You could probably achieve this with a sourcemod plugin. I imagine a busy wait in OnGameFrame() would do it.
On 6/9/2014 6:11 AM, Jesse Molina wrote: > > Hi everyone > > I am testing a crash recovery system on my srcds control system, and I > need a way to purposefully and reliably seize up my server. I don't > want it to exit; that's easy to do. I want it to seize up, like a > spinlock. > > FYI, doing "cast_ray" on the console causes a nice segfault, "7068 > Segmentation fault", exit code 139. > > The "killserver" command is close. It is like a "quit", but the server > doesn't exit. Seems like part of the engine is shutting down, but I > suspect it might be possible to start it back up again since it's still > taking commands on the console. > > I can do some external stuff, like hitting memory, attaching gdb, etc, > but I'd like to know of an internal command that causes some spectacular > CPU usage. Something that only a kill -9 is going to fix. > > This can be on any of TF2, CSS, CSGO, L4D1/2, HLDM, or FoF. > > Any advice would be appreciated. > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux