Could someone from Valve elaborate on the server threading?

I have at least 40% CPU free per core almost always. Would this threading
allow me to run more servers now, or is it for just a couple things like say
the queued packet thread?

On Thu, Oct 13, 2011 at 8:50 PM, Loïc PERY <louloubi...@gmail.com> wrote:

> got a lot of
>
> CUtlLinkedList overflow! (exhausted memory allocator)
> CUtlLinkedList overflow! (exhausted memory allocator)
> CUtlLinkedList overflow! (exhausted memory allocator)
> CUtlLinkedList overflow! (exhausted memory allocator)
> CUtlLinkedList overflow! (exhausted memory allocator)
> CUtlLinkedList overflow! (exhausted memory allocator)
> CUtlLinkedList overflow! (exhausted memory allocator)
> CUtlLinkedList overflow! (exhausted memory allocator)
> CUtlLinkedList overflow! (exhausted memory allocator)
>
> then crash
>
> 2011/10/14 Marco Padovan <e...@evcz.tk>
>
> > mines are showing 66.67
> >
> > Il 14/10/2011 01:44, Dusan Tomic ha scritto:
> >  > CPU   In    Out   Uptime  Users   FPS    Players
> > > 33.10  0.00  0.00       0     1  298.66       0
> > > stats
> > > CPU   In    Out   Uptime  Users   FPS    Players
> > > 24.84 0.00 0.00 <24.84%20%200.00%20%200.00>       0     1  296.35
> > 0
> > > stats
> > > CPU   In    Out   Uptime  Users   FPS    Players
> > > 19.88  0.00  0.00       0     1  296.44       0
> > >
> > >
> > > That is taken from a server, if it's limited shouldn't show for FPS 66?
> > >
> > > --
> > > Kind regards,
> > > Dusan Tomic
> > > ________________________________________
> > >
> > > On 13 October 2011 22:08, Henry Goffin <hen...@valvesoftware.com>
> wrote:
> > >
> > >> Yes, FPS is now irrelevant to dedicated servers. You can still use
> > >> "fps_max" to limit framerate on the client; this reduces GPU and CPU
> > >> power usage, and can help with PCs that have heat management problems.
> > >>
> > >> Because of the optimizations in this release, we no longer feel that a
> > >> server tuning variable is necessary. All servers should feel more
> > >> responsive now than they would have under any previous "1000+ FPS"
> > config.
> > >>
> > >> -henry
> > >>
> > >>
> > >> -----Original Message-----
> > >> From: hlds_linux-boun...@list.valvesoftware.com [mailto:
> > >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of William
> > >> Balkcom
> > >> Sent: Thursday, October 13, 2011 1:45 PM
> > >> To: hlds_linux@list.valvesoftware.com
> > >> Subject: [hlds_linux] FW: [hlds_announce] Team Fortress 2,
> > Counter-Strike:
> > >> Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates
> > >> Released
> > >>
> > >> Is this considered the official removal of the FPS cvar from the
> > >> source engine? Is it being replaced with something else as mentioned
> > > before?
> > >>
> > >>
> > >> -----Original Message-----
> > >> From: hlds_announce-boun...@list.valvesoftware.com
> > >> [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of
> > >> Jason Ruymen
> > >> Sent: Thursday, October 13, 2011 4:41 PM
> > >> To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life
> > >> dedicated
> > >> Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com'
> > >> Subject: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day
> > >> of
> > >> Defeat: Source and Half-Life 2: Deathmatch Updates Released
> > >>
> > >> Required updates for Team Fortress 2, Counter-Strike: Source, Day of
> > >> Defeat:
> > >> Source and Half-Life 2: Deathmatch are now available.  Counter-Strike:
> > >> Source has also been moved to use its own engine and dedicated server
> > >> depots.  Because of this, dedicated server files for Counter-Strike:
> > >> Source will now be under a 'css' folder.
> > >>
> > >> The specific changes include:
> > >>
> > >> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> > >> - Fixed an issue with the multi-threaded renderer which could cause a
> > >> crash on map change
> > >> - Adjusted whitespace to improve formatting in status command output
> > >> - Changed stats output to show KB/s instead of bytes/sec, added a
> > >> connections column, and changed the users column to "Map changes"
> > >> - Fixed game servers not being able to execute the retry command due
> > >> to the dependence on the connect command (which is not executable by
> > >> game servers)
> > >> - Made sndplaydelay executable by servers
> > >> **- Server frame rate is now based on the tickrate of the active
> > >> Source mod, not the fps_max convar
> > >> **- Server processing delays have been reduced, especially for servers
> > >> on modern Linux kernels
> > >> - Entity processing logic has been optimized to significantly reduce
> > >> CPU usage on full servers
> > >> - Multi-threaded server code is now enabled by default under Linux
> > >> (already enabled on Windows)
> > >> - An exploit with non-printable characters causing lag on Windows
> > >> servers has been fixed
> > >> - CPU is fully yielded back to the system whenever the server is
> > >> running faster than the tickrate
> > >> - Dramatic increase in performance for low-level math libraries
> > >>
> > >> Day of Defeat: Source
> > >> **- Removed tickrate command line parameter
> > >> - Updated the localization files
> > >>
> > >> Counter-Strike: Source
> > >> - Prevent AWP cycle time exploit using quick switch
> > >> - Fixed bug causing HUD History to display item pickups from nearby
> > >> players
> > >> - Increased sized of HUD History resource to prevent clipping
> > >> - Changed grenade damage so that it always hits HITGROUP_GENERIC and
> > >> takes into account armor for damage calculations
> > >> - Reduced standing and moving accuracy for pistols
> > >> - Decreased accuracy while moving with sniper rifles
> > >> - Added additional legacy mode (3) to cl_dynamiccrosshair
> > >> - Updated the localization files
> > >>
> > >> Team Fortress 2
> > >> Manniversary:
> > >> - Experimenting with a new store interface with a subset of players
> > >> - Added several dozen community items in celebration of the
> > >> Manniversary
> > >> - Added loadout presets -- each class can now store four complete
> > >> loadouts, including weapons and cosmetic items, and change between
> > >> them with the press of a button.
> > >> - Added a new item type that can accept user-applied decals. Take any
> > >> image off your hard drive, put it on a stick, and then smash people
> > >> with it! (See the Decal Tool in the store!)
> > >> - Added new co-operative high five taunt
> > >> - Class select menu now shows the active loadout for each class
> > >> - Characters can now equip two misc-slot items at once
> > >> - Added a new in-game abuse-reporting system (see "Capture abuse
> > >> report data" under "Miscellaneous" controls)
> > >> - Non-newly-released weapons in the store can now be tried out for
> > >> free once per week! This will give you a fully-functional version of
> > >> the weapon to be used in-game for no cost. If you decide you like it,
> > >> you can purchase it for a discount during the trial period.
> > >> - All items purchased in the store can be used for crafting and can be
> > >> traded after a few days
> > >> - Added a new startup music track from Meet The Medic
> > >> - Integrated with the new Steam Workshop to enable the publication and
> > >> management of community contributed content
> > >>
> > >> Maps:
> > >> - Added new community control point map Gullywash. Stamps are
> > >> available in the store to support community map authors!
> > >> - Barnblitz is now available for offline practice
> > >> - Frontier: various geometry fixes
> > >> - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated
> > >> forward spawn areas
> > >>
> > >> Replay:
> > >> - New camera shake functionality added for replays that are not
> > >> sufficiently dramatic
> > >> - New slow-motion functionality added for replays where even camera
> > >> shake does not provide sufficient drama
> > >> - Added support for recording voice chat into replays
> > >>
> > >> Items:
> > >> - Pocket Medic can now be equipped by the Soldier in addition to the
> > >> Heavy
> > >> - World Traveler's Hat and the Connoisseur's Cap are now paintable
> > >> - Bonk Boy and Foster's Facade are now misc slot items
> > >> - Fixed The Director's Vision not playing animations correctly for all
> > >> classes in the loadout screen
> > >> - The Killer Exclusive is now paintable
> > >> - When sorting the backpack, otherwise-equivalent items will sort by
> > >> strange weapon rank and crate series number if possible
> > >> - When selecting items from the loadout, weapons with different kill
> > >> eater ranks will all show up
> > >> - Hat of Undeniable Wealth And Respect animations have been added.
> > Really.
> > >> - LOD models added to several older cosmetic items
> > >>
> > >> Response Rules:
> > >> - Reduced the chance of many response lines occurring
> > >> - Responses related to cart progress no longer play when disguised
> > >> - Players will now always call for a medic when low on health or when
> > >> on fire when a medic is under the crosshair, whereas previously the
> > >> character would ask the medic to follow them
> > >> - Named base items will no longer trigger responses that were supposed
> > >> to be for new item variants
> > >> - Added additional Jarate hit responses
> > >> - Demoman:
> > >>    - Added achievement award response
> > >>    - Removed "I didn't need your help y'know" line if being healed by
> > >> a Medic
> > >>    - Saxxy kills will use the same lines as kills from the frying pan
> > >>    - Taunting with The Pain Train or the Saxxy now plays the same
> > >> taunt as the grenade launcher
> > >>    - Added a taunt for The Ullapool Caber
> > >> - Engineer:
> > >>    - Fixed a problem that caused him not to say thanks after exiting a
> > >> teleporter
> > >>    - Saxxy kills will use the same lines as kills from The Golden
> Wrench
> > >>    - Added a previously unused golden wrench kill line
> > >>    - Added an occasional response when swinging The Gunslinger
> > >>    - Wrangler taunt now performs the pistol taunt animation
> > >> - Heavy:
> > >>    - Added a previously unused fist swing line
> > >> - Medic:
> > >>    - Added a line to the response that occurs when doing a battle cry
> > >> while looking at an enemy while holding a melee weapon
> > >>    - Taunting with a Saxxy plays the medigun taunt
> > >>    - Taunting with the Solemn Vow or the Crusader's Crossbow now plays
> > >> the same taunt as the syringe gun
> > >> - Scout:
> > >>    - Removed the response when killing an enemy Scout or Pyro and
> > >> moved the lines to the dominating Pyro/Scout response
> > >>    - Added a rare response to double jumping after getting a recent
> > >> kill
> > >> - Sniper:
> > >>    - Reduced chattiness when getting many sequential kills
> > >>    - Added a missing line to the scoped revenge response
> > >>    - Taunting with a Saxxy no longer play lines that reference a knife
> > >> - Soldier:
> > >>    - Added a line to the getting übercharged response
> > >>    - Taunting with the Righteous Bison, Battalion's Backup, or the
> > >> Saxxy now play the Buff Banner taunt
> > >>
> > >> Bots:
> > >> - TFBots have a percentage chance of noticing weapon fire based on
> > >> their difficulty level. Easy bots are fairly oblivious, and Expert
> > >> bots notice pretty much everything.
> > >> - TFBots now treat certain weapon attacks as "quiet" (Spy knife,
> > >> cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons
> > >> can only be heard by TFBots when nearby, and their chance of being
> > >> noticed is halved if the environment is "noisy" (ie., lots of
> > >> non-quiet gunfire going on in the area). This greatly improves Spies
> > >> ability to backstab TFBots without the entire team immediately turning
> > on
> > > them.
> > >> - Spy bot improvements:
> > >>    - Spy bots are much better about circling around and backstabbing
> > >> their victims now
> > >>    - Improved Spy bot target selection in some situations (ie:
> > >> clusters of sentries and enemy players)
> > >>    - Spy bots will give up on an attack and retreat if an enemy sentry
> > >> gun aims at them
> > >>    - Spy bots now avoid nearby enemies while disguised and/or cloaked
> > >> so they don't bump into them and give themselves away
> > >>    - Spy bots now have a simple notion of when their "cover is blown"
> > now
> > >>    - Spy bots lead their target's position as they chase them down for
> > >> a backstab now
> > >>    - Spy bots don't go after victims until setup time has elapsed
> > >>    - Hard and Expert Spy bots avoid looking at their prey until they
> > >> get close and go for the stab
> > >>    - Easy Spy bots don't avoid enemies, or try to get behind before
> > >> stabbing
> > >>    - Normal Spy bots don't avoid enemies
> > >>    - Fixed bug where Spy bots would jump against the enemy spawn gates
> > >> during setup time
> > >> - Medic bot improvements:
> > >>    - Medic bots stick much closer to running patients now
> > >>    - Medic bots stick much closer to their patient if they have an
> > >> Ubercharge ready, or are deploying their Uber
> > >>    - Medic bots hide from Sentryguns now, too
> > >> - Pyro bot improvements:
> > >>    - Pyro bots are less "pushy" with their compression blast, but will
> > >> use it against Ubers and to get enemies off of a capture point
> > >>
> > >> Other:
> > >> - Razer Hydra support can be enabled via "sixense_enabled 1" in the
> > >> console.
> > >> See http://sixense.com/tf2 for details.
> > >> - Added "tf_allow_taunt_switch". Set to 0 for disallowed (default
> > >> behavior),
> > >> 1 for old bug behavior, or 2 to allow weapon switching any time during
> > >> the taunt.
> > >> - Screenshots can now be hooked up to the Steam Community
> automatically.
> > >> There is a new option to control this under "Miscellaneous" in the
> > >> Advanced Options page.
> > >> - Fixed gold ragdolls playing custom death animations when they should
> > >> be locked in a pose
> > >> - Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is
> > >> at full health.
> > >> - Fixed touching a cabinet while under the effects of the Buffalo
> > >> Steak Sandvich removing the mini-crits but not removing the melee
> > >> weapon restriction
> > >> - Fixed particle effects not showing up on spy disguise items
> > >> - Fixed spies never using genuine, community, or self-made items as
> > >> disguise weapons
> > >> - Fixed demoman weapons primary/secondary being backwards in the
> > >> loadout screen
> > >> - Fixed effects on Sticky Jumper grenades
> > >> - Fixed net_graph not updating server framerate when FPS is greater
> > >> than
> > >> 1000
> > >> - Fixed game servers not being able to execute the retry command
> > >> - Renamed tf_show_voice_icons to mp_show_voice_icons
> > >> - Updated the localization files
> > >>
> > >> Jason
> > >>
> > >>
> > >> _______________________________________________
> > >> hlds_announce mailing list
> > >> hlds_annou...@list.valvesoftware.com
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_announce
> > >>
> > >>
> > >> _______________________________________________
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> > >> please visit:
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> > >>
> > >> _______________________________________________
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> > >> please visit:
> > >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> > >>
> > >
> > >
> > > _______________________________________________
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> > please visit:
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> > >
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