Re: [hlds_linux] Help! Alfred? ...Anyone?!
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] 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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] Help! Alfred? ...Anyone?!
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Help! Alfred? ...Anyone?!
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? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux