instance an MvM server running Ghost Town decided to chew
100%

CPU during one of the idle phases between robot waves.


Is anyone else seeing this behaviour?

I'm on Ubuntu 12.04 amd64 with Metamod 1.10.0 and

sourcemod-1.6.0-git4492 (latest snapshot as of this morning). I
will try disabling MM+SM but in the meantime am wondering if others
have seen this problem.


yun


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[hlds_linux] TF2: 100% CPU spikes since last update

2014-06-17 Thread Yun Huang Yong
I run a variety of TF2 servers (24p PvP and MvM) and since the last 
update all servers have been experiencing periods of 100% CPU usage 
where nothing seems to be really going on in game but the SRCDS process 
chews 100% of a single core for up to 2 minutes then goes back to normal 
as if nothing happened. During this period the game is super stuttery.


In one instance an MvM server running Ghost Town decided to chew 100% 
CPU during one of the idle phases between robot waves.


Is anyone else seeing this behaviour?

I'm on Ubuntu 12.04 amd64 with Metamod 1.10.0 and 
sourcemod-1.6.0-git4492 (latest snapshot as of this morning). I will try 
disabling MM+SM but in the meantime am wondering if others have seen 
this problem.


yun

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Re: [hlds_linux] TF2 Replays

2014-05-13 Thread Yun Huang Yong

Just wanted to wrap this thread up and say that

replay_dofileserver_cleanup_on_start"0"

appears to have fixed the weird start-of-round lag for us!

Thanks everyone for the feedback & suggestions.

I also filed this as an issue: 
https://github.com/ValveSoftware/Source-1-Games/issues/1733


On 11/05/2014 10:28 PM, Erik-jan Riemers wrote:

We dont have any issues either here, but we just have a crontab cleaning
old files at night when nobody is playing (makes more sense to me too)


2014-05-11 12:30 GMT+02:00 Valentin G. :


We've had no such issues and we are manually cleaning up the replay
files with some find commands. We haven't changed that from way back
when the auto cleanup was completely broken and I haven't heard of any
similar complaints.
  You may want to give that a shot.

On Sun, May 11, 2014 at 12:16 PM, ics  wrote:

Ever since the guy who created replay on Valve moved on from TF2, the

replay

system has been laid off and just kept as it is. There were some bugs

left

in, such as replays not always getting deleted automatically and now
propably this where replays are deleted when noticed that they should be

but

removing them happens at bad time. This could explain the random lags on
roud starts we've been having.

I do clear up replay dirs occasionally manually but not recently. I will
disable replay if this keeps up.


-ics

Yun Huang Yong kirjoitti:


Further info -- I observe that the two problems in the OP are

correlated.


During a recent pause I repeatedly looked at the replay directory and
observe that the server deleted replays that it had just finished.

Specifically:
   - we were on cp_dustbowl
   - there were multiple block files corresponding to the round just
finished
   - at the start of the next round, we had a 20 second pause
   - during that 20 second pause, *all* of the block files for the round
just past were deleted

We only keep 7 days worth of replays so it's a little baffling what it's
doing in any case -- stat()ing and unlinking ~10 files shouldn't take 20
seconds.

I had these settings:

replay_data_lifespan"7"
replay_dofileserver_cleanup_on_start"1"

Now commented out. Will have to wait for overnight restart of server
(people are playing) to see it fixes things.

Are there any other settings related to cleanup that I should disable?

ics, do you have similar settings for cleanup?

On 11/05/2014 6:34 PM, Erik-jan Riemers wrote:


15/20 seconds does not seem to sound like any "io" issues, since it is
just
on round start, maybe its even some dns lookup that goes bad? (just
thinking out loud here) you could fix/found out by installing bind9,
point
your resolv.conf to it and placing it into debug mode to see the logs.
(google for instructions, you can just let it forward to your regular

dns

servers was like 5 minutes work) you never know!

Also check your sysctl.conf if there are not strange "additions" to it,
highly doubt there could be anything in there that would screw it up...
but
again just throwing it out there.


2014-05-11 9:36 GMT+02:00 Yun Huang Yong :


Oh wow. For us it's happening across both of our 24p servers (we only
have
2).

And over the last few months it's gone from happening occasionally

for a

few seconds, to happening on 80% of round changes, for 15-20 seconds.

That suggests it may be related to something that might be growing

with

time but I prune the replays directly externally so there's never more
than
7 days worth of files.

Do you run any of the following?
- SourceBans
- gameME
- Ultimate Map Chooser (with or without NativeVotes?)
- mp_scrambleteams_auto

Actually, could I get a list of your plugins on the server that has
issues?

Here's mine for reference:
(sm plugins list output, sorted by plugin name for readability)

13 "AFK Manager" (3.5.2) by Rothgar
22 "Admin File Reader" (1.6.0-dev+4308) by AlliedModders LLC
02 "Admin Help" (1.6.0-dev+4308) by AlliedModders LLC
43 "Admin Menu" (1.6.0-dev+4308) by AlliedModders LLC
09 "AdminSentinel" (1.2.100) by StrontiumDog
21 "Advertisements" (0.5.5) by Tsunami
04 "AllChat" (1.1.1) by Frenzzy
40 "Anti-Flood" (1.6.0-dev+4308) by AlliedModders LLC
23 "Basic Chat" (1.6.0-dev+4308) by AlliedModders LLC
05 "Basic Comm Control" (1.6.0-dev+4308) by AlliedModders LLC
48 "Basic Commands" (1.6.0-dev+4308) by AlliedModders LLC
31 "Basic Info Triggers" (1.6.0-dev+4308) by AlliedModders LLC
39 "Basic Votes" (1.6.0-dev+4308) by AlliedModders LLC
46 "Client Preferences" (1.6.0-dev+4308) by AlliedModders LLC
19 "Fun Commands" (1.6.0-dev+4308) by AlliedModders LLC
29 "Fun Votes" (1.6.0-dev+4308) by AlliedModders LLC
18 "Me

Re: [hlds_linux] TF2 Replays

2014-05-11 Thread Yun Huang Yong

Further info -- I observe that the two problems in the OP are correlated.

During a recent pause I repeatedly looked at the replay directory and 
observe that the server deleted replays that it had just finished.


Specifically:
  - we were on cp_dustbowl
  - there were multiple block files corresponding to the round just 
finished

  - at the start of the next round, we had a 20 second pause
  - during that 20 second pause, *all* of the block files for the round 
just past were deleted


We only keep 7 days worth of replays so it's a little baffling what it's 
doing in any case -- stat()ing and unlinking ~10 files shouldn't take 20 
seconds.


I had these settings:

replay_data_lifespan"7"
replay_dofileserver_cleanup_on_start"1"

Now commented out. Will have to wait for overnight restart of server 
(people are playing) to see it fixes things.


Are there any other settings related to cleanup that I should disable?

ics, do you have similar settings for cleanup?

On 11/05/2014 6:34 PM, Erik-jan Riemers wrote:

15/20 seconds does not seem to sound like any "io" issues, since it is just
on round start, maybe its even some dns lookup that goes bad? (just
thinking out loud here) you could fix/found out by installing bind9, point
your resolv.conf to it and placing it into debug mode to see the logs.
(google for instructions, you can just let it forward to your regular dns
servers was like 5 minutes work) you never know!

Also check your sysctl.conf if there are not strange "additions" to it,
highly doubt there could be anything in there that would screw it up... but
again just throwing it out there.


2014-05-11 9:36 GMT+02:00 Yun Huang Yong :


Oh wow. For us it's happening across both of our 24p servers (we only have
2).

And over the last few months it's gone from happening occasionally for a
few seconds, to happening on 80% of round changes, for 15-20 seconds.

That suggests it may be related to something that might be growing with
time but I prune the replays directly externally so there's never more than
7 days worth of files.

Do you run any of the following?
   - SourceBans
   - gameME
   - Ultimate Map Chooser (with or without NativeVotes?)
   - mp_scrambleteams_auto

Actually, could I get a list of your plugins on the server that has issues?

Here's mine for reference:
(sm plugins list output, sorted by plugin name for readability)

   13 "AFK Manager" (3.5.2) by Rothgar
   22 "Admin File Reader" (1.6.0-dev+4308) by AlliedModders LLC
   02 "Admin Help" (1.6.0-dev+4308) by AlliedModders LLC
   43 "Admin Menu" (1.6.0-dev+4308) by AlliedModders LLC
   09 "AdminSentinel" (1.2.100) by StrontiumDog
   21 "Advertisements" (0.5.5) by Tsunami
   04 "AllChat" (1.1.1) by Frenzzy
   40 "Anti-Flood" (1.6.0-dev+4308) by AlliedModders LLC
   23 "Basic Chat" (1.6.0-dev+4308) by AlliedModders LLC
   05 "Basic Comm Control" (1.6.0-dev+4308) by AlliedModders LLC
   48 "Basic Commands" (1.6.0-dev+4308) by AlliedModders LLC
   31 "Basic Info Triggers" (1.6.0-dev+4308) by AlliedModders LLC
   39 "Basic Votes" (1.6.0-dev+4308) by AlliedModders LLC
   46 "Client Preferences" (1.6.0-dev+4308) by AlliedModders LLC
   19 "Fun Commands" (1.6.0-dev+4308) by AlliedModders LLC
   29 "Fun Votes" (1.6.0-dev+4308) by AlliedModders LLC
   18 "Melee" (0.4.2) by linux_lover
   11 "NativeVotes Basic Commands" (1.0) by Powerlord and AlliedModders LLC
   49 "NativeVotes" (0.8.1) by Powerlord
   36 "Network Tools" (1.3) by Kyle Sanderson
   14 "Nextmap" (1.6.0-dev+4308) by AlliedModders LLC
   08 "Player Commands" (1.6.0-dev+4308) by AlliedModders LLC
   50 "Reserved Slots" (1.6.0-dev+4308) by AlliedModders LLC
   15 "Sound Commands" (1.6.0-dev+4308) by AlliedModders LLC
   33 "SourceBans" (1.4.10) by SourceBans Development Team
   01 "Spray Tracer" (5.8a) by Nican132, CptMoore, Lebson506th
   12 "TF2 Class Restrictions" (0.6) by Tsunami
   07 "Win panel for losing team" (1.4) by Reflex
   20 "[ANY] Connection Method Viewer" (1.2.0) by Dr. McKay
   41 "[TF2] Balls" (0.4) by Geit
   24 "[TF2] High Five Enemies" (1.3) by FlaminSarge
   34 "[UMC] Admin Menu" (3.4.7-dev) by Steell
   03 "[UMC] Echo Nextmap" (3.4.7-dev) by Steell
   26 "[UMC] End of Map Vote" (3.4.7-dev) by Steell
   51 "[UMC] Map Commands" (3.4.7-dev) by Steell
   35 "[UMC] Map Weight" (3.4.7-dev) by Steell
   25 "[UMC] Native Voting" (3.4.7-dev) by Steell
   37 "[UMC] Nominations" (3.4.7-dev) by Steell
   45 "[UMC] Player Limits" (3.4.7-dev) by Steell
   17 "[UMC] Post-Played Exclusion&

Re: [hlds_linux] TF2 Replays

2014-05-11 Thread Yun Huang Yong
Oh wow. For us it's happening across both of our 24p servers (we only 
have 2).


And over the last few months it's gone from happening occasionally for a 
few seconds, to happening on 80% of round changes, for 15-20 seconds.


That suggests it may be related to something that might be growing with 
time but I prune the replays directly externally so there's never more 
than 7 days worth of files.


Do you run any of the following?
  - SourceBans
  - gameME
  - Ultimate Map Chooser (with or without NativeVotes?)
  - mp_scrambleteams_auto

Actually, could I get a list of your plugins on the server that has issues?

Here's mine for reference:
(sm plugins list output, sorted by plugin name for readability)

  13 "AFK Manager" (3.5.2) by Rothgar
  22 "Admin File Reader" (1.6.0-dev+4308) by AlliedModders LLC
  02 "Admin Help" (1.6.0-dev+4308) by AlliedModders LLC
  43 "Admin Menu" (1.6.0-dev+4308) by AlliedModders LLC
  09 "AdminSentinel" (1.2.100) by StrontiumDog
  21 "Advertisements" (0.5.5) by Tsunami
  04 "AllChat" (1.1.1) by Frenzzy
  40 "Anti-Flood" (1.6.0-dev+4308) by AlliedModders LLC
  23 "Basic Chat" (1.6.0-dev+4308) by AlliedModders LLC
  05 "Basic Comm Control" (1.6.0-dev+4308) by AlliedModders LLC
  48 "Basic Commands" (1.6.0-dev+4308) by AlliedModders LLC
  31 "Basic Info Triggers" (1.6.0-dev+4308) by AlliedModders LLC
  39 "Basic Votes" (1.6.0-dev+4308) by AlliedModders LLC
  46 "Client Preferences" (1.6.0-dev+4308) by AlliedModders LLC
  19 "Fun Commands" (1.6.0-dev+4308) by AlliedModders LLC
  29 "Fun Votes" (1.6.0-dev+4308) by AlliedModders LLC
  18 "Melee" (0.4.2) by linux_lover
  11 "NativeVotes Basic Commands" (1.0) by Powerlord and AlliedModders LLC
  49 "NativeVotes" (0.8.1) by Powerlord
  36 "Network Tools" (1.3) by Kyle Sanderson
  14 "Nextmap" (1.6.0-dev+4308) by AlliedModders LLC
  08 "Player Commands" (1.6.0-dev+4308) by AlliedModders LLC
  50 "Reserved Slots" (1.6.0-dev+4308) by AlliedModders LLC
  15 "Sound Commands" (1.6.0-dev+4308) by AlliedModders LLC
  33 "SourceBans" (1.4.10) by SourceBans Development Team
  01 "Spray Tracer" (5.8a) by Nican132, CptMoore, Lebson506th
  12 "TF2 Class Restrictions" (0.6) by Tsunami
  07 "Win panel for losing team" (1.4) by Reflex
  20 "[ANY] Connection Method Viewer" (1.2.0) by Dr. McKay
  41 "[TF2] Balls" (0.4) by Geit
  24 "[TF2] High Five Enemies" (1.3) by FlaminSarge
  34 "[UMC] Admin Menu" (3.4.7-dev) by Steell
  03 "[UMC] Echo Nextmap" (3.4.7-dev) by Steell
  26 "[UMC] End of Map Vote" (3.4.7-dev) by Steell
  51 "[UMC] Map Commands" (3.4.7-dev) by Steell
  35 "[UMC] Map Weight" (3.4.7-dev) by Steell
  25 "[UMC] Native Voting" (3.4.7-dev) by Steell
  37 "[UMC] Nominations" (3.4.7-dev) by Steell
  45 "[UMC] Player Limits" (3.4.7-dev) by Steell
  17 "[UMC] Post-Played Exclusion" (3.4.7-dev) by Sazpaimon and Steell
  32 "[UMC] Random Cycle" (3.4.7-dev) by Steell
  53 "[UMC] Rock The Vote" (3.4.7-dev) by Steell
  06 "[UMC] Time Limits" (3.4.7-dev) by Steell
  28 "[UMC] Ultimate Mapchooser Core" (3.4.7-dev) by Steell
  42 "[UMC] Vote Command" (3.4.7-dev) by Steell
  44 "gameME Plugin" (4.3) by TTS Oetzel & Goerz GmbH


On 11/05/2014 5:09 PM, ics wrote:

Yes, the odd random lagspikes (on round starts) can be caused by replay.
I've been getting those and i haven't found the actual reason but replay
has been one of the suspects. It's odd, doesn't happen always but
randomly. 1 server on the same machine is fine, the other has these huge
lags occasionally.

-ics


Yun Huang Yong kirjoitti:

A while back I posted about some strange start-of-round pauses. The
symptom is that at the start of each round the server "pauses" for
15-20 seconds during which time players get the red disconnection
message in the top right corner. The server always recovers but during
that time some players may timeout/disconnect.

Turning off Replays appears to fix this but I'm unable to reliably
reproduce the problem so have been unable to determine if this problem
is due solely to Replays, or Replays + some SourceMod/plugin
interaction. We can only tell that this problem appears to be related
to Replays by disabling Replays for a full week and noting that the
problem went away.

Another problem with Replays is that when mp_scrambleteams_auto is
used, Replays are somewhat randomly recorded/deleted.

In one instance, Replays were recorded correctly before the
auto-scramble but not after -- as in there are no .dmx or block files
for the rounds post-scramble.

In a

[hlds_linux] TF2 Replays

2014-05-10 Thread Yun Huang Yong
A while back I posted about some strange start-of-round pauses. The 
symptom is that at the start of each round the server "pauses" for 15-20 
seconds during which time players get the red disconnection message in 
the top right corner. The server always recovers but during that time 
some players may timeout/disconnect.


Turning off Replays appears to fix this but I'm unable to reliably 
reproduce the problem so have been unable to determine if this problem 
is due solely to Replays, or Replays + some SourceMod/plugin 
interaction. We can only tell that this problem appears to be related to 
Replays by disabling Replays for a full week and noting that the problem 
went away.


Another problem with Replays is that when mp_scrambleteams_auto is used, 
Replays are somewhat randomly recorded/deleted.


In one instance, Replays were recorded correctly before the 
auto-scramble but not after -- as in there are no .dmx or block files 
for the rounds post-scramble.


In another instance, Replays were recorded correctly before and after 
the auto-scramble but it would appear that the Replay system then 
*deleted* the rounds before auto-scramble. I noticed this because I had 
copied the files elsewhere whilst the match was in progress, and hence 
was able to realise that the files I had copied were removed from the 
server. I can say with 100% certainty that no other process would have 
removed the files in question.


Questions:

1. Is anyone else running Replays, and have you encountered these bugs?

2. It seems that very few people run Replays, not even Valve, so these 
bugs tend not to be noticed. I've spent many hours debugging the first 
problem and still can not isolate the problem sufficiently to report it. 
Does anyone know what Valve's view is of Replays -- were I to invest 
many more hours to isolate the problem, is there any likelihood of 
getting it fixed?


3. What other alternatives would folks recommend?

STV seems like an option -- preserving all POVs -- but would be much 
harder for our casual user base to make use of. 3rd party client-side 
recorders such as OBS/Bandicam/etc and even ShadowPlay require that 
client hardware be reasonably powerful/modern. Are there any viable 
alternatives?


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Re: [hlds_linux] [hlds] Help with "Rubberband Effect"

2014-04-10 Thread Yun Huang Yong

On 11/04/2014 11:30 AM, pilger wrote:

@yun
What if they guarantee *my VPS* will have the 100 IOPS?


You've reached the limits of my knowledge :]

BTW I neglected the read ops before. I don't have useful data for a 
single TF2 instance (I typically run ~4 TF2 servers per VPS) but one of 
my VPS bursts up to 480 read ops/sec. Write ops rarely go above 10/s, 
even with replays + logging. In terms of throughput reads burst over 
16MB/s but writes are <100kB/s.


But I stress that these numbers include 2 x MvM servers + 1 x 24p all 
full at the time. I can't break out the numbers for the 24p on its own 
because the per-process data that I have shows the read reqs made by 
srcds but a bunch of that would be satisfied by OS caching so it doesn't 
translate to actual disk I/O.


Which points at another issue with trying to just run the numbers -- 
there's caching happening within your VM, and possibly underneath as 
well, and both would be dynamically changing depending on what you & 
your neighbours are doing.


It keeps coming back to -- try it and see :]

BTW I understand your pain. Australia is also expensive (relative to 
US/Europe but I think cheaper than Brazil) and over 16 months of running 
TF2 servers we have been through 4 providers and migrated hosts within 
providers umpteen times. That's how I got to the point of monitoring 
crazily and to the conclusion that you have to talk to the hosts + be 
prepared to trial/move a lot.


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Re: [hlds_linux] [hlds] Help with "Rubberband Effect"

2014-04-10 Thread Yun Huang Yong
You can't tell from that number alone. Same as on the CPU dimension your 
provider can sell 100 IOPs to 30 customers on a disk subsystem that 
might provide, for examples sake, 800 IOPs. Theoretically it limits the 
damage one customer could do but overall the system is still oversold - 
what happens when 10 of those customers are running I/O heavy applications?


TF2 does very little write activity even with replays enabled so it's 
extremely unlikely that replays/logging is causing any problem. More 
than likely, if you're having IO issues, it would be due to noisy 
neighbours/under-provisioned disk.


You really only have two options:
1) talk to the provider before you sign up and tell them your 
requirements, that you intend to run TF2 servers which are CPU hungry, 
I/O write light, but needs to have consistent disk performance

2) sign up for a month and try out various services

I recommend doing both because even if you try out 10 providers today 
you won't know whether you are just lucky that you've been provisioned 
onto a box that hasn't reached capacity yet (e.g. if they typically sell 
30 services on one box you might be customer #1 and have uncontended 
access today but when 29 other customers are on board it will be a 
different experience).


TBH I wonder if you aren't better off just renting a by-the-slot server. 
The price difference between that and a VPS surely can't be large enough 
to justify the time you're spending on trying to understand this 
issue... then again, if your goal here is to learn more about the 
underlying systems then VPS is a fun way to do it :]


On 11/04/2014 8:53 AM, pilger wrote:

Any idea of how many IOPS would be needed for hosting a decent srcds with
replays enabled!? I've had one host offering me 100 but I'm not really sure
how is that converted to latency. I know it isn't a direct relation, but I
think it might depend on the hardware specs.

Anyways, I just wonder if 100 IOPS is bad, regular or good.


_pilger


On 10 April 2014 11:34, Yun Huang Yong  wrote:


+1

SSD might help, but only might.

If you think about the underlying machines they are limited on the
dimensions of CPU, RAM, and disk. If the provider uses SSD that would
generally improve the disk performance but if that means they then cram
more customers onto the box because they have more IOPs to share you might
then bump into the limits of shared CPU.

The virtualisation tech may be correlated to overselling but isn't the
root cause. You can get horribly oversold Xen/KVM same as you can get
horribly oversold OpenVZ. It comes down to price:performance and provider's
desired profit margin.

In my conversations with VPS providers I generally ask what hardware
they're running, and ask if it's reasonable to expect X level of
performance from the service. i.e. I specifically ask if they monitor IO
latency, and how much they oversell the CPUs if the VPS does not come with
dedicated cores. Having these pre-sales conversations also gives you a good
opportunity to evaluate the provider's competence & attitude to customer
service.


On 10/04/2014 11:16 PM, Rick Dunn wrote:


Wow that's some pretty ridiculous I/O lag.  It's pretty obvious the VPS
you
have isn't intended for anything I/O intensive (or has too much I/O
intensive stuff on it already).  I'd recommend moving to a VPS provider
that has fully virtualized containers rather than the para-virtualized
ones
you have now.  Most places advertise these as "cloud" VPS servers, and
most
providers of them that I've seen have much better I/O times from higher
performance SANs.



On Thu, Apr 10, 2014 at 8:37 AM, pilger  wrote:

  Did a ioping instead. I believe it does the trick of measuring.


Here's what I got:
























































*4.0 kb from . (ext4 /dev/ploop48624p1): request=1 time=283 us4.0 kb
from
. (ext4 /dev/ploop48624p1): request=2 time=540 us 4.0 kb from . (ext4
/dev/ploop48624p1): request=3 time=421 us4.0 kb from . (ext4
/dev/ploop48624p1): request=4 time=429 us4.0 kb from . (ext4
/dev/ploop48624p1): request=5 time=7.5 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=6 time=30.7 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=7 time=483 us4.0 kb from . (ext4
/dev/ploop48624p1): request=8 time=619 us4.0 kb from . (ext4
/dev/ploop48624p1): request=9 time=47.2 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=10 time=13.8 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=11 time=12.7 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=12 time=519 us4.0 kb from . (ext4
/dev/ploop48624p1): request=13 time=456 us4.0 kb from . (ext4
/dev/ploop48624p1): request=14 time=327 us 4.0 kb from . (ext4
/dev/ploop48624p1): request=15 time=17.8 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=16 time=37.4 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=17 time=178.2 ms4.0 kb from . (ext4
/

Re: [hlds_linux] [hlds] Help with "Rubberband Effect"

2014-04-10 Thread Yun Huang Yong

+1

SSD might help, but only might.

If you think about the underlying machines they are limited on the 
dimensions of CPU, RAM, and disk. If the provider uses SSD that would 
generally improve the disk performance but if that means they then cram 
more customers onto the box because they have more IOPs to share you 
might then bump into the limits of shared CPU.


The virtualisation tech may be correlated to overselling but isn't the 
root cause. You can get horribly oversold Xen/KVM same as you can get 
horribly oversold OpenVZ. It comes down to price:performance and 
provider's desired profit margin.


In my conversations with VPS providers I generally ask what hardware 
they're running, and ask if it's reasonable to expect X level of 
performance from the service. i.e. I specifically ask if they monitor IO 
latency, and how much they oversell the CPUs if the VPS does not come 
with dedicated cores. Having these pre-sales conversations also gives 
you a good opportunity to evaluate the provider's competence & attitude 
to customer service.


On 10/04/2014 11:16 PM, Rick Dunn wrote:

Wow that's some pretty ridiculous I/O lag.  It's pretty obvious the VPS you
have isn't intended for anything I/O intensive (or has too much I/O
intensive stuff on it already).  I'd recommend moving to a VPS provider
that has fully virtualized containers rather than the para-virtualized ones
you have now.  Most places advertise these as "cloud" VPS servers, and most
providers of them that I've seen have much better I/O times from higher
performance SANs.



On Thu, Apr 10, 2014 at 8:37 AM, pilger  wrote:


Did a ioping instead. I believe it does the trick of measuring.

Here's what I got:
























































*4.0 kb from . (ext4 /dev/ploop48624p1): request=1 time=283 us4.0 kb from
. (ext4 /dev/ploop48624p1): request=2 time=540 us 4.0 kb from . (ext4
/dev/ploop48624p1): request=3 time=421 us4.0 kb from . (ext4
/dev/ploop48624p1): request=4 time=429 us4.0 kb from . (ext4
/dev/ploop48624p1): request=5 time=7.5 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=6 time=30.7 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=7 time=483 us4.0 kb from . (ext4
/dev/ploop48624p1): request=8 time=619 us4.0 kb from . (ext4
/dev/ploop48624p1): request=9 time=47.2 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=10 time=13.8 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=11 time=12.7 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=12 time=519 us4.0 kb from . (ext4
/dev/ploop48624p1): request=13 time=456 us4.0 kb from . (ext4
/dev/ploop48624p1): request=14 time=327 us 4.0 kb from . (ext4
/dev/ploop48624p1): request=15 time=17.8 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=16 time=37.4 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=17 time=178.2 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=18 time=288 us 4.0 kb from . (ext4
/dev/ploop48624p1): request=19 time=20.9 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=20 time=1.1 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=21 time=41.9 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=22 time=32.7 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=23 time=20.2 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=24 time=12.9 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=25 time=123.6 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=26 time=36.4 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=27 time=38.3 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=28 time=670 us4.0 kb from . (ext4
/dev/ploop48624p1): request=29 time=55.7 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=30 time=19.1 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=31 time=220 us4.0 kb from . (ext4
/dev/ploop48624p1): request=32 time=43.1 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=33 time=33.2 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=34 time=31.0 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=35 time=58.7 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=36 time=577 us4.0 kb from . (ext4
/dev/ploop48624p1): request=37 time=26.6 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=38 time=586.4 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=39 time=41.4 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=40 time=17.5 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=41 time=254 us4.0 kb from . (ext4
/dev/ploop48624p1): request=42 time=102.0 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=43 time=212.3 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=44 time=33.6 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=45 time=434.5 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=46 time=360.5 ms 4.0 kb from . (ext4
/dev/ploop48624p1): request=47 time=40.4 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=48 time=132.2 ms4.0 kb from . (ext4
/dev/ploop48624p1): request=49 time=141.2 ms^[4.0 kb from . (ext4
/dev/ploop48624p1): request=50 time=26.9 ms ^C--- . (ext4
/dev/ploop48624p1) ioping statistics ---50 requests completed in 52.1 s,

16

io

Re: [hlds_linux] [hlds] Help with "Rubberband Effect"

2014-04-09 Thread Yun Huang Yong

Try watching:

$ iostat -x 1

You want to pay attention to the r_await/w_await which are the average 
read and write times respectively, in milliseconds.


If any of those numbers goes above 15 you will get the stuttering you 
describe.


Basically it indicates that the underlying disk(s) can not serve your 
read/write requests within 15 milliseconds. As mentioned previously 
1000ms/66 ticket = time budget of 15ms per tick.


If that is the case talk to the host about possibly migrating to another 
physical host, or change providers. There's nothing you can do inside 
the VM.


With VPS hosting there are a lot of anecdotes about various providers. 
At the end of the day your *consistent* performance level depends on 
what your provider does in terms of locking down resource usage between 
VMs, how many VMs they try to cram onto each box, and what your 
neighbours are doing.


In an ideal world providers would provide specifications down to things 
like disk latency, IOPS, CPU scheduling etc but in reality most 
customers won't understand it anyway, or prefer to pay a low price for 
"burst" ability even if that means massive oversubscription


Unfortunately that means VPS is basically a crapshoot, especially within 
the budget market. You try VPSes until you land with a provider & host 
that works for your budget. On the bright side at least with the server 
registration now you can migrate between VPS providers without losing 
all of your players :]


On 10/04/2014 3:48 AM, pilger wrote:

Hey guys,

Switched to Ubuntu 13 x86 and things got a little better but the hiccups
are still there.

I've noticed the "wa" value of top varies a bit during the hiccups. Here's
what I have observed:

[image: Inline images 1]

Could that be related to the problem? I've googled it briefly and found it
has something to do with disk i/o. Is that correct!? The problem is caused
by slow disk!?

Thanks in advance!


_pilger


On 8 April 2014 11:14, pilger  wrote:


The VPS is running OpenVZ virtualization, so I guess it should be fine.

I also have a friend on the same hosting company with the same plan and
Debian 7 x64 (which was the SO at the time I first posted about the
problem) that works way better than my VPS. Not sure why.


_pilger


On 8 April 2014 11:06, pilger  wrote:


Weasels, whew. Long text. But it was a good share of experience there. My
VPS host offers Ubuntu 13 as the latest SO there, so I switched to it. On
preliminary tests it did well, let's see how it goes when the server gets
full and we reach peak time of day were the lousy neighbours are all
screaming around.

I've had previous experiences with Linux but for other purposes and,
since I do some programming around, the learning curve isn't too steep for
me. Networking is still a mystery to me, though. So I went here for your
help.

Many thanks for all the info!

Thanks for all the input, Yun. Seems interesting but a rather long read,
so I'll take my time to digest the whole information. I'll also have to
produce another server to host the monitor, which I don't have available
right now, so I guess collectd will be postponed for a while, despite of it
being a good method to see what the hell is going on.




_pilger


On 7 April 2014 21:55, Yun Huang Yong  wrote:


collectd is fairly light which is why it is popular as a collection
agent.

I'm going to assume you are comfortable installing packages and
configuring software. I don't have the time to write copy pasta
instructions. I *strongly* recommend you read all of this & the links
before you begin, and make sure you understand what is required of you.

The key components are:
   - https://collectd.org/
   - http://graphite.wikidot.com/

You need to get collectd running on each of your TF2 hosts. Basically
apt-get but see note below regarding collectd versions.

You'll then want to setup Graphite on another machine. You *could* run
it on your TF2 host but Carbon can get I/O hungry (it is tunable) and that
will create more problems for you so I strongly recommend running Graphite
on another machine.

Also, having Graphite on another machine (with the collectd collector,
below) makes it easy for you to have multiple TF2 hosts, or migrate TF2
hosts.

In my setup I have my Graphite host running on an Ubuntu VM at home with
6 external servers reporting to it.

Here's a picture of the overall setup:
https://dl.dropboxusercontent.com/u/8110989/2014/collectd-graphite.png

Back to setup... with collectd running on your TF2 host, and Graphite on
another host, how do you connect them?

https://collectd.org/wiki/index.php/Networking_introduction

Your Graphite host *also* needs to run collectd in order to act as a
collection server for your TF2 host's collectd to send it data. Edit config
on both TF2 host & Graphite host -- both sides need to run the collectd
network plugin, Graphite host as server, TF2

[hlds_linux] TF2 server hangs between rounds

2014-03-27 Thread Yun Huang Yong
Sometimes when one of my servers is changing rounds within a map the 
entire server freezes for 5-15 seconds. During this time all players see 
the red "server disconnection" message in the top right corner.


Eventually the server wakes up again and everything is fine. If there 
are votes happening during this time (we run Ultimate Map Chooser so 
there often is) votes are received & counted correctly so it appears 
that it's not a network issue. However the issue occurs whether or not 
any votes are running.


The issue tends to occur mostly when the server is full (24p).

Monitoring on these hosts is quite granular -- every 10 seconds -- and I 
observe no problems with disk I/O or CPU during these pauses.


We run servers on two different machines at different hosts but with the 
same SourceMod plugins, and it only happens on one of the hosts so I 
don't think it's SM/plugin related.


Does anyone know what may be causing this?

One theory I have is that the server may be waiting on some sort of 
Steam reply. Is anyone aware of Steam/VAC related traffic that would 
occur during round changes?


Thanks,
Yun

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Re: [hlds_linux] Max Players on this build

2014-03-14 Thread Yun Huang Yong
If you have access to a full core of that E5645 you should have no 
problem with 24p.


Check for CPU steal (top and htop both show steal, htop shows it as 
yellow bars by default). If you're seeing steal then you're pretty much 
out of luck - the host is probably overselling the CPU and you have 
noisy neighbours.


On 15/03/2014 10:51 AM, pilger wrote:

Tried to run the vanilla server today and we get quite a lot fps drops when
it gets to 23~24 players. Completely vanilla.

The top shows 100% of the processor being used at that situation. RAM stays
still at around 520 Mb. Bandwidth seems ok as well, reaching 3.something
Mbits/s.

Is that correct? Could we push it a little further? We were expecting to
get at least 24 players stable with replays and sourcemod.


_pilger


On 14 March 2014 13:42, pilger  wrote:


Have you been restarting those lately!? Or are they running non-stop for
days?

We're not getting such high reads on ours. Never did.


_pilger


On 14 March 2014 13:32, Marco Padovan  wrote:


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  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  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 

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 

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] Mandatory TF2 update released

2014-02-11 Thread Yun Huang Yong

I got that 4 times before it finally worked. Just keep retrying.

On 12/02/2014 11:28 AM, louloubizou wrote:

we cant update in anonymous now 

Redirecting stderr to '/root/Steam/logs/stderr.txt'
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.
login anonymous
Connecting anonymously to Steam Public...Login Failure: No Connection
Failed.
force_install_dir servers/tf_ds
app_update 232250 validate
ERROR! Failed to request AppInfo update, not online or not logged in to
Steam.
quit


2014-02-12 1:24 GMT+01:00 Eric Smith :


We've released a mandatory TF2 update. The notes for the update are below.
The new version is 2112877.

-Eric

--

- Fixed an infinite ÃœberCharge exploit related to loadout presets
- Fixed a case where players that are the target of a vote kick would not
be banned from the server
- Fixed a Quickplay crash for Linux clients
- Fixed Linux servers getting disconnected from Steam when multiple
servers are run from the same IP
- Fixed taunts not previewing in the character loadout screen after being
equipped
- Fixed the High-Five! taunt not hiding the Engineer's weapon
- Fixed some missing knobs on the level 2 dispenser
- Fixed being able to jarate invulnerable targets with the Sydney Sleeper
- Lugermorph Killstreakifier can now be applied to all Lugermorph guns
- Updated several cosmetic items that were missing an item_type description
- Updated several cosmetic items to count as assisters in Pyrovision
- Updated the Medi-Mask to use equip_region beard instead of face
- Quickplay: Added option to search for "nodmgspread" servers
- Quickplay: Removed disabling of non-vanilla option radio buttons when
official servers are selected

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Re: [hlds_linux] Latest TF2 update, Valve-only server join option, Quick-Play, etc.

2014-01-24 Thread Yun Huang Yong
Pay a small army of players Steam bucks to review the reports of 
nefarious servers.


Quite seriously, there's a small army of "players" who find it 
profitable to mine metal, farm Mann Up tours etc. Save them the time -- 
just give them what they want, and instead of wasting their time 
trading/farming they can help us weed out the unwanted QP servers. Win-win.


Alternatively, there are many folks in less developed countries who 
would happily work for a pittance of the typical Seattle salary. Hire 
them to fix the plethora of abuse issues that riddle TF2.


I wouldn't have setup my servers if Valve actually looked after theirs. 
Seriously. I'm a player first. I don't *want* to run my servers but I 
started them because the alternative venues were horrible.


On 25/01/2014 11:02 AM, Weasels Lair wrote:

Regarding the latest update from TF2 and the renewed discussion about
things like Quick-Play (now being largely re-directed to
Valve-operated servers), how this effects game "Communities", etc.

I do not think we are going to talk Valve out of any of this.  I think
all we can hope to do is get them to acknowledge the "community"
contributions and maybe make some changes that will build on that.  I
know if often seems like they are going in the other direction.
However, I am hopeful that some simple changes can help-out.  "Dr.
McKay" has certainly made some excellent suggestions regarding the
multi-player options, etc.

What I would like to suggest, is that Valve build-upon their existing
"Steam Community Groups" feature.  Some things they could do there
might include:

1) Add a feature to dedicated servers (HLDS *and* SRCDS) that allows a
server operator to associated a their server with a particular steam
community group.
2) Add a feature to the Steam Community Groups, that allows their
officers to then add those servers into the group profile in some
very-integrated manner.  Not just a "link" to join a server, but maybe
something larger.  Maybe more like a game-server banner, listing
current number of players, player slots, etc.  Of course, there are
3rd party sites that do some that now.  But, I think if Valve did it
right in the Steam Community Groups, they could fully-integrate things
nicer/cleaner.
3) Ensure such features work not just with Valve titles, but any mod
hosted on HLDS and SRCDS (all it's different SDK flavors).

Of course, this would mean that game "communities" would really have
to buy into the "Steam Community" thing more.  Many do prefer to run
their own websites, and of course many also game non-Valve/non-Steam
titles.  So, Steam Community integration maybe isn't as attractive to
them.

Anyway, those are some of my thoughts - IMH(f)O as usual.

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Re: [hlds_linux] Prevent game servers from redirecting players to alternate servers when players connect through quickplay

2014-01-23 Thread Yun Huang Yong

+1

I don't understand what seems to be a general stance of "we have a few 
bad actors therefore we should change feature X to the detriment of 
everyone".


First it was the MOTD.
Now it's Quickplay.

Why is the approach not to identify & specifically punish bad actors?

On 24/01/2014 12:24 PM, Chris Oryschak wrote:

Agreed.  Why don't you punish the communities/servers that are abusing
this.  Every step a good community takes moves forward to attempt to retain
the player gets flushed down the drain with these changes.
Quickplay is ultimately useless for any community, unless you are valve.

I currently have 235 players on my servers right now, of all of those only
23 players are from quickplay.  Seriously running servers for this game is
slowly becoming unenjoyable as a hobby.
One day they will hopefully realize that the communities they are truly
hurting are the ones that helped make them $139mil last year.


On Thu, Jan 23, 2014 at 8:11 PM, Doctor McKay  wrote:


Why?

Adding a "Valve servers only" checkbox (that's checked by default) is going
to hurt enough (and only those communities that are playing by the rules;
cheating communities will just steal *more* traffic from the legitimate
communities).

It's now all but impossible to try to retain a client who joined via
Quickplay (and those are the clients we *need* to retain). We can't show
them our website. We can't even allow them to use a menu to jump to another
one of our servers anymore.

Please think about what you're doing. If your intention is to harm the good
communities, you're doing a fine job at it.

Dr. McKay
www.doctormckay.com
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Re: [hlds_linux] TF2 server lags hardcore, any pointers?

2014-01-15 Thread Yun Huang Yong
Suggest you read this: 
http://jarate-chop.mooh.org/reference/tf2-server-or-network-lag.html


As your server is fine with a few people but gets progressively laggier 
with more players it suggests you're likely CPU bound, or network bound. 
More likely CPU, check the sv: figure and also look at CPU usage on the 
server. If you're in a virtual environment check the "CPU steal", if 
this is >1% you will have problems.


Those rates are "ok" but I think you're being overly aggressive with 
your min rates.


sv_minrate 3
sv_maxrate 10
sv_minupdaterate 20
sv_mincmdrate 20

On 16/01/2014 12:18 PM, Aaron Thompson wrote:

I doubt it is my host, so can someone check out my rate values to see if I
am crazy? Server is fine with a few people but gets progressively laggy as
more people join.

// bandwidth rates/settings
sv_minrate 10
sv_maxrate 0
sv_minupdaterate 33
sv_maxupdaterate 66
sv_mincmdrate 33
sv_maxcmdrate 66
sv_client_min_interp_ratio 1
sv_client_max_interp_ratio 2
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Re: [hlds_linux] Add something to the game so that server ops can ban HWID too.

2013-08-27 Thread Yun Huang Yong
When I last had to change server IPs I used this plugin on the old 
server: https://forums.alliedmods.net/showthread.php?p=1440970


Left it running for about 2 weeks on the old server. We did lose a few 
players but the vast majority migrated over, enough that the new server 
continued to be full almost as much as the old one had been.


I shut down the old server after 2 weeks as no one was joining it anymore.

Whilst I agree having SRV support or some other "permanent" addressing 
solution would be great migrating IPs is not really as dire a problem as 
some would make out.


On 28/08/2013 10:17 AM, Jake Forrester wrote:

This, or SRV support are both acceptable solutions.  Then we can finally
drop our current host... as it stands now the IPs are worth more than
re-seeding all our servers when our provider goes down every other day.

100% support on this issue.

On 8/27/2013 9:52 AM, Andrew Simpson wrote:

It seems to me that the more logical thing to do would be to give servers a
permanent SteamID, and then give the client the ability to connect to a
SteamID (as well as directly to an IP, you want to still support offline
LANs), save the SteamID of a server in the favourites, etc. The client
could then retrieve the actual IP/port of a server by querying Steam.

Then you can easily change the server IP and port of a server without any
messing around with DNS records or anything like that, automatically at the
same time you report to the master server.

Steam already does something similar for peer-to-peer games, Steam provides
an API for networking by sending messages to a SteamID, and it sends UDP
packets under the covers.
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Re: [hlds_linux] Typical TF2 server resources

2013-07-23 Thread Yun Huang Yong
I never found any doc for it, I simply found it in the list of console 
commands:

https://developer.valvesoftware.com/wiki/List_of_TF2_console_commands_and_variables

The only noticeable effect I saw in game is that when the cache is 
smaller sometimes items on players don't show up immediately in game but 
will appear on the next spawn or something like that.


On 23/07/2013 8:30 PM, Brian wrote:

Where is this 'datacachesize'? Could you link to some documentation on it?
Thanks


On Tue, Jul 23, 2013 at 2:37 AM, Yun Huang Yong wrote:


Is everyone quoting VM size or RSS (resident)?

http://i.imgur.com/zDoPk0r.png

7 day RSS (blue) vs VM (green) for a busy-during-peak-hours 24p with
MM+SM; the big cliff every 24 hours is due to restart @ 5am each morning.

Unless you're running under OpenVZ you only need to be concerned about RSS
not exceeding your free mem (which isn't only the "free" number in top, but
add in "buffers" as the kernel will give that up if necessary).

You can tune down usage by tweaking things like 'datacachesize' within
SRCDS; for some reason on my instances that's set at 256MB, even though the
apparent cvar default is 64MB.  I've run with 128MB in the past without any
major dramas.


On 23/07/2013 7:06 AM, Vitor F. - Killall wrote:


24 slots with metamod+sourcemod+ some plugins,  running for 150 Hours
without a restart = 1548MB.


Csgo is even worse, i have a server using almost 3GB of RAM!




2013/7/22 ics 

  ~820MB and ~810MB for 2 24slot Valve maps only servers on the other

machine (daily reboot 6am) and on the other, ~551MB for mvm, ~1067MB and
~769MB for 2 24slot servers running regular and custom maps. The bigger
consuming one has more than the other. No reboots for these servers.

Basically each srcds running TF2 climbs up to 800-1100 MB max and stops
there.

-ics

Brian kirjoitti:

   Hi guys,



Could any TF2 servers be so kind as to respond with their typical TF2
srcds
instance resource use as seen in 'top'? My single 14 slot srcds is using
~900 MB which I wonder if I should be concerned by (particularly as the
server itself has 1 GB of RAM).

Cheers,
Brian
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Re: [hlds_linux] Typical TF2 server resources

2013-07-22 Thread Yun Huang Yong

Is everyone quoting VM size or RSS (resident)?

http://i.imgur.com/zDoPk0r.png

7 day RSS (blue) vs VM (green) for a busy-during-peak-hours 24p with 
MM+SM; the big cliff every 24 hours is due to restart @ 5am each morning.


Unless you're running under OpenVZ you only need to be concerned about 
RSS not exceeding your free mem (which isn't only the "free" number in 
top, but add in "buffers" as the kernel will give that up if necessary).


You can tune down usage by tweaking things like 'datacachesize' within 
SRCDS; for some reason on my instances that's set at 256MB, even though 
the apparent cvar default is 64MB.  I've run with 128MB in the past 
without any major dramas.


On 23/07/2013 7:06 AM, Vitor F. - Killall wrote:

24 slots with metamod+sourcemod+ some plugins,  running for 150 Hours
without a restart = 1548MB.


Csgo is even worse, i have a server using almost 3GB of RAM!




2013/7/22 ics 


~820MB and ~810MB for 2 24slot Valve maps only servers on the other
machine (daily reboot 6am) and on the other, ~551MB for mvm, ~1067MB and
~769MB for 2 24slot servers running regular and custom maps. The bigger
consuming one has more than the other. No reboots for these servers.

Basically each srcds running TF2 climbs up to 800-1100 MB max and stops
there.

-ics

Brian kirjoitti:

  Hi guys,


Could any TF2 servers be so kind as to respond with their typical TF2
srcds
instance resource use as seen in 'top'? My single 14 slot srcds is using
~900 MB which I wonder if I should be concerned by (particularly as the
server itself has 1 GB of RAM).

Cheers,
Brian
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Re: [hlds_linux] MvM server lock or.. some problem

2013-06-09 Thread Yun Huang Yong
Yep there's supposed to be 22 slots for bots, 6 for players, and 
remaining 4 are specs.


The question is why the early bots are continuing to hold player slots 
even after they're dead.  It's because of these stuck bots that when new 
bots spawn (as they are supposed to according to the mission) you end up 
with 5 player slots left, 4 slots left etc.


Note that when the player slots are being eaten the 4 spec slots have 
already gone.


On 10/06/2013 3:07 PM, ics wrote:

Yeah that could be it and it's not wave 666 only. The extra slots might
get eaten by bots that never leave, thus making the server impossible to
enter, except for one person. Whenever someone leaves, bots fill in.

-ics

Yun Huang Yong kirjoitti:

Sounds like this bug:
https://github.com/ValveSoftware/Source-1-Games/issues/301

I guess it's not Wave666 specific and I saw it there only because it's
our busiest MvM server.

I haven't had a chance to see if the "stuck" bots are actually in the
game/map.

On 10/06/2013 3:49 AM, 1nsane wrote:

Had something similar happen on Valve's Mann Up servers:
Someone quit and the server would only let up to 5 people join. Checking
game info in game showed the server at 5/5.

Another guy left, it was down to 4/4. In the end everyone had to
abandon,
happened at the last wave too.

I saw this happen multiple times.


On Sun, Jun 9, 2013 at 12:21 PM, ics  wrote:


This is the same problem that i randomly have, there are bots on the
server, kind of, but only one person can connect at a time and bots
never
leave or round does not reset. They are stuck there. Server restart
fixes
it though.

-ics

Peter Lindblom kirjoitti:

  We have one MvM server with some problem that is odd and its been
this

way long time now and I cant show any logs with any data but this
is how
its is:

The server gets empty but on our hlxce site its showing that its
populated with MvM-bots, at this point none can connect to the
server and
get in.
If I change map with hlsw or in the console, the time the server is
down
is twice or triple a normal map-change is.
After that the server usual get filled within some minutes!

- I have not English as my first language as you might have guess.

Peter
Sweden


ics skrev 2013-06-09 11:20:


MvM servers? There's lots of empty servers around and not enough
players. Some people here said not having players and then later on
suddenly had full servers.

-ics

Miika kirjoitti:


After the Steampipe conversion, I am still having random issues
with my
TF2 servers randomly disappearing from the server browser.

Sometimes they all show up, other times some of them are completely
missing when searching for them and sometimes all of them do not
show up at
all!

Our servers are literally dying because of this issue and I have no
clue what is causing this. Anyone else had this sort of issues
before and
managed to fix it?
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Re: [hlds_linux] MvM server lock or.. some problem

2013-06-09 Thread Yun Huang Yong

Sounds like this bug:
https://github.com/ValveSoftware/Source-1-Games/issues/301

I guess it's not Wave666 specific and I saw it there only because it's 
our busiest MvM server.


I haven't had a chance to see if the "stuck" bots are actually in the 
game/map.


On 10/06/2013 3:49 AM, 1nsane wrote:

Had something similar happen on Valve's Mann Up servers:
Someone quit and the server would only let up to 5 people join. Checking
game info in game showed the server at 5/5.

Another guy left, it was down to 4/4. In the end everyone had to abandon,
happened at the last wave too.

I saw this happen multiple times.


On Sun, Jun 9, 2013 at 12:21 PM, ics  wrote:


This is the same problem that i randomly have, there are bots on the
server, kind of, but only one person can connect at a time and bots never
leave or round does not reset. They are stuck there. Server restart fixes
it though.

-ics

Peter Lindblom kirjoitti:

  We have one MvM server with some problem that is odd and its been this

way long time now and I cant show any logs with any data but this is how
its is:

The server gets empty but on our hlxce site its showing that its
populated with MvM-bots, at this point none can connect to the server and
get in.
If I change map with hlsw or in the console, the time the server is down
is twice or triple a normal map-change is.
After that the server usual get filled within some minutes!

- I have not English as my first language as you might have guess.

Peter
Sweden


ics skrev 2013-06-09 11:20:


MvM servers? There's lots of empty servers around and not enough
players. Some people here said not having players and then later on
suddenly had full servers.

-ics

Miika kirjoitti:


After the Steampipe conversion, I am still having random issues with my
TF2 servers randomly disappearing from the server browser.

Sometimes they all show up, other times some of them are completely
missing when searching for them and sometimes all of them do not show up at
all!

Our servers are literally dying because of this issue and I have no
clue what is causing this. Anyone else had this sort of issues before and
managed to fix it?
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Re: [hlds_linux] Community pl_ maps crashing clients at map end

2013-06-03 Thread Yun Huang Yong
Sorry to revive a 6 month old thread but wanted to confirm a comment 
that someone made a while back that SteamPipe* appears to have fixed the 
crash-on-map-end bug that several community made maps suffered from.


Now's the time to retry a bunch of (previously) crashy maps.

I can confirm these maps that previously crashed clients no longer do:
  - pl_boundary_final
  - pl_morrigan_alley_b3

*- maybe not SteamPipe itself but some change around the transition time

On 10/01/2013 6:21 PM, ics wrote:

Could be a case of toi many dynamic entities. Old versions of cashworks had 
already heavy load and first sign of that were self exploding teles on that 
map. When your server has the map on with all enhancements, type 
report_entities to server console. If the count exceeds 1400, there usually 
will be issues if server has 32 players and full.

-ics

- Alkuperäinen viesti -

Mine isn't a vanilla server, and some plugins do cache sounds and
materials.   It may be a combination of the map and the things the server
is having clients cache.   Still, the server itself moves on to the next
map while clients crash out.

On 1/10/2013 12:09 AM, ics wrote:

The map pl_cashworks_final1 is fine, doesn't cause any issues. I have
it on regular cycle. The previous versions are faulty in a way or
another (low fps or dx8 issue regarding water on _final without the 1).

-ics

10.1.2013 4:22, Ross Bemrose kirjoitti:

This has been happening on certain maps ever since the Pyromania
update.   Maps I've seen it on include:

plr_whalerace (this map was OK before Pyromania update)
pl_beerbowl_b5a (this map was OK before Pyromania update)
pl_cashworks_rc2 (this map was OK before Pyromania update)
pl_cashworks_final1
pl_badwater_snowy (but only sometimes)
pl_corrode_b2b

On a related note, since the Halloween 2012 update,
ctf_theskatingrink crashes servers after a few minutes.

On 1/9/2013 8:31 PM, Jesse Molina wrote:


Confirming that I saw this happen on pl_waste_v2 yesterday on
themachine.org's TF2 server.

I am not an admin of that server, I just happened to be playing
there.



Yun Huang Yong wrote:

pl_waste_v2 both cause most (often all) of the clients to crash
to desktop at the end of the map.





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Re: [hlds_linux] sv_pure behaviour changed?

2013-05-01 Thread Yun Huang Yong

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

On 1/05/2013 11:19 PM, Rudy Bleeker wrote:

my TF2 server is now running the steampipe version, but I've noticed
something different in the sv_pure setting. I used to set sv_pure 1 in
the autoexec.cfg as one of the first options and this always worked
for me. However the server now says at startup in the console:

sv_pure must be specified on the command line to function properly.
sv_pure mode not changed

The default for sv_pure on the steampipe server seems to be 0, which I
don't like on my vanilla server.

Did I miss some message telling us that this behaviour has changed? I
actually don't want to set +sv_pure 1 on the command line, that's what
config files are for in my opinion.



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Re: [hlds_linux] Can't install tf2 via steamcmd.

2013-04-30 Thread Yun Huang Yong

I don't know why it does that but just keep trying, it'll eventually work.

For ease of up-arrow goodness:

./steamcmd.sh +@ShutdownOnFailedCommand 1 +login anonymous 
+force_install_dir ./tf2/ +app_update "232250 validate" +quit


On 1/05/2013 3:53 PM, Steven Haigh wrote:

So with the upcoming switch - I've been trying to get steamcmd to
install the TF2 dedicated server.

So far, this is the total of my success:
1) Installed steamcmd fine.

I then run ./steamcmd.sh, and attempt the following:

$ ./steamcmd.sh
Redirecting stderr to '/home/tf2server/Steam/logs/stderr.txt'
Looks like steam didn't shutdown cleanly, scheduling immediate update check
[  0%] Checking for available updates...
[] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam3...OK.
Loading Steam2...OK.

Steam>login anonymous

Connecting anonymously to Steam Public...Success.

Steam>force_install_dir ./tf2/

Steam>app_update 232250
ERROR! Failed to request AppInfo update, not online or not logged in to
Steam.

Steam>login anonymous

Nothing further happens.

I can't seem to find any further info on this to know where to even
start looking I've been through this process several times with no
success...




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Re: [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Yun Huang Yong
vprof toggles profiling on/off.  That triggers the built-in profiler to 
start/stop collecting data.  You can also use vprof_on and vprof_off.


vprof_generate_report  will dump the report to console.

I guess you can use condump to save it to a file.

There's a whole bunch of vprof_* commands but I don't know what most of 
them do...


https://developer.valvesoftware.com/wiki/List_of_TF2_console_commands_and_variables


On 26/04/2013 9:45 AM, Daniel Barreiro wrote:

I tried that command you supplied but it doesn't seem to be doing anything.
Am I missing a step?


On Thu, Apr 25, 2013 at 7:45 PM, Yun Huang Yong wrote:


I tried the vprof tools but have no idea what the profile is supposed to
look like.

Should we be posting profiler output to this list (or to GitHub issues)?


On 26/04/2013 9:21 AM, Fletcher Dunn wrote:


Are all of these problems peculiar to Linux?

Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes)
to investigate where the time is going?

If anybody is having these problems on Linux, we have some really
powerful tools we can use to capture performance data and track down issues
like this.  The process to get setup is a bit involved and requires
installing some software on the server.  If anybody is having performance
problems of any kind and is willing to do a little work to investigate
them, send me an email and I'll get you setup.


-Original Message-
From: 
hlds_linux-bounces@list.**valvesoftware.com[mailto:
hlds_linux-bounces@**list.valvesoftware.com]
On Behalf Of AXVOID
Sent: Thursday, April 25, 2013 4:16 PM
To: hlds_linux@list.valvesoftware.**com
Subject: Re: [hlds_linux] FPS issues on Steampipe

I'm in the client steampipe & had problems with the game speed, when I
created a server via console e.g.: "map cp_dustbowl". Sometimes everything
was incredible fast, like move speed etc.

Am 26.04.2013 01:10, schrieb Kyle Sanderson:


We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
We also get freezes for about a second at a time (which is when the 9
happens). There's definitely something wrong that was introduced into
the engine, as you're seeing it as well with TF2 (well, I'm assuming
you're talking about TF2).

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro <
smelly.feet.you.h...@gmail.com**> wrote:

  Is anyone else FPS issues with steampipe servers? I had one that ran

at
66.67 constantly and it keeps dropping to 10 now that i upgraded it
to Steampipe.
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Re: [hlds_linux] FPS issues on Steampipe

2013-04-25 Thread Yun Huang Yong
I tried the vprof tools but have no idea what the profile is supposed to 
look like.


Should we be posting profiler output to this list (or to GitHub issues)?

On 26/04/2013 9:21 AM, Fletcher Dunn wrote:

Are all of these problems peculiar to Linux?

Has anybody tried using the engine's vprof tools (i.e. vprof_dump_spikes) to 
investigate where the time is going?

If anybody is having these problems on Linux, we have some really powerful 
tools we can use to capture performance data and track down issues like this.  
The process to get setup is a bit involved and requires installing some 
software on the server.  If anybody is having performance problems of any kind 
and is willing to do a little work to investigate them, send me an email and 
I'll get you setup.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of AXVOID
Sent: Thursday, April 25, 2013 4:16 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] FPS issues on Steampipe

I'm in the client steampipe & had problems with the game speed, when I created a server 
via console e.g.: "map cp_dustbowl". Sometimes everything was incredible fast, like 
move speed etc.

Am 26.04.2013 01:10, schrieb Kyle Sanderson:

We've had our server FPS surpass 66~ (up to 300), and go down to 9~.
We also get freezes for about a second at a time (which is when the 9
happens). There's definitely something wrong that was introduced into
the engine, as you're seeing it as well with TF2 (well, I'm assuming
you're talking about TF2).

Thanks,
Kyle.


On Thu, Apr 25, 2013 at 3:43 PM, Daniel Barreiro <
smelly.feet.you.h...@gmail.com> wrote:


Is anyone else FPS issues with steampipe servers? I had one that ran
at
66.67 constantly and it keeps dropping to 10 now that i upgraded it
to Steampipe.
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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-17 Thread Yun Huang Yong
Thanks for this suggestion, I did run this but without any idea what the 
profile is supposed to look like I ended up looking at the individual 
TF2 server instance CPU usage more closely and it's the MvM servers that 
are chewing up notiecably more CPU than prior to the last (4 April) update.


A bunch of observations make me wonder if there was a change or bug 
introduced in the MvM bot logic which may be related to the increase MvM 
CPU usage.


As far as I can remember MvM bots were spawned on demand, and otherwise 
never showed up in the 'status' output until they were actually in game. 
 Looking at 'status' today I see lots of bots like this:


# 60 "TFBot"BOT  active
# 61 "(1)TFBot" BOT  active
# 62 "(2)TFBot" BOT  active
etc

In addition, I'm encountering this bug on my Wave 666 server.
https://github.com/ValveSoftware/Source-1-Games/issues/301

tl;dr bots seem to be taking up way more player slots than they should 
be, leading to starvation of real player slots and the visible max 
players dropping to 2.


From what I recall of how visible max players is supposed to work:
  - 32 total slots required
  - 22 slots required for bots
  - 6 slots for players
  - 4 slots left empty (spectators, some servers use these for 10p MvM)

So not only are the bots exceeding the allocated 22 slots, they're 
chewing up the 4 normally empty spectator slots and then chewing up 4 
additional player slots.


Are any MvM server operators seeing these changes?

This is all on a vanilla (non-MM/SM) server, the only config changes are 
to the tf_mvm_missioncyclefile & mvm_coaltown.cfg to force 24x7 Wave 666.


I suspect the problem doesn't manifest itself on a "normal" MvM server 
where the waves are much shorter and there is opportunity for things to 
be "reset" regularly.


On 12/04/2013 4:52 AM, Ryan Kistner wrote:

Hey,

I would recommend running the vprof set of commands to diagnose where
frame time is going. Unfortunately without pre-update data there's not a
clear comparison. Run "vprof_on" to start the profiler, let the game run
for a while, then "vprof_off." You'll then run "vprof_generate_report"
for a data dump of frame time usage, as well as peaks.

You and others may want to run the vprof
On 4/11/2013 6:21 AM, Yun Huang Yong wrote:

Looking at another machine I have that also hosts 3 other servers
(1x24p and 2xMvM) it also has seen an increase in CPU usage.  Across
all servers there's almost a doubling in CPU usage.

I tried to dig into whether it was a PvP or MvM thing and the CPU
increase is consistent across both types of servers.

I tried disabling replays on the servers that had it and that didn't
help.

I'm really at a loss.  At the current usage the machines that
previously ran 3 servers each will only be able to handle 2 so I'll
need to spend +50% on new hardware, or shut down 2 servers.

Any suggestions on how to narrow down the cause?

Anyone from Valve that could comment on what might cause this?

It only started with the 3rd/4th April update.

On 10/04/2013 5:36 AM, ics wrote:

Yes, i see increased CPU usage per server after the update. I also see
some randomly occuring spikes on CPU at random. These were not there
before the update and they occur on 2 different machines.

-ics

Yun Huang Yong kirjoitti:

On 4/04/2013 10:08 AM, Eric Smith wrote:

- Improved performance of Linux dedicated server binaries


Has anyone seen an *increase* in CPU usage since the most recent
(3rd/4th April) update?

My players have been complaining of lag and upon investigation the
network is fine and it appears to be a CPU issue.  I took a look at my
graphite graphs and found that there appears to be have been an
increase in CPU usage since the update:

https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-20130404.png

Note: due to server being in Australia the update was released in the
flat gap between 04/04 and 04/05 on the graph, being ~10am local time.

Running on Ubuntu 11.10 64 bit.

The server has been running for ~6 months with the same setup and
during the period shown the # of players has been roughly the same.
The machine runs 3 servers - 2x24p and 1xMvM.

Excuse the gaps in the data - the server is fine, there was network
issues with the graphite collector machine causing monitoring data to
be lost.

cheers,
yun

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_

Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-11 Thread Yun Huang Yong
Looking at another machine I have that also hosts 3 other servers (1x24p 
and 2xMvM) it also has seen an increase in CPU usage.  Across all 
servers there's almost a doubling in CPU usage.


I tried to dig into whether it was a PvP or MvM thing and the CPU 
increase is consistent across both types of servers.


I tried disabling replays on the servers that had it and that didn't help.

I'm really at a loss.  At the current usage the machines that previously 
ran 3 servers each will only be able to handle 2 so I'll need to spend 
+50% on new hardware, or shut down 2 servers.


Any suggestions on how to narrow down the cause?

Anyone from Valve that could comment on what might cause this?

It only started with the 3rd/4th April update.

On 10/04/2013 5:36 AM, ics wrote:

Yes, i see increased CPU usage per server after the update. I also see
some randomly occuring spikes on CPU at random. These were not there
before the update and they occur on 2 different machines.

-ics

Yun Huang Yong kirjoitti:

On 4/04/2013 10:08 AM, Eric Smith wrote:

- Improved performance of Linux dedicated server binaries


Has anyone seen an *increase* in CPU usage since the most recent
(3rd/4th April) update?

My players have been complaining of lag and upon investigation the
network is fine and it appears to be a CPU issue.  I took a look at my
graphite graphs and found that there appears to be have been an
increase in CPU usage since the update:

https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-20130404.png

Note: due to server being in Australia the update was released in the
flat gap between 04/04 and 04/05 on the graph, being ~10am local time.

Running on Ubuntu 11.10 64 bit.

The server has been running for ~6 months with the same setup and
during the period shown the # of players has been roughly the same.
The machine runs 3 servers - 2x24p and 1xMvM.

Excuse the gaps in the data - the server is fine, there was network
issues with the graphite collector machine causing monitoring data to
be lost.

cheers,
yun

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Re: [hlds_linux] Mandatory Team Fortress 2 update released

2013-04-09 Thread Yun Huang Yong

On 4/04/2013 10:08 AM, Eric Smith wrote:

- Improved performance of Linux dedicated server binaries


Has anyone seen an *increase* in CPU usage since the most recent 
(3rd/4th April) update?


My players have been complaining of lag and upon investigation the 
network is fine and it appears to be a CPU issue.  I took a look at my 
graphite graphs and found that there appears to be have been an increase 
in CPU usage since the update:


https://dl.dropbox.com/u/8110989/tf2/cpu-usage-post-20130404.png

Note: due to server being in Australia the update was released in the 
flat gap between 04/04 and 04/05 on the graph, being ~10am local time.


Running on Ubuntu 11.10 64 bit.

The server has been running for ~6 months with the same setup and during 
the period shown the # of players has been roughly the same.  The 
machine runs 3 servers - 2x24p and 1xMvM.


Excuse the gaps in the data - the server is fine, there was network 
issues with the graphite collector machine causing monitoring data to be 
lost.


cheers,
yun

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Re: [hlds_linux] mp_scrambleteams 2 resets rounds & time limit

2013-03-14 Thread Yun Huang Yong

Further investigation reveals that I'm an idiot.

mp_scrambleteams behaves exactly as advertised - it does not reset the 
number of rounds played.


I was observing the win counter (scoreboard) and misinterpreting that as 
the round counter.  Internally, the round counter is NOT reset.  I also 
expected the timer not to be reset but that is not the advertised 
behaviour for mp_scrambleteams 2.


Apologies for the spam, I wanted to correct this for anyone landing on 
this via Google etc in future.  I abhor the spread of misinformation.


On 3/03/2013 11:40 AM, Yun Huang Yong wrote:

mp_scrambleteams 2 was introduced in the June 8, 2011 patch[1]:
---
Updated mp_scrambleteams to support a parameter of 2, which prevents
resetting the number of rounds that have been played
---

I've been testing this out and on a vanilla server (no mods) and it
always resets both the rounds won (to 0) and the time left (to
mp_timelimit).

I am typing "mp_scrambleteams 2" into the console/rcon.

Am I doing something wrong or is this broken?


[1] http://wiki.teamfortress.com/wiki/June_8,_2011_Patch



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Re: [hlds_linux] Mandatory Team Fortress 2 update released - Mon, 4 Mar 2013 23:58:35 +0000

2013-03-05 Thread Yun Huang Yong

On 6/03/2013 9:56 AM, Weasel wrote:

Sorry to ask, but is there REALLY another TF2 update coming going-on right now?
Or is this just the (delayed/stuck) announcement e-mail for last-night's update?


For future reference you can definitively tell the current version by 
hitting this URL:


http://api.steampowered.com/ISteamApps/UpToDateCheck/v1?appid=440&version=1

Documented at http://wiki.teamfortress.com/wiki/WebAPI/UpToDateCheck

You can check your installed version by reading 'steam.inf' in your tf/ 
directory.


From observation the API is updated first and at that point the update 
is available on the Steam content servers.


Following that -- typically within 5-10 minutes -- are news postings at 
http://store.steampowered.com/news/?appids=440&appgroupname=Team+Fortress+2&feed=steam_updates, 
and this mailing list, when everything is working correctly :)


cheers,
yun

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[hlds_linux] mp_scrambleteams 2 resets rounds & time limit

2013-03-02 Thread Yun Huang Yong

mp_scrambleteams 2 was introduced in the June 8, 2011 patch[1]:
---
Updated mp_scrambleteams to support a parameter of 2, which prevents 
resetting the number of rounds that have been played

---

I've been testing this out and on a vanilla server (no mods) and it 
always resets both the rounds won (to 0) and the time left (to 
mp_timelimit).


I am typing "mp_scrambleteams 2" into the console/rcon.

Am I doing something wrong or is this broken?


[1] http://wiki.teamfortress.com/wiki/June_8,_2011_Patch

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Re: [hlds_linux] SteamPipe and multiple servers

2013-02-20 Thread Yun Huang Yong

Oooh, many thanks.  I will rejiggle this with the SteamPipe changes :)

FWIW I don't have multiple copies of SM - the addons/sourcemod_* dirs 
are all internally symlinked to a single instance of SM.  Otherwise 
upgrading would be a royal PITA.


WRT Andre Müller - there's some 50,000+ game files, symlinking the 
addons is much simpler, though it requires more config.  Not that I'm 
symlinking anything by hand but why do it when the configs allow you to 
customise...


Re: SteamCMD, many of the emails sent in the past 24 hours are covered 
by https://developer.valvesoftware.com/wiki/SteamCMD , specifically the 
"Automating SteamCMD" section.


On 21/02/2013 9:54 AM, Asher Baker wrote:

You don't need to use mm_pluginsfile or have separate SM binaries,
just using sm_basepath to load distinct SM "content" and sharing the
binaries (as you are with MM:S anyway) will work just fine (just make
sure you keep them in-sync version wise).

On Wed, Feb 20, 2013 at 10:01 PM, Yun Huang Yong  wrote:

I solve this by doing:

./srcds_run +ip ${IP} -game tf +exec autoexec_${SERVER}.cfg +mm_pluginsfile
addons/metamod/metaplugins_${SERVER}.ini +sm_basepath
addons/sourcemod_${SERVER} +map $map

Fake autoexec per server by forcing it to +exec at startup.
autoexec_.cfg sets sv_logsdir to logs_
+mm_pluginsfile contains addons/sourcemod_/bin/sourcemod_mm
+sm_basepath gives each server its own addons/sourcemod_ dir

Shared configs from SM plugins that end up in cfg/sourcemod/ can be a minor
problem.

Overall it works well enough IME.  Better than having N copies of the game!

I've seen some folks use union filesystems to achieve a similar outcome.


On 21/02/2013 8:28 AM, Ross Bemrose wrote:


TF2 already has the +servercfgfile option to change the server's config
file, just not its autoexec.cfg.

Running from a single install isn't recommended because they share the
logs and cfg directories.  cfg is still an issue because map-specific
configs and SourceMod plugin configs are stored there.

On 2/20/2013 4:19 PM, Steven Haigh wrote:


Hi guys,

I'm wondering if SteamPipe will have the ability to have a single
install of TF2 run multiple servers just by specifying a different
config file?

At the moment, the only way I've managed to stop hlds tripping over
itself is to have a complete install per server instance - but this is
highly inefficient

Something like:
 ./hlds --config ~/configs/server-1.cfg
 ./hlds --config ~/configs/server-2.cfg

This would make running multiple servers on the same system *MUCH*
more admin friendly Especially if they updated automatically
without tripping over themselves




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Re: [hlds_linux] SteamPipe and multiple servers

2013-02-20 Thread Yun Huang Yong

I solve this by doing:

./srcds_run +ip ${IP} -game tf +exec autoexec_${SERVER}.cfg 
+mm_pluginsfile addons/metamod/metaplugins_${SERVER}.ini +sm_basepath 
addons/sourcemod_${SERVER} +map $map


Fake autoexec per server by forcing it to +exec at startup.
autoexec_.cfg sets sv_logsdir to logs_
+mm_pluginsfile contains addons/sourcemod_/bin/sourcemod_mm
+sm_basepath gives each server its own addons/sourcemod_ dir

Shared configs from SM plugins that end up in cfg/sourcemod/ can be a 
minor problem.


Overall it works well enough IME.  Better than having N copies of the game!

I've seen some folks use union filesystems to achieve a similar outcome.

On 21/02/2013 8:28 AM, Ross Bemrose wrote:

TF2 already has the +servercfgfile option to change the server's config
file, just not its autoexec.cfg.

Running from a single install isn't recommended because they share the
logs and cfg directories.  cfg is still an issue because map-specific
configs and SourceMod plugin configs are stored there.

On 2/20/2013 4:19 PM, Steven Haigh wrote:

Hi guys,

I'm wondering if SteamPipe will have the ability to have a single
install of TF2 run multiple servers just by specifying a different
config file?

At the moment, the only way I've managed to stop hlds tripping over
itself is to have a complete install per server instance - but this is
highly inefficient

Something like:
./hlds --config ~/configs/server-1.cfg
./hlds --config ~/configs/server-2.cfg

This would make running multiple servers on the same system *MUCH*
more admin friendly Especially if they updated automatically
without tripping over themselves




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Re: [hlds_linux] TF2 server crash, auto-restarts, picks-up different port?

2013-02-17 Thread Yun Huang Yong
I used to get this quite regularly so I do this before attempting to 
restart the server:


  # ensure port is free
  SERVER_PORT=$(grep hostport tf/cfg/autoexec_${SERVER}.cfg | cut -d' ' 
-f 2)

  netstat -n -a -u | grep -q $SERVER_PORT
  while [ $? -eq 0 ]; do
echo "Port $SERVER_PORT is bound, waiting ..."
sleep 3
netstat -n -a -u | grep -q $SERVER_PORT
  done


On 17/02/2013 6:29 PM, Weasel wrote:

I've seen this twice now.
The TF2 server crashes.
It auto-restarts.
When it comes back-up again, it doesn't use the port number that has been 
specified (and before the crash it had been using).
My guess, is that when the binary crashes, the old port/socket doesn't get 
released immediately.
So, when the binary get's started back up, it's not immediately available - so 
it picks another port.
Needless to say, this is a big deal for servers where many players use their 
"favorites" list to find.
This didn't start with the latest round of TF2 updates.
The first time I saw it was back on January 25t - never before.
Since then, It's only happened maybe twice - including just now.

Platform: Linux
Operating System: CentOS 5.9
Architecture: 32-bit (x86).

Recent debug.log file (cleared after last TF2 update):

--
CRASH: Sat Feb 16 01:05:06 PST 2013
Start Line: ./srcds_linux -secure -game tf +port 29016 -steamport 29116 -debug
End of Source crash report
--
--
CRASH: Sat Feb 16 10:15:59 PST 2013
Start Line: ./srcds_linux -secure -game tf +port 29016 -steamport 29116 -debug
End of Source crash report
--
--
CRASH: Sat Feb 16 13:10:10 PST 2013
Start Line: ./srcds_linux -secure -game tf +port 29016 -steamport 29116 -debug
End of Source crash report
--
--
CRASH: Sat Feb 16 23:00:52 PST 2013
Start Line: ./srcds_linux -secure -game tf +port 29016 -steamport 29116 -debug
End of Source crash report
--

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

2013-02-09 Thread Yun Huang Yong

https://developer.valvesoftware.com/wiki/SourceTV

tv_port 

Set the SourceTV host port (default 27020). Must be set as srcds start 
parameter.



On 10/02/2013 4:06 PM, Nomaan Ahmad wrote:

You can put it in the startup like: +tv_port 27021

On 10 February 2013 04:49, Sam White  wrote:


I believe it's tv_port

On 10 February 2013 04:15, Joel Zhang  wrote:


I am pretty sure there is a parameter for changing source TV's port as
well, but I can't remember offhand which.
On Feb 9, 2013 7:25 PM, "[BT]Black V"  wrote:


Isn't there a strict port command too?
On 10 Feb 2013 15:47, "Andreas Grimm"  wrote:


You can add "-nohltv" to your start parameters if you don't use

source

tv.

Then the gameserver doesn't bind additional ports.

  - Andreas

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of

Steve

Dudenhoeffer
Sent: Sunday, February 10, 2013 3:38 AM
To: Half-Life dedicated Linux server mailing list
Subject: 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_Dedicat

ed_Server



2013/2/10 Landon Orr 


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" 

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] Unable to enable matchmaking

2013-02-09 Thread Yun Huang Yong

You need to add:

tf_mm_servermode 1

On top of changing your rcon_password you should also 
cl_gameserver_reset_identity 264082 to change the identity token for 
your server.


To help minimise the risk of exposing such secrets in future you may 
want to put these settings into a different file - e.g. autoexec.cfg


On 10/02/2013 6:28 AM, Landon Orr wrote:

I've recently spun up a server on a CentOS machine and am trying to get it
into the matchmaking pool. My server.cfg file seems very basic yet every
time I start up the server I receive the message "Sending
CMsgGameServerMatchmakingStatus
(state=ServerMatchmakingState_NOT_PARTICIPATING)".

Is there anything specific I should enable/disable to be included in
matchmaking? I'm pasting my server.cfg file below so please let me know if
there's something there that shouldn't or should be.

Thanks.


// General server name, passwords and contact details
hostname "2Fort 24/7 Provo"
rcon_password "r0flc0pt3r"
sv_password ""
sv_contact ""
sv_tags ""
sv_region "1"
sv_lan "0"

// Server bans and server logs
sv_rcon_banpenalty "15"
sv_rcon_minfailures "5"
sv_rcon_maxfailures "10"
sv_rcon_minfailuretime "30"
sv_rcon_maxpacketsize "1024"
sv_rcon_maxpacketbans "1"
log "on"
sv_logbans "1"
sv_logecho "1"
sv_logfile "1"
sv_log_onefile "0"

// Server downloads and files
// No fast download maximum file size. 16 is def. 64 (max) recommended if
you do not have a fast download server.
net_maxfilesize "64"
//Fast download url. Leave blank if you dont have one but set the above to
max.
sv_downloadurl ""
sv_allowdownload "1"
sv_allowupload "1"
sv_consistency "1"
sv_pure "2"
sv_pure_kick_clients "0"
sv_pure_trace "0"

// General server settings
mp_friendlyfire "0"
sv_alltalk "0"
mp_chattime "10"
sv_use_steam_voice "1"
sv_allow_voice_from_file "0"
sv_voiceenable "1"
mp_allowspectators "1"
decalfrequency "10"
mp_flashlight "1"
mp_footsteps "1"
mp_autoteambalance "1"
mp_teams_unbalance_limit "2"
sv_restrict_aspect_ratio_fov "0"
mp_forcecamera "1"
sv_cheats "0"
sv_pausable "0"
sv_allow_wait_command "0"
sv_hudhint_sound "0"
mp_forceautoteam "0"
mp_falldamage "0"
mp_fadetoblack "0"

//Round specific cvars
mp_enableroundwaittime "1"
mp_bonusroundtime "15"
mp_restartround "0"
mp_stalemate_enable "0"
mp_stalemate_timelimit "240"
mp_maxrounds "0"
mp_winlimit "0"
mp_timelimit "0"
tf_flag_caps_per_round "5"

// Execute ban files
exec banned_user.cfg
exec banned_ip.cfg
writeid
writeip

// Matchmaking ID
tf_server_identity_account_id 264082
tf_server_identity_token "A0d)V+xEK^7jut7"
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Re: [hlds_linux] Tips for TF2 bball server config?

2013-01-27 Thread Yun Huang Yong

Yes! :)  If only you had linked it 24 hours ago!

Oh well, I prefer my (very simple) plugin anyway.  I don't break any of 
the normal TF2 menus, just block autoteam/jointeam + force spec when 
there are more than N players.


In particular I run all my servers with auto-assigned teams so that can 
still work, whereas Connect Spectate seems to do some weirdness with 
re-implementing team selection via chat.


On 28/01/2013 12:34 AM, Erik-jan Riemers wrote:

Well this:

http://forums.alliedmods.net/showthread.php?t=99551

Is pretty close to what you wanted no?

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang
Yong
Sent: zondag 27 januari 2013 13:49
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Tips for TF2 bball server config?

For anyone landing on the list archives via Google[1] I ended up writing
my own plugin[2] to do the 2v2/3v3 + spectator thing.

Also, published some guidelines on my completed BBall server config:
http://jarate-chop.mooh.org/reference/tf2-bball-server-config.html

[1] One of my pet peeves is finding 10 million references to Qs that are
apparently never answered.  I hope not to contribute to that mess.
[2] https://forums.alliedmods.net/showthread.php?p=1881508

On 26/01/2013 11:57 PM, Yun Huang Yong wrote:

Yeah I posted here as a last resort after Googling for ages.

I did manage to find a shotgun limiter[1] but I'm still stumped on the
2v2/3v3 + spectator thing.  Thought I'd ask here before writing my own.

[1] https://forums.alliedmods.net/showthread.php?p=746026

On 26/01/2013 11:18 PM, Erik-jan Riemers wrote:

Visit forums.alliedmods.net (google what you want) it surely has
limiter + weapon restriction plugins (sourcemod)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun
Huang Yong
Sent: zaterdag 26 januari 2013 6:02
To: Half-Life dedicated Win32 server mailing list; Half-Life
dedicated Linux server mailing list
Subject: [hlds_linux] Tips for TF2 bball server config?

Just setup a TF2 bball server in Sydney, Australia.  Am hoping for
some tips (pointers to plugins perhaps) to config it well.

I'd like to limit the teams to 2v2 or 3v3 and have anyone else who
joins the server automatically be pushed to spectator so people can
watch whilst they wait for a turn.

Also, it sounds like people generally frown upon shotgun use. Any
suggestions on how to restrict the weapons usable?

I tried mp_tournament_whitelist but I'm guessing from its name it
only applies in tournament mode... I'd like for players to come and
go as they please so tournament doesn't really work.

Any other tips on running a decent bball server would be welcome too
:)

Thanks,
yun

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Re: [hlds_linux] Tips for TF2 bball server config?

2013-01-27 Thread Yun Huang Yong
For anyone landing on the list archives via Google[1] I ended up writing 
my own plugin[2] to do the 2v2/3v3 + spectator thing.


Also, published some guidelines on my completed BBall server config:
http://jarate-chop.mooh.org/reference/tf2-bball-server-config.html

[1] One of my pet peeves is finding 10 million references to Qs that are 
apparently never answered.  I hope not to contribute to that mess.

[2] https://forums.alliedmods.net/showthread.php?p=1881508

On 26/01/2013 11:57 PM, Yun Huang Yong wrote:

Yeah I posted here as a last resort after Googling for ages.

I did manage to find a shotgun limiter[1] but I'm still stumped on the
2v2/3v3 + spectator thing.  Thought I'd ask here before writing my own.

[1] https://forums.alliedmods.net/showthread.php?p=746026

On 26/01/2013 11:18 PM, Erik-jan Riemers wrote:

Visit forums.alliedmods.net (google what you want) it surely has
limiter +
weapon restriction plugins (sourcemod)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang
Yong
Sent: zaterdag 26 januari 2013 6:02
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
Linux server mailing list
Subject: [hlds_linux] Tips for TF2 bball server config?

Just setup a TF2 bball server in Sydney, Australia.  Am hoping for some
tips (pointers to plugins perhaps) to config it well.

I'd like to limit the teams to 2v2 or 3v3 and have anyone else who joins
the server automatically be pushed to spectator so people can watch
whilst
they wait for a turn.

Also, it sounds like people generally frown upon shotgun use. Any
suggestions on how to restrict the weapons usable?

I tried mp_tournament_whitelist but I'm guessing from its name it only
applies in tournament mode... I'd like for players to come and go as they
please so tournament doesn't really work.

Any other tips on running a decent bball server would be welcome too :)

Thanks,
yun

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Re: [hlds_linux] Tips for TF2 bball server config?

2013-01-26 Thread Yun Huang Yong

Yeah I posted here as a last resort after Googling for ages.

I did manage to find a shotgun limiter[1] but I'm still stumped on the 
2v2/3v3 + spectator thing.  Thought I'd ask here before writing my own.


[1] https://forums.alliedmods.net/showthread.php?p=746026

On 26/01/2013 11:18 PM, Erik-jan Riemers wrote:

Visit forums.alliedmods.net (google what you want) it surely has limiter +
weapon restriction plugins (sourcemod)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang
Yong
Sent: zaterdag 26 januari 2013 6:02
To: Half-Life dedicated Win32 server mailing list; Half-Life dedicated
Linux server mailing list
Subject: [hlds_linux] Tips for TF2 bball server config?

Just setup a TF2 bball server in Sydney, Australia.  Am hoping for some
tips (pointers to plugins perhaps) to config it well.

I'd like to limit the teams to 2v2 or 3v3 and have anyone else who joins
the server automatically be pushed to spectator so people can watch whilst
they wait for a turn.

Also, it sounds like people generally frown upon shotgun use. Any
suggestions on how to restrict the weapons usable?

I tried mp_tournament_whitelist but I'm guessing from its name it only
applies in tournament mode... I'd like for players to come and go as they
please so tournament doesn't really work.

Any other tips on running a decent bball server would be welcome too :)

Thanks,
yun

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[hlds_linux] Tips for TF2 bball server config?

2013-01-25 Thread Yun Huang Yong
Just setup a TF2 bball server in Sydney, Australia.  Am hoping for some 
tips (pointers to plugins perhaps) to config it well.


I'd like to limit the teams to 2v2 or 3v3 and have anyone else who joins 
the server automatically be pushed to spectator so people can watch 
whilst they wait for a turn.


Also, it sounds like people generally frown upon shotgun use. Any 
suggestions on how to restrict the weapons usable?


I tried mp_tournament_whitelist but I'm guessing from its name it only 
applies in tournament mode... I'd like for players to come and go as 
they please so tournament doesn't really work.


Any other tips on running a decent bball server would be welcome too :)

Thanks,
yun

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[hlds_linux] Community pl_ maps crashing clients at map end

2013-01-09 Thread Yun Huang Yong
I've been trying to introduce some community made maps to one of my 
servers and pl_boundary_final and pl_waste_v2 both cause most (often 
all) of the clients to crash to desktop at the end of the map.  I don't 
see any errors in the logs, only everyone disconnecting due to timeout.


It seems odd that these two maps have this effect but 
pl_swiftwater_final_rc is fine so I'm wondering if it's a known/config 
issue.


Has anyone come across this before?

cheers,
yun

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[hlds_linux] MvM popfiles getting stuck

2012-12-13 Thread Yun Huang Yong

Definitions first:
  - matching mission: map name = popfile name
e.g. mvm_hangtown_v1_3.bsp
 mvm_hangtown_v1_3.pop

  - non-matching mission: map name != popfile name
e.g. mvm_coaltown.bsp
 mvm_coaltown_sleepy.pop

When transitioning to any *non-matching mission* the popfile is set 
according to tf_mvm_missioncyclefile - correct behaviour.


Once the tf_mvm_popfile has been set by the above when we transition to 
a *matching mission* the tf_mvm_popfile is stuck to the value from the 
previous *non-matching mission*.


Conrete example, given tf_mvm_missioncyclefile:

"tf_mvm_missioncycle.res"
{
"categories" "1"
"1"
{
"count" "2"

"1"
{
"map" "mvm_hangtown_v1_3"
"popfile" "mvm_hangtown_v1_3"
}
"2"
{
"map" "mvm_coaltown"
"popfile" "mvm_coaltown_sleepy"
}
}
}

Going from 1->2 is fine.
Going from 2->1 results in map=mvm_hangtown_v1_3 but 
tf_mvm_popfile=mvm_coaltown_sleepy.


In case it matters, I am testing this using 'changelevel', not 
transitioning via finishing a mission, though I'm fairly sure the latter 
results in the same symptoms as my servers are constantly getting stuck 
in the same state (which is why I looked into the issue in the first place).


cheers,
Yun

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[hlds_linux] Built-in voting

2012-11-20 Thread Yun Huang Yong
There's two vote types I'd like to discuss: team scramble & vote 
kicking.  I am talking here about the built-in TF2 voting, NOT any 
SourceMod voting though I do have SM installed.



VOTE KICKING - has anyone encountered a bug where ALL votekicks 
automatically succeed?


We have seen several instances where players initiate votekicks, the 
voting panel is briefly displayed, and the vote immediately succeeds 
without anyone actually casting a vote.  In one instance we saw a player 
abusing this to boot several players consecutively.


I haven't been able to reproduce this yet, nor can I say if it's related 
to some bad interaction with SM/plugins.


Related Q - what are server ops using to allow players to implement 
votekick like voting where players can nominate the victim via a menu?



TEAM SCRAMBLE - the built-in team scramble voting resets timer when a 
vote succeeds.  Could there be a toggle-able option to disable this 
behaviour?


Ideally scramble should leave the timer alone and just restart the round 
(without incrementing the round counter so we don't bump into round limits).


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Re: [hlds_linux] tf_medieval

2012-11-15 Thread Yun Huang Yong

On 14/11/2012 12:50 AM, Rudy Bleeker wrote:

On Tue, Nov 13, 2012 at 2:39 PM, Yun Huang Yong  wrote:

1. resets a bunch of cvars to default, including tf_medieval 0


You will need to find out why this happens. The tf_medieval cvar
should not be reset to 0 on a mapchange, so you probably have some
config file or plugin that does this for you. It might be a good idea
to search for tf_medieval in the orangebox/tf/cfg directory, which on
Linux can be done by executing `grep tf_medieval *` in that directory.
It will tell you which files mess with the cvar.


Many thanks for this pointer, you were right on.

I am using the Map Configs plugin[1].  If I had read the description 
carefully "...more helpful than the stock config file loader as you do 
not have to worry about making sure all of your values are reset back to 
default for the next map."


It was calling ResetConVar() on any variables that had been changed that 
map so when I was trying to set tf_medieval 1 on the map prior, it would 
reset it to 0 between map changes.


Thanks again!

[1] https://forums.alliedmods.net/showthread.php?t=68589


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Re: [hlds_linux] tf_medieval

2012-11-13 Thread Yun Huang Yong

Appreciate the attempt to help but here's the problem again:

At map change the server:
1. resets a bunch of cvars to default, including tf_medieval 0
2. executes servercfgfile (default server.cfg)
3. executes .cfg

tf_medieval 1 only takes effect at *next* map change so #1 always 
nullifies attempts to set it at #2 and #3.


On 14/11/2012 12:29 AM, Joe Davison wrote:

Set `tf_medieval 1` in map.cfg?

On 13 November 2012 13:13, Yun Huang Yong  wrote:


I'm trying to run koth_sawmill with tf_medieval 1.

When I set tf_medieval 1 the console says it applies on next map change.
  Problem is on every map change the server sets tf_medieval 0 before it
runs server.cfg and .cfg.

Is there any way to make tf_medieval 1 work?

cheers,
yun

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[hlds_linux] tf_medieval

2012-11-13 Thread Yun Huang Yong

I'm trying to run koth_sawmill with tf_medieval 1.

When I set tf_medieval 1 the console says it applies on next map change. 
 Problem is on every map change the server sets tf_medieval 0 before it 
runs server.cfg and .cfg.


Is there any way to make tf_medieval 1 work?

cheers,
yun

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[hlds_linux] Vote scramble without resetting time/round limit

2012-11-10 Thread Yun Huang Yong
When players do a scramble vote (the in-built one, not any mod) the 
timer & rounds reset.


Is there a setting to not reset these when a scramble vote is successful?

TIA,
Yun

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

2012-11-02 Thread Yun Huang Yong
I'm running 3 x 24p servers inside a OpenVZ VPS which has 4 virtual 
cores and have not done any fiddling of the scheduling.  Servers run 
perfectly fine with the defaults, constant sv_fps of 66.x all the time, 
even when all servers are full.


Not sure what the underlying hardware is, /proc/cpuinfo reports:
model name  : Intel(R) Core(TM) i7 CPU 960  @ 3.20GHz

On 3/11/2012 1:25 AM, Chris Oryschak wrote:

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] Add option for disallowing killing during Merasmus spawn

2012-11-01 Thread Yun Huang Yong
The way I see it player killing during Merasmus & Monoculus serves no 
purpose except to deny other players their achievement & hats.  Maybe 
Valve intended it this way to make them progressively harder to get 
(players may start off co-operating but as each player gets their hats & 
achievements they will start to deny others).


But in practice it creates an incredible amount of rage amongst the 
players.  As a community server operator I want the players who join my 
servers to have fun, not leave them in a fit of rage.


So within a few hours of standing up 3 new Halloween servers we started 
banning everyone who killed during the boss fights, or on Skull/Loot 
Island.  Players actually thank us for this, and it established a 
culture on the servers of co-operation.  Even when there were no admins 
around I saw players apologising to each other for accidental PKing 
during boss fights.


We kept the banhammer flying until the Halloween Boss Player Kill Block 
plugin was created.


Half the problem I suspect is in the matchmaking.

For players who already have all the achievements, Merasmus and 
Monoculus serve as nothing but an irritating grind (after the first 30 
kills).  They pause the KOTH timer and you're basically killing them 
just to get them off the map so the game can continue, or wait for them 
to timeout and disappear.


For players who don't have all the achievements... they're still being 
matchmade into servers full of people who do -- who aren't going to help 
to kill the bosses, and if they do, they'll kill you on Skull/Loot 
island anyway just for the lulz.


On 2/11/2012 7:07 AM, ics wrote:

My concern goes to the regulars who play on a server and try to get it
while the random joiners go on and kill everyone despite everybody
saying don't do it, just for this one round. If not nearly everyone
isn't participating, killing it without a lot of huntsman snipers is too
hard to achieve.

I have 1200+ new players each day on stats during halloween now and a
lot of them i never see (which is perfectly fine) but i just wanted some
method to keep the most of the server inline so that no admin is needed
to keep the players on tight rope and they can get the achievement and
that hat.

Valve already made it so easy to get that gift so i don't understand why
the boss killing couldn't be made easier too.

-ics

1.11.2012 21:58, doc kirjoitti:

This doesn't seem important enough to warrant adding a cvar and disabling
killing and such. This is all anecdotal but on my server there doesn't
seem
to be a huge issue about killing the boss and getting into the book.
There
will always be cases of people greifing and such but if it's that
problematic then they will find another server to get their hat.

If a user is only on your server because you happen to be on that map,
and
they -only- want the hat, and decide to leave because they cannot get a
hat... I'm going to be a negative nancy and just say you probably aren't
going to make a regular repeat customer out of them anyways. And if you
uber everyone on the island then what is to stop pyros from airblasting
people off? Or what is to stop people from body blocking and physically
preventing you from moving past? You start going down a slope that isn't
worth traversing during such a short holiday event.


On Thu, Nov 1, 2012 at 12:48 PM, pilger  wrote:


Someone on my server suggested we do something similar but we didn't. We
figured this would be considered abuse of the halloween system.

What's Valve position on this matter?

On 1 November 2012 17:37, Chris Oryschak  wrote:


For the time being there is this sourcemod plugin:

https://forums.alliedmods.net/showthread.php?t=199390

I haven't had the chance to try it so can't comment on how good it is.


-Chris

On Thu, Nov 1, 2012 at 3:33 PM, ics  wrote:


Can we please get a cvar to disable killing during Merasmus on

halloween

event map, but allow all other times? I'm getting tired of people

killing

everyone who try to kill Merasmus and then laugh about it while the

rest

get off the server without the hat that they so badly wanted. There's

still

a lot of people who haven't managed to kill him not even once as every

time

someone kills them either before they enter the book or at the island.

Yes, it's supposed to be fun but it isn't for these guys. I can't be
around watching and helping others all the time, nor can any of the
40+
admins. So can you please add a cvar like

sv_halloween_boss_kill_disable

1

that would make people not being able to kill anyone except Merasmus

while

he's active on the map and once on the island, making people ubered

like

after exiting it (so no one kills anyone). Make it just an option that
server owners can toggle on or off. Wouldn't hurt anyone and would
help
some people. There is still time before the event ends.

Thanks.

-ics

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Re: [hlds_linux] Trends

2012-10-29 Thread Yun Huang Yong

http://www.teamfortress.com/post.php?id=2338

cl_gameserver_list

You will see Standing & Trend.

Standing = Good/Bad
Trend = Downward Fast, Steady, Upward Fast

You obviously want your server to be in Good standing, and ideally 
trending Steady or Upward Fast.


On 29/10/2012 6:22 AM, Benedict Glover wrote:


What do the different trends mean? "Steady", "Downward Fast", "Upward Fast" - 
which is better, which will get more people?



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

2012-10-26 Thread Yun Huang Yong

I think the MvM crash on player join only affects Linux servers.

If others are adding reports, please note your server OS.

On 27/10/2012 1:11 PM, Dave Rosca wrote:

My MvM server is running with the newest metamod snapshot and SM disabled
on mvm_coaltown, and hasn't crashed.

On Fri, Oct 26, 2012 at 7:09 PM, Joel Zhang wrote:


I don't understand why MvM crashes as soon as someone joins a class.

Anyone else getting this problem? I'm not running MM or SM, just vanilla.

On Fri, Oct 26, 2012 at 6:57 PM, Bjorn Wielens  wrote:




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




  From: T Marler 
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" 
To: "Half-Life dedicated Linux server mailing list" <
hlds_linux@list.valvesoftware.com>, "Half-Life dedicated Win32 server
mailing list" , "
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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Re: [hlds_linux] Monitoring server fps

2012-10-16 Thread Yun Huang Yong
Many thanks.  I can't believe I had not come across the stats command 
before!


Re: Munin, sorry I can't help with testing, I am using collectd.

On 16/10/2012 5:57 PM, Erik-jan Riemers wrote:

"stats" has fps in it.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Yun Huang
Yong
Sent: dinsdag 16 oktober 2012 7:09
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] Monitoring server fps

I'd like to monitor my servers to ensure that players are getting an
optimal experience, at least in terms of the server CPU.

Is there a server side value I could probe that would be the equivalent of
the "sv" figure that shows up client side via net_graph 4?

Or other ways to ensure that the server is not skipping too many frames?

Thanks,
yun


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[hlds_linux] Monitoring server fps

2012-10-15 Thread Yun Huang Yong
I'd like to monitor my servers to ensure that players are getting an 
optimal experience, at least in terms of the server CPU.


Is there a server side value I could probe that would be the equivalent 
of the "sv" figure that shows up client side via net_graph 4?


Or other ways to ensure that the server is not skipping too many frames?

Thanks,
yun

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Re: [hlds_linux] MvM mission cycle file

2012-09-18 Thread Yun Huang Yong
Many thanks.  I did this, as well as adding back the second category of 
default MvM maps w/ advanced popfiles and the rotation works now :)


On 18/09/2012 3:54 AM, feugatos wrote:

At the top of the file try changing:

"mvm_custom.res"

to:

"tf_mvm_missioncycle.res"

In my custom missioncycle file I haven't changed the definition at the
top and it works just fine.
Here's my custom missioncycle file:

http://pastebin.com/2Tk6ZmUb

Dimitrios Zarras (feugatos)
CEID Warfare | TF2, CS:GO, ZPS | ceidwarfare.net

On 09/17/2012 05:28 PM, Yun Huang Yong wrote:

I'm trying to setup a mission cycle that rotates between 3 custom MvM
maps.

http://pastebin.com/C560g7QU

I have in my config  tf_mvm_missioncyclefile "mvm_custom.res"

The server starts up with "+map mvm_degrootkeep_b1" and it plays fine
but when we finish the mission it plays the "moving on to next mission
in 15 seconds..." countdown, and the map restarts on wave 1 instead of
progressing to the next map.  "nextmap" shows mvm_manndarin_final as
expected.

Did I do something wrong in the mission cycle file?

cheers,
yun


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Re: [hlds_linux] MvM mission cycle file

2012-09-17 Thread Yun Huang Yong

On 18/09/2012 3:52 AM, Christer Solskogen wrote:

On Mon, Sep 17, 2012 at 4:28 PM, Yun Huang Yong  wrote:

I have in my config  tf_mvm_missioncyclefile "mvm_custom.res"



What does that mean? :-) server.cfg or autoexec.cfg


This is in my server.cfg.

It tells the server what mission cycle file to use, the default being 
tf_mvm_missioncycle.res which ships with TF2.


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[hlds_linux] MvM mission cycle file

2012-09-17 Thread Yun Huang Yong

I'm trying to setup a mission cycle that rotates between 3 custom MvM maps.

http://pastebin.com/C560g7QU

I have in my config  tf_mvm_missioncyclefile "mvm_custom.res"

The server starts up with "+map mvm_degrootkeep_b1" and it plays fine 
but when we finish the mission it plays the "moving on to next mission 
in 15 seconds..." countdown, and the map restarts on wave 1 instead of 
progressing to the next map.  "nextmap" shows mvm_manndarin_final as 
expected.


Did I do something wrong in the mission cycle file?

cheers,
yun


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