[hlds_linux] Missing materials/map corruption problem?

2007-08-09 Thread max goldberg
Hello, I recently set up srcds on an AMD-based Debian Linux server
(Dual-Dual core 2.2ghz Opteron w/ 8gb of RAM) and everything seems to
go fine except when the server loads a map.

Here is a snippet of what the console outputs when I run cstrike with
the map cs_office:


Error: Material plaster/slide : proxy AnimatedTexture not found!
Error: Material models/props/cs_office/clouds : proxy
TextureScroll not found!
Error: Material models/props/cs_office/clouds2 : proxy
TextureScroll not found!
Executing dedicated server config file
Incorrect price blob version! Update your server!
ERROR: mp_dynamicpricing set to 1 but couldn't download the price list!
Error: Material sprites/bubble : proxy AnimatedTexture not found!
Error: Material models/props/cs_office/screen : proxy
AnimatedTexture not found!
Section [Scenes]: 0 resources total 0 bytes, 0.00 % of limit (2.10 MB)
net.cpp (960) : Assertion Failed: 0 == iRet  iValLen == sizeof( iVal
)  cSendBufSize = iVal
net.cpp (968) : Assertion Failed: 0 == iRet  iValLen == sizeof( iVal
)  cRecvBufSize = iVal

The same sort of thing happens if I do hl2mp or force i486 binaries
instead of AMD.

I unpacked my local gcf file and uploaded the map to compare checksums
and they were identical. I did a verify_all update and everything was
up to date, this issue persisted between both version 86 and the new
87 beta.

The server runs fine but when playing various textures and reflections
are replaced with the default bright magenta checkerboard texture.

I dont understand what the problem if is the maps are all up to date
is this a common problem? Any help would be appreciated.

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Re: [hlds_linux] Source Engine/Dedicated Server Beta

2007-08-09 Thread Thomas h

top shows the exact same thing. The used, but not so used, memory is the
buffers and cached values. With a few exceptions like tmpfs.

Regards
Thomas Hjorth
http://DSRack.dk



Its definitely not the fault of linux or the way it is built. Usually
when process doesnt need memory or it is shut down, it frees the memory
it was using and that can be given by the system for other processes but
in srcds case, it tends to keep the memory and not freeing it, untill
its shut down. I'm sure srcds process doesnt need all that memory itself
that it is eating - it just couldnt free it. Yes of course the memory
usage is different in linux and windows, but in linux, the system tends
to reserve the whole memory for itself and then distributes it for the
processes that need it. I think you are referring to it.

However, if 1 process uses all the memory, at some point, there is no
free memory for the system to share. Then machine starts swapping and
thats bad. For example, while i watch mem usage on my desktop with
'top', it says that 910632k of the mem is used and 125092k is free.
Freshly booted 2 hours ago. This is of course the reserved memory by the
system, not the real thing. Real values for free memory seen with 'free'
are 259568 in use and 776156 free. Servers work same way. Eventually the
memory runs out. Not a problem if you reboot your gameserver daily but
still the leak has been annoying.

-ics

Svensk Ljud  Ljus Produktion kirjoitti:

I dont think its all a bug, its the way how linux is built.
As long as we have more memory in the box then its using at start and
full,
then its just no problems how its moving the free memory around !

Its only a problem for thouse who is used to look at how windows is using
the memory, its not the same way !

Peter

- Original Message -
From: ics [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Wednesday, August 08, 2007 3:11 PM
Subject: Re: [hlds_linux] Source Engine/Dedicated Server Beta


forget zblock, it is not the main reason. Every CSS server has that
memory leak, vanilla or plugin enhanced. Leave your server on for a week
and you will see that its eating 4-6 times the memory that it ate at
when you first time started it. This leak has been in there for years,
good thing that its finally fixed (if it really is).

-ics

Thomas h kirjoitti:

I only suspected zblock to be the bad guy, because i didnt notice
any of
the non-zblock running server to reach a level higher than 250-300mb
of ram.
But that could just as well be that they rarely change map on those
servers,
making in consistent with the memleak bug in the src engine.

Regards
Thomas Hjorth
http://DSRack.dk


[ Picked text/plain from multipart/alternative ]
Thomas Hjorth, that's actually the first time I ever heard anyone say
that
zBlock
were to have a memory leak, and seeing as ow zBlock barely actuallyt
uses
any
memory at all I can't imagine it leaking near a GB in only a few
days. I'll
check it
out though.

On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:

 The memleak is there, though I though it was with zblock, since only
those
 servers used way to much memory. I had 1 server using 1.1GB of memory
 within
 a few days. Restarting the server cleans up the mess, ofc.

 Regards
 Thomas Hjorth
 http://DSRack.dk

 [ Picked text/plain from multipart/alternative ]
 - Fixed a server memory leak (2-3 megs per map change)
 
 Holy mother of God. I am speechless if this is true. =o
 
 -tsuehpsyde
 SourceKills.com
 
 On 8/7/07, Guy Watkins [EMAIL PROTECTED] wrote:
  
   What was the smoke grenade exploit?  Was it the one that allowed
 someone
   to
   jump really high?
  
   Thanks,
   Guy
  
   } -Original Message-
   } From: [EMAIL PROTECTED]
[mailto:hlds_linux-
   } [EMAIL PROTECTED] On Behalf Of Jason Ruymen
   } Sent: Tuesday, August 07, 2007 9:47 PM
   } To: hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
   } Subject: [hlds_linux] Source Engine/Dedicated Server Beta
   }
   } A new Beta is available for the Source Engine and Source
Dedicated
   } Server.  To participate, run hldsupdatetool with the command
-beta
   } community.  The specific changes include:
   }
   } - Fixed hl2mp bug where if you +used a weapon it would not
respawn
   } anymore
   } - Fixed hl2mp spectator being able to lock the player he's
viewing
 by
   } typing jointeam 0
   } - Fixed a CS:S smoke grenade exploit
   } - Added a way for server plugins to ask players if they'd
like to
   } connect to a different server
   } - Made materials handle sv_pure correctly when they've included
 other
   } materials
   } - Fixed Windows dedicated server bug slowing down Steam updates
   } - Fixed a server memory leak (2-3 megs per map change)
   } - Fixed IVEngineServer::FadeClientVolume
   } - Fixed certain models showing up all white when sv_pure
flushed
 them
   } - Made the server print a client's steam ID and show sv_pure
 warnings
 if
   } sv_pure_kick_clients is 0
   } - Fixed a bug preventing sv_pure CRCs from 

[hlds_linux] Dedicated Server Beta Jason? Alfred?

2007-08-09 Thread Ratman2000
Hello,

Jason have sayed, that there is a way for Plugins to relocate the players,
but how can i find this way?
It there a page, i can find the information i need to build this relocate?
I have looked into the SDK and havend found any Plugin Helper or an other
function so
please tell me, how we can use this function!

- Added a way for server plugins to ask players if they'd like to
connect to a different server

Thanks!

With friendly Reguards

Ratman2000


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Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?

2007-08-09 Thread Regime

Quoting Mike Dussault's email to the [hlds] list:

Here's some example code that could go in a
IServerPluginCallbacks::ClientCommand handler:

if ( FStrEq( pcmd, doaskconnect ) )
{
 const char *ip = MyTestServer.ValveSoftware.com:27015;
 if ( engine-Cmd_Argc() = 2 )
  ip = engine-Cmd_Argv(1);

 float flDuration = 4.0f;
 if ( engine-Cmd_Argc() = 3 )
  flDuration = (float)atof( engine-Cmd_Argv(2) );

 KeyValues *kv = new KeyValues(blah);
 kv-SetFloat( time, flDuration );
 kv-SetString( title, ip );

 helpers-CreateMessage( pEntity, DIALOG_ASKCONNECT, kv, this );
 return PLUGIN_STOP;
}

Here's the DIALOG_TYPE update. It would be in
public\engine\iserverplugin.h, but we'll have to do an sdk release for
that so it's a ways off.

typedef enum
{
DIALOG_MSG = 0,  // just an on screen message
DIALOG_MENU,  // an options menu
DIALOG_TEXT,  // a richtext dialog
DIALOG_ENTRY,  // an entry box
DIALOG_ASKCONNECT // Ask the client to connect to a specified IP
address. Only the time and title keys are used.
} DIALOG_TYPE;

Regards,
---
Regime
http://www.livebythegun.com/


Ratman2000 wrote:

Hello,

Jason have sayed, that there is a way for Plugins to relocate the players,
but how can i find this way?
It there a page, i can find the information i need to build this relocate?
I have looked into the SDK and havend found any Plugin Helper or an other
function so
please tell me, how we can use this function!

- Added a way for server plugins to ask players if they'd like to
connect to a different server

Thanks!

With friendly Reguards

Ratman2000


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Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?

2007-08-09 Thread Andreas Grimm
Here's some example code that could go in a
IServerPluginCallbacks::ClientCommand handler:

 if ( FStrEq( pcmd, doaskconnect ) )
 {
  const char *ip = MyTestServer.ValveSoftware.com:27015;
  if ( engine-Cmd_Argc() = 2 )
   ip = engine-Cmd_Argv(1);

  float flDuration = 4.0f;
  if ( engine-Cmd_Argc() = 3 )
   flDuration = (float)atof( engine-Cmd_Argv(2) );

  KeyValues *kv = new KeyValues(blah);
  kv-SetFloat( time, flDuration );
  kv-SetString( title, ip );

  helpers-CreateMessage( pEntity, DIALOG_ASKCONNECT, kv, this );
  return PLUGIN_STOP;
 }

Here's the DIALOG_TYPE update. It would be in public\engine\iserverplugin.h,
but we'll have to do an sdk release for that so it's a ways off.

typedef enum
{
 DIALOG_MSG = 0,  // just an on screen message  DIALOG_MENU,  // an options
menu  DIALOG_TEXT,  // a richtext dialog  DIALOG_ENTRY,  // an entry box
DIALOG_ASKCONNECT // Ask the client to connect to a specified IP address.
Only the time and title keys are used.
} DIALOG_TYPE;

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag
 von Ratman2000
 Gesendet: Donnerstag, 9. August 2007 10:17
 An: hlds_linux@list.valvesoftware.com
 Betreff: [hlds_linux] Dedicated Server Beta Jason? Alfred?

 Hello,

 Jason have sayed, that there is a way for Plugins to relocate
 the players, but how can i find this way?
 It there a page, i can find the information i need to build
 this relocate?
 I have looked into the SDK and havend found any Plugin Helper
 or an other function so please tell me, how we can use this function!

 - Added a way for server plugins to ask players if they'd
 like to connect to a different server

 Thanks!

 With friendly Reguards

 Ratman2000


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 archives, please visit:
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Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?

2007-08-09 Thread Ratman2000
Hello,

thanks for the replays!!!
Where this code Snipped sended on a other Mailing list? (hlds?)
So i need to register me on this mailing list too :)

Thanks

With friendly Reguards from Germany

Ratman2000

- Original Message -
From: Regime [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, August 09, 2007 10:33 AM
Subject: Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?


 Quoting Mike Dussault's email to the [hlds] list:

 Here's some example code that could go in a
 IServerPluginCallbacks::ClientCommand handler:

  if ( FStrEq( pcmd, doaskconnect ) )
  {
   const char *ip = MyTestServer.ValveSoftware.com:27015;
   if ( engine-Cmd_Argc() = 2 )
ip = engine-Cmd_Argv(1);

   float flDuration = 4.0f;
   if ( engine-Cmd_Argc() = 3 )
flDuration = (float)atof( engine-Cmd_Argv(2) );

   KeyValues *kv = new KeyValues(blah);
   kv-SetFloat( time, flDuration );
   kv-SetString( title, ip );

   helpers-CreateMessage( pEntity, DIALOG_ASKCONNECT, kv, this );
   return PLUGIN_STOP;
  }

 Here's the DIALOG_TYPE update. It would be in
 public\engine\iserverplugin.h, but we'll have to do an sdk release for
 that so it's a ways off.

 typedef enum
 {
  DIALOG_MSG = 0,  // just an on screen message
  DIALOG_MENU,  // an options menu
  DIALOG_TEXT,  // a richtext dialog
  DIALOG_ENTRY,  // an entry box
  DIALOG_ASKCONNECT // Ask the client to connect to a specified IP
 address. Only the time and title keys are used.
 } DIALOG_TYPE;

 Regards,
 ---
 Regime
 http://www.livebythegun.com/


 Ratman2000 wrote:
  Hello,
 
  Jason have sayed, that there is a way for Plugins to relocate the
players,
  but how can i find this way?
  It there a page, i can find the information i need to build this
relocate?
  I have looked into the SDK and havend found any Plugin Helper or an
other
  function so
  please tell me, how we can use this function!
 
  - Added a way for server plugins to ask players if they'd like to
  connect to a different server
 
  Thanks!
 
  With friendly Reguards
 
  Ratman2000
 
 
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Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?

2007-08-09 Thread Andreas Grimm
hi,

Mike posted this on the windows mailing list

http://list.valvesoftware.com/
-- for discussion of windows server issues

Andreas Grimm

 -Ursprüngliche Nachricht-
 Von: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Im Auftrag
 von Ratman2000
 Gesendet: Donnerstag, 9. August 2007 12:57
 An: hlds_linux@list.valvesoftware.com
 Betreff: Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?

 Hello,

 thanks for the replays!!!
 Where this code Snipped sended on a other Mailing list?
 (hlds?) So i need to register me on this mailing list too :)

 Thanks

 With friendly Reguards from Germany

 Ratman2000

 - Original Message -
 From: Regime [EMAIL PROTECTED]
 To: hlds_linux@list.valvesoftware.com
 Sent: Thursday, August 09, 2007 10:33 AM
 Subject: Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?


  Quoting Mike Dussault's email to the [hlds] list:
 
  Here's some example code that could go in a
  IServerPluginCallbacks::ClientCommand handler:
 
   if ( FStrEq( pcmd, doaskconnect ) )  {
const char *ip = MyTestServer.ValveSoftware.com:27015;
if ( engine-Cmd_Argc() = 2 )
 ip = engine-Cmd_Argv(1);
 
float flDuration = 4.0f;
if ( engine-Cmd_Argc() = 3 )
 flDuration = (float)atof( engine-Cmd_Argv(2) );
 
KeyValues *kv = new KeyValues(blah);
kv-SetFloat( time, flDuration );
kv-SetString( title, ip );
 
helpers-CreateMessage( pEntity, DIALOG_ASKCONNECT, kv, this );
return PLUGIN_STOP;
   }
 
  Here's the DIALOG_TYPE update. It would be in
  public\engine\iserverplugin.h, but we'll have to do an sdk
 release for
  that so it's a ways off.
 
  typedef enum
  {
   DIALOG_MSG = 0,  // just an on screen message  DIALOG_MENU,  // an
  options menu  DIALOG_TEXT,  // a richtext dialog
 DIALOG_ENTRY,  // an
  entry box  DIALOG_ASKCONNECT // Ask the client to connect to a
  specified IP address. Only the time and title keys are used.
  } DIALOG_TYPE;
 
  Regards,
  ---
  Regime
  http://www.livebythegun.com/
 
 
  Ratman2000 wrote:
   Hello,
  
   Jason have sayed, that there is a way for Plugins to relocate the
 players,
   but how can i find this way?
   It there a page, i can find the information i need to build this
 relocate?
   I have looked into the SDK and havend found any Plugin
 Helper or an
 other
   function so
   please tell me, how we can use this function!
  
   - Added a way for server plugins to ask players if they'd like to
   connect to a different server
  
   Thanks!
  
   With friendly Reguards
  
   Ratman2000
  
  
   ___
   To unsubscribe, edit your list preferences, or view the list
   archives,
 please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds_linux
  
 
 
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 list archives,
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Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?

2007-08-09 Thread Ratman2000
Hello,

i think there is a bug in the Relocate Function.

I habe tested it with this:

KeyValues *Message = new KeyValues( menu );
  Message-SetInt( level, 2 );
  Message-SetInt( time, 5 );

  Message-SetString( title, 192.168.1.165:27015 );
  Helpers-CreateMessage( pEntity, DIALOG_ASKCONNECT, Message, this );
 Message-deleteThis();

And have forced this to relocate me...
I become the text displayed that the admin is forcing me to reconnect and i
have to accept...

So now i have accepted an get an error:

Bad server address (connect co)

Anybody knows this bug?

With friendly Reguards

Ratman2000


- Original Message -
From: Thomas h [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Thursday, August 09, 2007 10:05 AM
Subject: Re: [hlds_linux] Source Engine/Dedicated Server Beta


top shows the exact same thing. The used, but not so used, memory is the
buffers and cached values. With a few exceptions like tmpfs.

Regards
Thomas Hjorth
http://DSRack.dk


Its definitely not the fault of linux or the way it is built. Usually
when process doesnt need memory or it is shut down, it frees the memory
it was using and that can be given by the system for other processes but
in srcds case, it tends to keep the memory and not freeing it, untill
its shut down. I'm sure srcds process doesnt need all that memory itself
that it is eating - it just couldnt free it. Yes of course the memory
usage is different in linux and windows, but in linux, the system tends
to reserve the whole memory for itself and then distributes it for the
processes that need it. I think you are referring to it.

However, if 1 process uses all the memory, at some point, there is no
free memory for the system to share. Then machine starts swapping and
thats bad. For example, while i watch mem usage on my desktop with
'top', it says that 910632k of the mem is used and 125092k is free.
Freshly booted 2 hours ago. This is of course the reserved memory by the
system, not the real thing. Real values for free memory seen with 'free'
are 259568 in use and 776156 free. Servers work same way. Eventually the
memory runs out. Not a problem if you reboot your gameserver daily but
still the leak has been annoying.

-ics

Svensk Ljud  Ljus Produktion kirjoitti:
I dont think its all a bug, its the way how linux is built.
As long as we have more memory in the box then its using at start and
full,
then its just no problems how its moving the free memory around !

Its only a problem for thouse who is used to look at how windows is using
the memory, its not the same way !

Peter

- Original Message -
From: ics [EMAIL PROTECTED]
To: hlds_linux@list.valvesoftware.com
Sent: Wednesday, August 08, 2007 3:11 PM
Subject: Re: [hlds_linux] Source Engine/Dedicated Server Beta


forget zblock, it is not the main reason. Every CSS server has that
memory leak, vanilla or plugin enhanced. Leave your server on for a week
and you will see that its eating 4-6 times the memory that it ate at
when you first time started it. This leak has been in there for years,
good thing that its finally fixed (if it really is).

-ics

Thomas h kirjoitti:
I only suspected zblock to be the bad guy, because i didnt notice
any of
the non-zblock running server to reach a level higher than 250-300mb
of ram.
But that could just as well be that they rarely change map on those
servers,
making in consistent with the memleak bug in the src engine.

Regards
Thomas Hjorth
http://DSRack.dk

[ Picked text/plain from multipart/alternative ]
Thomas Hjorth, that's actually the first time I ever heard anyone say
that
zBlock
were to have a memory leak, and seeing as ow zBlock barely actuallyt
uses
any
memory at all I can't imagine it leaking near a GB in only a few
days. I'll
check it
out though.

On 8/8/07, Thomas h [EMAIL PROTECTED] wrote:
 
  The memleak is there, though I though it was with zblock, since only
those
  servers used way to much memory. I had 1 server using 1.1GB of memory
  within
  a few days. Restarting the server cleans up the mess, ofc.
 
  Regards
  Thomas Hjorth
  http://DSRack.dk
 
  [ Picked text/plain from multipart/alternative ]
  - Fixed a server memory leak (2-3 megs per map change)
  
  Holy mother of God. I am speechless if this is true. =o
  
  -tsuehpsyde
  SourceKills.com
  
  On 8/7/07, Guy Watkins [EMAIL PROTECTED] wrote:
   
What was the smoke grenade exploit?  Was it the one that allowed
  someone
to
jump really high?
   
Thanks,
Guy
   
} -Original Message-
} From: [EMAIL PROTECTED]
[mailto:hlds_linux-
} [EMAIL PROTECTED] On Behalf Of Jason Ruymen
} Sent: Tuesday, August 07, 2007 9:47 PM
} To: hlds_linux@list.valvesoftware.com;
[EMAIL PROTECTED]
} Subject: [hlds_linux] Source Engine/Dedicated Server Beta
}
} A new Beta is available for the Source Engine and Source
Dedicated
} Server.  To participate, run hldsupdatetool with the command
-beta
} community.  The specific changes include:
   

[hlds_linux] srcds performance on core2duo

2007-08-09 Thread tadao amras
Hello,

I noticed some strange cpu usage while running srcds on intel core2.
We're running some cs:s servers on various cpu platforms. All servers
are running the same linux distribution, same packages and same kernel
with realtime-preempt patch. The gameserver is always cs:s, 20 players
and tickrate 100.

Server#1 is an older p4 with 2.8ghz. 20 players need about 80-90% of
the cpu but the tickrate is stable. 10 players need about 30% cpu
usage.

Server#2 is a quad core xeon X3220, 2.4ghz. 20 players need about 10%
(rare peeks go up to 20%) of one core. 10 players are sometimes not
noticeable at all as srcds is going beyond 0.3% cpu usage (per core).

Server#3 is a (dual core) core2 duo E6600, 2.4ghz. 7 players already
need about 50%. 10 need about 70% and more than 15 need 90% cpu.

Does anyone know a reason for this behavior? - Or is srcds just not
running reliable on core2 architecture?

I'll also try to get some cpu/player graphs ready.

Thanks for reading,
tadaoamras

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Re: [hlds_linux] srcds performance on core2duo

2007-08-09 Thread karumba

uh...i just ordered a new core2 duo root :|
does someone knows which net_queue* parameters make sense for this CPU?

tadao amras schrieb:

Hello,

I noticed some strange cpu usage while running srcds on intel core2.
We're running some cs:s servers on various cpu platforms. All servers
are running the same linux distribution, same packages and same kernel
with realtime-preempt patch. The gameserver is always cs:s, 20 players
and tickrate 100.

Server#1 is an older p4 with 2.8ghz. 20 players need about 80-90% of
the cpu but the tickrate is stable. 10 players need about 30% cpu
usage.

Server#2 is a quad core xeon X3220, 2.4ghz. 20 players need about 10%
(rare peeks go up to 20%) of one core. 10 players are sometimes not
noticeable at all as srcds is going beyond 0.3% cpu usage (per core).

Server#3 is a (dual core) core2 duo E6600, 2.4ghz. 7 players already
need about 50%. 10 need about 70% and more than 15 need 90% cpu.

Does anyone know a reason for this behavior? - Or is srcds just not
running reliable on core2 architecture?

I'll also try to get some cpu/player graphs ready.

Thanks for reading,
tadaoamras

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RE: [hlds_linux] srcds performance on core2duo

2007-08-09 Thread Mike Dussault
net_queue isn't used on Linux anymore.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 2:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds performance on core2duo

uh...i just ordered a new core2 duo root :| does someone knows which
net_queue* parameters make sense for this CPU?

tadao amras schrieb:
 Hello,

 I noticed some strange cpu usage while running srcds on intel core2.
 We're running some cs:s servers on various cpu platforms. All servers
 are running the same linux distribution, same packages and same kernel

 with realtime-preempt patch. The gameserver is always cs:s, 20 players

 and tickrate 100.

 Server#1 is an older p4 with 2.8ghz. 20 players need about 80-90% of
 the cpu but the tickrate is stable. 10 players need about 30% cpu
 usage.

 Server#2 is a quad core xeon X3220, 2.4ghz. 20 players need about 10%
 (rare peeks go up to 20%) of one core. 10 players are sometimes not
 noticeable at all as srcds is going beyond 0.3% cpu usage (per core).

 Server#3 is a (dual core) core2 duo E6600, 2.4ghz. 7 players already
 need about 50%. 10 need about 70% and more than 15 need 90% cpu.

 Does anyone know a reason for this behavior? - Or is srcds just not
 running reliable on core2 architecture?

 I'll also try to get some cpu/player graphs ready.

 Thanks for reading,
 tadaoamras

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Re: [hlds_linux] srcds performance on core2duo

2007-08-09 Thread karumba

mike, thanks for the info.
is there any threading now for linux? or is there no benefit when
using dual/quad cores? is the threaded-code only temporarily disabled?

Mike Dussault schrieb:

net_queue isn't used on Linux anymore.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 2:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds performance on core2duo

uh...i just ordered a new core2 duo root :| does someone knows which
net_queue* parameters make sense for this CPU?

tadao amras schrieb:

Hello,

I noticed some strange cpu usage while running srcds on intel core2.
We're running some cs:s servers on various cpu platforms. All servers
are running the same linux distribution, same packages and same kernel



with realtime-preempt patch. The gameserver is always cs:s, 20 players



and tickrate 100.

Server#1 is an older p4 with 2.8ghz. 20 players need about 80-90% of
the cpu but the tickrate is stable. 10 players need about 30% cpu
usage.

Server#2 is a quad core xeon X3220, 2.4ghz. 20 players need about 10%
(rare peeks go up to 20%) of one core. 10 players are sometimes not
noticeable at all as srcds is going beyond 0.3% cpu usage (per core).

Server#3 is a (dual core) core2 duo E6600, 2.4ghz. 7 players already
need about 50%. 10 need about 70% and more than 15 need 90% cpu.

Does anyone know a reason for this behavior? - Or is srcds just not
running reliable on core2 architecture?

I'll also try to get some cpu/player graphs ready.

Thanks for reading,
tadaoamras

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Re: [hlds_linux] srcds performance on core2duo

2007-08-09 Thread Ondřej Hošek

Hmm.

If your Xeon is a X3220, then it actually is using the Core
microarchitecture, just like your E6600. I'd consider this intriguing...
and a sign that srcds actually thrives on a Core processor.

I'm not sure if it can be a difference between Conroe and Kentsfield or
because the E6600 implements some additional baggage (iAMT2, Trusted
Execution Technology). In any case, there seems to be a bit more to your
situation.

~~ Ondra

On 09.08.07 23:30 Uhr, tadao amras wrote:

Hello,

I noticed some strange cpu usage while running srcds on intel core2.
We're running some cs:s servers on various cpu platforms. All servers
are running the same linux distribution, same packages and same kernel
with realtime-preempt patch. The gameserver is always cs:s, 20 players
and tickrate 100.

Server#1 is an older p4 with 2.8ghz. 20 players need about 80-90% of
the cpu but the tickrate is stable. 10 players need about 30% cpu
usage.

Server#2 is a quad core xeon X3220, 2.4ghz. 20 players need about 10%
(rare peeks go up to 20%) of one core. 10 players are sometimes not
noticeable at all as srcds is going beyond 0.3% cpu usage (per core).

Server#3 is a (dual core) core2 duo E6600, 2.4ghz. 7 players already
need about 50%. 10 need about 70% and more than 15 need 90% cpu.

Does anyone know a reason for this behavior? - Or is srcds just not
running reliable on core2 architecture?

I'll also try to get some cpu/player graphs ready.

Thanks for reading,
tadaoamras


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RE: [hlds_linux] srcds performance on core2duo

2007-08-09 Thread Mike Dussault
The packet queue threading was originally added because of a lame piece
of behavior in Windows where if you send  6 UDP packets without giving
up a timeslice, Windows says no and forgets about your packets. So
Windows needed the thread. But Linux doesn't have that problem so it
didn't need the thread in the first place, plus the thread caused all
sorts of problems under Linux because we couldn't get Linux to give the
thread high enough priority to service the packets waiting in the queue
fast enough.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 3:17 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds performance on core2duo

mike, thanks for the info.
is there any threading now for linux? or is there no benefit when
using dual/quad cores? is the threaded-code only temporarily disabled?

Mike Dussault schrieb:
 net_queue isn't used on Linux anymore.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of karumba
 Sent: Thursday, August 09, 2007 2:43 PM
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] srcds performance on core2duo

 uh...i just ordered a new core2 duo root :| does someone knows which
 net_queue* parameters make sense for this CPU?

 tadao amras schrieb:
 Hello,

 I noticed some strange cpu usage while running srcds on intel core2.
 We're running some cs:s servers on various cpu platforms. All servers

 are running the same linux distribution, same packages and same
 kernel

 with realtime-preempt patch. The gameserver is always cs:s, 20
 players

 and tickrate 100.

 Server#1 is an older p4 with 2.8ghz. 20 players need about 80-90% of
 the cpu but the tickrate is stable. 10 players need about 30% cpu
 usage.

 Server#2 is a quad core xeon X3220, 2.4ghz. 20 players need about 10%

 (rare peeks go up to 20%) of one core. 10 players are sometimes not
 noticeable at all as srcds is going beyond 0.3% cpu usage (per core).

 Server#3 is a (dual core) core2 duo E6600, 2.4ghz. 7 players already
 need about 50%. 10 need about 70% and more than 15 need 90% cpu.

 Does anyone know a reason for this behavior? - Or is srcds just not
 running reliable on core2 architecture?

 I'll also try to get some cpu/player graphs ready.

 Thanks for reading,
 tadaoamras

 ___
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 archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux


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Re: [hlds_linux] srcds performance on core2duo

2007-08-09 Thread karumba

mike, thanks for clearing that up!

@tadao amras, our C2D runs perfectly smooth with ~40 players at low CPU
usage.

Mike Dussault schrieb:

The packet queue threading was originally added because of a lame piece
of behavior in Windows where if you send  6 UDP packets without giving
up a timeslice, Windows says no and forgets about your packets. So
Windows needed the thread. But Linux doesn't have that problem so it
didn't need the thread in the first place, plus the thread caused all
sorts of problems under Linux because we couldn't get Linux to give the
thread high enough priority to service the packets waiting in the queue
fast enough.


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 3:17 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds performance on core2duo

mike, thanks for the info.
is there any threading now for linux? or is there no benefit when
using dual/quad cores? is the threaded-code only temporarily disabled?

Mike Dussault schrieb:

net_queue isn't used on Linux anymore.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of karumba
Sent: Thursday, August 09, 2007 2:43 PM
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] srcds performance on core2duo

uh...i just ordered a new core2 duo root :| does someone knows which
net_queue* parameters make sense for this CPU?

tadao amras schrieb:

Hello,

I noticed some strange cpu usage while running srcds on intel core2.
We're running some cs:s servers on various cpu platforms. All servers



are running the same linux distribution, same packages and same
kernel
with realtime-preempt patch. The gameserver is always cs:s, 20
players
and tickrate 100.

Server#1 is an older p4 with 2.8ghz. 20 players need about 80-90% of
the cpu but the tickrate is stable. 10 players need about 30% cpu
usage.

Server#2 is a quad core xeon X3220, 2.4ghz. 20 players need about 10%



(rare peeks go up to 20%) of one core. 10 players are sometimes not
noticeable at all as srcds is going beyond 0.3% cpu usage (per core).

Server#3 is a (dual core) core2 duo E6600, 2.4ghz. 7 players already
need about 50%. 10 need about 70% and more than 15 need 90% cpu.

Does anyone know a reason for this behavior? - Or is srcds just not
running reliable on core2 architecture?

I'll also try to get some cpu/player graphs ready.

Thanks for reading,
tadaoamras

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archives,

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