Re: [hlds_linux] Help! Alfred? ...Anyone?!

2007-07-07 Thread Alex / ch4os

i changed net_queue_flush_interval to different values but this didn't
seem to make any difference.

and i added -NoQueuedPacketThread (server console said something about
Found -NotQueuedPacketThread~) but this didn't help either. same lags,
no improvements, sorry...


- Original Message -
From: Mike Dussault [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, July 05, 2007 10:52 PM
Subject: RE: [hlds_linux] Help! Alfred? ...Anyone?!




This is our top priority bug right now. We have a repro for the idle
bug
but not this lag-like-hell bug, although I think they're related.
We're
running tests and will fix this as soon as we can.

In the meantime, if people who are seeing this problem want to try
some
things and send some results, it would help:

1. Set net_queue_trace to 581304 and notice if/when the engine starts
spewing  - threaded queued packet sent messages.

2. Play with different values of net_queue_flush_interval. The default
value is 1. Try 5.

3. Add -NoQueuedPacketThread to your command line. The engine will say
Found -NoQueuedPacketThread so you'll know it's doing the right
thing.
Note that if you use this on the command line, then net_queue_trace
and
net_queue_flush_interval won't be used.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex /
ch4os
Sent: Wednesday, July 04, 2007 12:00 PM
To: HLDS_LINUX
Subject: [hlds_linux] Help! Alfred? ...Anyone?!

Any news about the persistent lags during gameplay?

I would *REALLY* appreciate any response from Alfred or anyone else at
VALVe...

If you don't know what I mean: Please try for yourself:
steam://connect/killerspielplatz.de:27015

Since the update from June 12th a *LOT* of Linux servers with custom
maps and more than 14 players lag like hell during gameplay. It seems
to
lag more while spectating than actually playing. Well.. I'm not
telling
new stuff here but I'm still hoping for any feedback or fix...

Alfred... please don't ignore all those comments. We admins would
really
like to get our servers smooth again and gamers happy like before
those
latest updates...


Regards,

Alex / ch4os


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RE: [hlds_linux] Help! Alfred? ...Anyone?!

2007-07-05 Thread Mike Dussault

This is our top priority bug right now. We have a repro for the idle bug
but not this lag-like-hell bug, although I think they're related. We're
running tests and will fix this as soon as we can.

In the meantime, if people who are seeing this problem want to try some
things and send some results, it would help:

1. Set net_queue_trace to 581304 and notice if/when the engine starts
spewing  - threaded queued packet sent messages.

2. Play with different values of net_queue_flush_interval. The default
value is 1. Try 5.

3. Add -NoQueuedPacketThread to your command line. The engine will say
Found -NoQueuedPacketThread so you'll know it's doing the right thing.
Note that if you use this on the command line, then net_queue_trace and
net_queue_flush_interval won't be used.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Alex /
ch4os
Sent: Wednesday, July 04, 2007 12:00 PM
To: HLDS_LINUX
Subject: [hlds_linux] Help! Alfred? ...Anyone?!

Any news about the persistent lags during gameplay?

I would *REALLY* appreciate any response from Alfred or anyone else at
VALVe...

If you don't know what I mean: Please try for yourself:
steam://connect/killerspielplatz.de:27015

Since the update from June 12th a *LOT* of Linux servers with custom
maps and more than 14 players lag like hell during gameplay. It seems to
lag more while spectating than actually playing. Well.. I'm not telling
new stuff here but I'm still hoping for any feedback or fix...

Alfred... please don't ignore all those comments. We admins would really
like to get our servers smooth again and gamers happy like before those
latest updates...


Regards,

Alex / ch4os


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Re: [hlds_linux] Help! Alfred? ...Anyone?!

2007-07-05 Thread karumba

thanks mike. i think thats what most of us wanted to hear.
of course we will try to help.

plz find some additional questions inline.


1. Set net_queue_trace to 581304 and notice if/when the engine starts
spewing  - threaded queued packet sent messages.


with notice if/when the engine starts spewing... you mean after what
time after enabling?


3. Add -NoQueuedPacketThread to your command line. The engine will say
Found -NoQueuedPacketThread so you'll know it's doing the right thing.
Note that if you use this on the command line, then net_queue_trace and
net_queue_flush_interval won't be used.


is this the same as net_queue_flush_interval 0 +
net_queued_packet_thread 0?
this is a workaround  not intended for debugging, right?

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RE: [hlds_linux] Help! Alfred? ...Anyone?!

2007-07-05 Thread Mike Dussault
For the net_queue_trace thing, I'd like to find out if there is a
correlation between your server hitches and the threaded queued packet
sent spew. If you never see the spew, that helps narrow things down.


-NoQueuedPacketThread is actually different than
net_queued_packet_thread 0. The former doesn't create a thread at all,
whereas the latter creates a thread but leaves it idle. The bug we're
reproing on our dual-core Linux boxes here is that a supposedly idle
thread is not in fact idle.. It's eating lots of CPU that it shouldn't
be. We're investigating that behavior right now.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, July 05, 2007 2:35 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Help! Alfred? ...Anyone?!

thanks mike. i think thats what most of us wanted to hear.
of course we will try to help.

plz find some additional questions inline.

 1. Set net_queue_trace to 581304 and notice if/when the engine starts
 spewing  - threaded queued packet sent messages.

with notice if/when the engine starts spewing... you mean after what
time after enabling?

 3. Add -NoQueuedPacketThread to your command line. The engine will say

 Found -NoQueuedPacketThread so you'll know it's doing the right
thing.
 Note that if you use this on the command line, then net_queue_trace
 and net_queue_flush_interval won't be used.

is this the same as net_queue_flush_interval 0 +
net_queued_packet_thread 0?
this is a workaround  not intended for debugging, right?

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Re: [hlds_linux] Help! Alfred? ...Anyone?!

2007-07-05 Thread karumba

mike, thanks for answering my questions.

i just made some tests with net_queue_trace 581304. map was restarted
and ~5 minutes played with ~30 players (15 bots, 15 humans).

i tested 2 different net_queue_flush_interval settings.

net_queue_flush_interval 1:
- http://88.198.7.196/~gameserver/thread_fi-1.log

net_queue_flush_interval 5:
- http://88.198.7.196/~gameserver/thread_fi-5.log

our machine:
- AMD64 3700+
- debian, latest stable
- kernel: 2.6.18-4-amd64 #1 SMP x86_64 GNU/Linux

plz let me know if you need further information or other settings, etc.

best regards,
karumba

Mike Dussault schrieb:

For the net_queue_trace thing, I'd like to find out if there is a
correlation between your server hitches and the threaded queued packet
sent spew. If you never see the spew, that helps narrow things down.


-NoQueuedPacketThread is actually different than
net_queued_packet_thread 0. The former doesn't create a thread at all,
whereas the latter creates a thread but leaves it idle. The bug we're
reproing on our dual-core Linux boxes here is that a supposedly idle
thread is not in fact idle.. It's eating lots of CPU that it shouldn't
be. We're investigating that behavior right now.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, July 05, 2007 2:35 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] Help! Alfred? ...Anyone?!

thanks mike. i think thats what most of us wanted to hear.
of course we will try to help.

plz find some additional questions inline.


1. Set net_queue_trace to 581304 and notice if/when the engine starts
spewing  - threaded queued packet sent messages.


with notice if/when the engine starts spewing... you mean after what
time after enabling?


3. Add -NoQueuedPacketThread to your command line. The engine will say



Found -NoQueuedPacketThread so you'll know it's doing the right

thing.

Note that if you use this on the command line, then net_queue_trace
and net_queue_flush_interval won't be used.


is this the same as net_queue_flush_interval 0 +
net_queued_packet_thread 0?
this is a workaround  not intended for debugging, right?

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[hlds_linux] Help! Alfred? ...Anyone?!

2007-07-04 Thread Alex / ch4os

Any news about the persistent lags during gameplay?

I would *REALLY* appreciate any response from Alfred or anyone else at
VALVe...

If you don't know what I mean: Please try for yourself:
steam://connect/killerspielplatz.de:27015

Since the update from June 12th a *LOT* of Linux servers with custom
maps and more than 14 players lag like hell during gameplay. It seems to
lag more while spectating than actually playing. Well.. I'm not telling
new stuff here but I'm still hoping for any feedback or fix...

Alfred... please don't ignore all those comments. We admins would really
like to get our servers smooth again and gamers happy like before those
latest updates...


Regards,

Alex / ch4os


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