[hlds_linux] Missing materials/map corruption problem?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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: } } - 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?
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Dedicated Server Beta Jason? Alfred?
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 ___ 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] 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 ___ 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] Dedicated Server Beta Jason? Alfred?
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 ___ 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] Dedicated Server Beta Jason? Alfred?
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
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
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 ___ 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] srcds performance on core2duo
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 ___ 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] 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] srcds performance on core2duo
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
RE: [hlds_linux] srcds performance on core2duo
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 ___ 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 ___ 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] srcds performance on core2duo
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 ___ 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 ___ 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