Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-12-01 Thread Ronny Schedel

I can confirm the 100% cpu usage by one process. It does not respond 
anymore, but it uses the whole cpu. Any workaround for this?


I have had this issue twice up till now, and it's rather disturbing.

 What happened is that a L4D2 fork gets in a crashing mode of some kind 
 where it continuously puts 100% CPU load on a single core. I've seen these 
 sort of crashes perhaps around 10 times so far. 8 times I've spotted it 
 soon enough to kill -9 pid the process, and 2 times I've been too late 
 and it been in such a state for several hours before it will entirely kill 
 off the machine. The machine will only reply to icmp and nothing else 
 (ssh, http, ftp, gameservers etc).

 This worries me a bit, because I do not have any reason to assume 
 something is broken on OS or hardware level.

 Regards,

 Saint K.

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Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-12-01 Thread Gary Stanley
At 04:21 AM 11/30/2009, Pavilus Zirovski wrote:
It's happening about 3-4 times per month for me on 32bit Gentoo hosting TF2
servers only. Im not using -debug in startup line. I am using default
preempt kernel (not realtime), but i was using realtime priority scheduler
on srcds processes. I think maybe that is the problem. Now i removed
resched.sh script from crontab, cause i thought that maybe it happens at
some specific moments when cpu overload is very high and rescheduling script
changes realtime priority of all srcds_processes (chrt -f -p 98 processid),
but im not sure. Now i change realtime priority manually only. Server hasnt
crashed for about 2 weeks for now, but i think it might crash any time. This
has been frustrating for me as well, cause i lost all remote accesses to
server, all processes start to hang one by one and cpu usage is maximized
(all taken by one srcds process) at that moment till i lost connection from
server at all and i have to call my hosting company so they could physically
restart server. At first i thought it was because of some hardware failure
or something but now seeing that others have the same problem then im not
sure. I hope someone could give some more clues..

TBH you don't need SCHED_FIFO, you only need SCHED_RR. Gameservers 
are not time sensitive enough to justify running them at the
same priority as, say, the network packet scheduler.



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Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-12-01 Thread Gary Stanley
At 04:21 AM 11/30/2009, Pavilus Zirovski wrote:
It's happening about 3-4 times per month for me on 32bit Gentoo hosting TF2
servers only. Im not using -debug in startup line. I am using default
preempt kernel (not realtime), but i was using realtime priority scheduler
on srcds processes. I think maybe that is the problem. Now i removed
resched.sh script from crontab, cause i thought that maybe it happens at
some specific moments when cpu overload is very high and rescheduling script
changes realtime priority of all srcds_processes (chrt -f -p 98 processid),
but im not sure. Now i change realtime priority manually only. Server hasnt
crashed for about 2 weeks for now, but i think it might crash any time. This
has been frustrating for me as well, cause i lost all remote accesses to
server, all processes start to hang one by one and cpu usage is maximized
(all taken by one srcds process) at that moment till i lost connection from
server at all and i have to call my hosting company so they could physically
restart server. At first i thought it was because of some hardware failure
or something but now seeing that others have the same problem then im not
sure. I hope someone could give some more clues..

TBH you don't need SCHED_FIFO, you only need SCHED_RR. Gameservers 
are not time sensitive enough to justify running them at the
same priority as, say, the network packet scheduler.



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Re: [hlds_linux] Crashing L4D2 fork killing entire machine

2009-12-01 Thread Ulrich Block
Do you realy need chrt on l4d and l4d2? In my opinion no. Unlike the 
other source games it is limited to tick 30 and fps max. You can not 
change this values.
So where is the point using chrt? I use it only for games like tf2 dods 
css and never had the problem you described.

Gary Stanley schrieb:
 At 04:21 AM 11/30/2009, Pavilus Zirovski wrote:
   
 It's happening about 3-4 times per month for me on 32bit Gentoo hosting TF2
 servers only. Im not using -debug in startup line. I am using default
 preempt kernel (not realtime), but i was using realtime priority scheduler
 on srcds processes. I think maybe that is the problem. Now i removed
 resched.sh script from crontab, cause i thought that maybe it happens at
 some specific moments when cpu overload is very high and rescheduling script
 changes realtime priority of all srcds_processes (chrt -f -p 98 processid),
 but im not sure. Now i change realtime priority manually only. Server hasnt
 crashed for about 2 weeks for now, but i think it might crash any time. This
 has been frustrating for me as well, cause i lost all remote accesses to
 server, all processes start to hang one by one and cpu usage is maximized
 (all taken by one srcds process) at that moment till i lost connection from
 server at all and i have to call my hosting company so they could physically
 restart server. At first i thought it was because of some hardware failure
 or something but now seeing that others have the same problem then im not
 sure. I hope someone could give some more clues..
 

 TBH you don't need SCHED_FIFO, you only need SCHED_RR. Gameservers 
 are not time sensitive enough to justify running them at the
 same priority as, say, the network packet scheduler.



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[hlds_linux] tf2 stable fps

2009-12-01 Thread Nikolay Shopik
Hello,

I'm running 18 slots TF2 server on Debian Lenny stock kernel. And I 
wonder is it normal if server fps drops from 240 to 70-80 for few 
milliseconds? I see this with net_graph 4 enabled, while var doesn't 
show big difference always about 5-6msec.
Does sourcetv affect this? I know recording STV demo is increase cpu 
load and I can see drops below 30 fps, but what about just broadcasting 
for additional 16 slots?


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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Daniel Nilsson

*/Does sourcetv affect this? I know recording STV demo is increase cpu 
load and I can see drops below 30 fps, but what about just broadcasting 
for additional 16 slots?


/*It affects stable fps alot. Now i dont know your cpu and other 
hardware/internet limitation. But almost 99% of your unstable fps is probably 
from sourcetv. Run the fps meeter with and without sourcetv. And you will 
notice a big difference.

//Daniel
*/


/*



Nikolay Shopik skrev:
 Hello,

 I'm running 18 slots TF2 server on Debian Lenny stock kernel. And I 
 wonder is it normal if server fps drops from 240 to 70-80 for few 
 milliseconds? I see this with net_graph 4 enabled, while var doesn't 
 show big difference always about 5-6msec.
 Does sourcetv affect this? I know recording STV demo is increase cpu 
 load and I can see drops below 30 fps, but what about just broadcasting 
 for additional 16 slots?


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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Nikolay Shopik
My hardware is core duo 6700 usually load up to 60-70% with 100Mbit 
connection. Fps meter, you mean net_graph 4?

On 01.12.2009 16:29, Daniel Nilsson wrote:
 It affects stable fps alot. Now i dont know your cpu and other 
 hardware/internet limitation. But almost 99% of your unstable fps is probably 
 from sourcetv. Run the fps meeter with and without sourcetv. And you will 
 notice a big difference



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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread f0rkz
What kernel are you running?

On Tue, 2009-12-01 at 17:54 +0300, Nikolay Shopik wrote:
 My hardware is core duo 6700 usually load up to 60-70% with 100Mbit 
 connection. Fps meter, you mean net_graph 4?
 
 On 01.12.2009 16:29, Daniel Nilsson wrote:
  It affects stable fps alot. Now i dont know your cpu and other 
  hardware/internet limitation. But almost 99% of your unstable fps is 
  probably from sourcetv. Run the fps meeter with and without sourcetv. And 
  you will notice a big difference
 
 
 
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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Nikolay Shopik
2.6.26-2-686 #1 SMP - This is stock Debian Lenny kernel

On 01.12.2009 18:27, f0rkz wrote:
 What kernel are you running?



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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Ulrich Block
When it is stock I guess you did not disable cool and quiet yet (dunno 
what it is called with intel)
As root try: cpufreq-set -g performance

This sets the cpu to maximal standart Hz. Why do this? For the load 
peaks the cpufreq-utils do not scale up the CPU Hz fast enough. So it is 
better to disable them.

Nikolay Shopik schrieb:
 2.6.26-2-686 #1 SMP - This is stock Debian Lenny kernel

 On 01.12.2009 18:27, f0rkz wrote:
   
 What kernel are you running?
 



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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread f0rkz
You could also look into compiling a dynamic kernel with 1000 hz
frequency.

On Tue, 2009-12-01 at 17:15 +0100, Ulrich Block wrote:
 When it is stock I guess you did not disable cool and quiet yet (dunno 
 what it is called with intel)
 As root try: cpufreq-set -g performance
 
 This sets the cpu to maximal standart Hz. Why do this? For the load 
 peaks the cpufreq-utils do not scale up the CPU Hz fast enough. So it is 
 better to disable them.
 
 Nikolay Shopik schrieb:
  2.6.26-2-686 #1 SMP - This is stock Debian Lenny kernel
 
  On 01.12.2009 18:27, f0rkz wrote:

  What kernel are you running?
  
 
 
 
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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Nikolay Shopik
Enabled, first test shows server drop fps from 247 to 245fps but this 
with just one player. Will see how this affect with fully loaded server.

On 01.12.2009 19:15, Ulrich Block wrote:
 When it is stock I guess you did not disable cool and quiet yet (dunno
 what it is called with intel)
 As root try: cpufreq-set -g performance

 This sets the cpu to maximal standart Hz. Why do this? For the load
 peaks the cpufreq-utils do not scale up the CPU Hz fast enough. So it is
 better to disable them.

 Nikolay Shopik schrieb:
 2.6.26-2-686 #1 SMP - This is stock Debian Lenny kernel

 On 01.12.2009 18:27, f0rkz wrote:

 What kernel are you running?




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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Daniel Nilsson
test this url

http://www.fpsmeter.org/

And do a measurement there with sourcetv off. It requires rcon so it has 
to be enabled. Post the result of that measurement  here...

//Daniel

Nikolay Shopik skrev:
 My hardware is core duo 6700 usually load up to 60-70% with 100Mbit 
 connection. Fps meter, you mean net_graph 4?

 On 01.12.2009 16:29, Daniel Nilsson wrote:
   
 It affects stable fps alot. Now i dont know your cpu and other 
 hardware/internet limitation. But almost 99% of your unstable fps is 
 probably from sourcetv. Run the fps meeter with and without sourcetv. And 
 you will notice a big difference
 



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[hlds_linux] sv_steamgroup = terribly pain

2009-12-01 Thread Matt Ford
So my, as I see it, very simple server.cfg fails utterly to do what I
want it to.

I can't stop public people joining the server and no one in the steam group
can ever see it.

Anyone any ideas?  Show tags has some interesting properties...notice
the i at the end of the grp: also the Public always has coop set.  The empty
tag disappears when public peeps enjoy my paid for server!

sv_showtags
Tags:
Public :  coop,empty
Private:
g:l4d2,coop,realism,survival,versus,teamversus,scavenge,teamscavenge,grp:23762i,
 


//Server Info
hostname Dancingfrog
rcon_password pass

//Client Config
sv_alltalk 0

//Lan, region, and network
sv_lan 0
sv_region 3

//Steam group
//sv_search_key df
sv_steamgroup 23762
sv_steamgroup_exclusive 1
sv_allow_lobby_connect_only 1

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Re: [hlds_linux] sv_steamgroup = terribly pain

2009-12-01 Thread Brent Veal
If you dont want public people joining, then give your server a search_key.
That'll make it available only to lobbies that have that search key set.

On Tue, Dec 1, 2009 at 1:38 PM, Matt Ford matt wrote:

 So my, as I see it, very simple server.cfg fails utterly to do what I
 want it to.

 I can't stop public people joining the server and no one in the steam group
 can ever see it.

 Anyone any ideas?  Show tags has some interesting properties...notice
 the i at the end of the grp: also the Public always has coop set.  The
 empty
 tag disappears when public peeps enjoy my paid for server!

 sv_showtags
 Tags:
 Public :  coop,empty
 Private:

 g:l4d2,coop,realism,survival,versus,teamversus,scavenge,teamscavenge,grp:23762i,



 //Server Info
 hostname Dancingfrog
 rcon_password pass

 //Client Config
 sv_alltalk 0

 //Lan, region, and network
 sv_lan 0
 sv_region 3

 //Steam group
 //sv_search_key df
 sv_steamgroup 23762
 sv_steamgroup_exclusive 1
 sv_allow_lobby_connect_only 1

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Re: [hlds_linux] sv_steamgroup = terribly pain

2009-12-01 Thread David A. Parker
True, but sv_steamgroup_exclusive should make it invisible to public 
lobbies unless Steam group members are already on the server.  I'm 
running two L4D2 Steam group servers with sv_steamgroup_exclusive = 1 
and no search key set, and I do not get any public players on these 
servers, while my four public servers are full most of the time.  I'm 
not sure why Steam group exclusivity seems to work for some people but 
not for others.  Maybe this is a region problem?

 - Dave

Brent Veal wrote:
 If you dont want public people joining, then give your server a search_key.
 That'll make it available only to lobbies that have that search key set.
 
 On Tue, Dec 1, 2009 at 1:38 PM, Matt Ford matt wrote:
 
 So my, as I see it, very simple server.cfg fails utterly to do what I
 want it to.

 I can't stop public people joining the server and no one in the steam group
 can ever see it.

 Anyone any ideas?  Show tags has some interesting properties...notice
 the i at the end of the grp: also the Public always has coop set.  The
 empty
 tag disappears when public peeps enjoy my paid for server!

 sv_showtags
 Tags:
 Public :  coop,empty
 Private:

 g:l4d2,coop,realism,survival,versus,teamversus,scavenge,teamscavenge,grp:23762i,



 //Server Info
 hostname Dancingfrog
 rcon_password pass

 //Client Config
 sv_alltalk 0

 //Lan, region, and network
 sv_lan 0
 sv_region 3

 //Steam group
 //sv_search_key df
 sv_steamgroup 23762
 sv_steamgroup_exclusive 1
 sv_allow_lobby_connect_only 1

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-- 

Dave Parker
Utica College
Integrated Information Technology Services
(315) 792-3229
Registered Linux User #408177

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[hlds_linux] L4D2 update (yeah again, right now)

2009-12-01 Thread ics
Since no one posted official info about this, just for your information, 
there is a new update for left 4 dead 2 available for you all server 
running folks.

* Fixed case where game failed to launch in certain machine
  configurations Fixed bug where a burning witch could get into a
  state where she's invincible
* Fixed bug where bots would not shoot at Jockeys and Chargers while
  approaching to save a teammate


-ics


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Re: [hlds_linux] sv_steamgroup = terribly pain

2009-12-01 Thread Matt Ford
Well after todays update I can see my server back in the steam group
list!  

Also by setting sv_steamgroup_exclusive to 2 (rather than 1) I can stop
public people from joining the game at least until someone from the
steam group is in first (it might be the case that setting it to 2
requires a steam group admin to start the game)

This shouldn't be soo hard...or left so unexplained


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Re: [hlds_linux] L4D2 update (yeah again, right now)

2009-12-01 Thread Saul Rennison
Is Jason on vacation or something?!

On Tuesday, December 1, 2009, ics i...@ics-base.net wrote:
 Since no one posted official info about this, just for your information,
 there is a new update for left 4 dead 2 available for you all server
 running folks.

     * Fixed case where game failed to launch in certain machine
       configurations Fixed bug where a burning witch could get into a
       state where she's invincible
     * Fixed bug where bots would not shoot at Jockeys and Chargers while
       approaching to save a teammate


 -ics


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-- 

Thanks,
 - Saul.

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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Nephyrin Zey
  I really dont want to get involved in this, but beware basically all 
the advice you're receiving (including mine). There's tons of BS 
regarding tickrate, RT kernels, fpsmeter.org, 'hit registration', and a 
bunch of other useless nonsense by people who really just are echoing 
what they read in that one old article about high FPS and what that one 
wiki says about linux kernel configuration.

If I were you:
Setup a kernel with hi res timers and a 300hz interrupt, enable HPET if 
your system doesn't have a stable TSC. Bind each srcds instance to a 
core. Set it to sched_fifo (sudo chrt -f -p 98 pid). Set fps_max to 0. 
Use host_profile 1 to watch effective FPS. Fill server. Play with other 
tweaks and compare them to your test case. Just because someone says 
that X or Y will make your server better dont believe it until you see 
it. net_graph 4 is the best measure of how well your server is doing. If 
its a solid graph with no gaps, getting 66/s updates, and low var, I 
would say its near perfect. Others might whine. Decide for yourself.

Miscellaneous nonsense:
- On a system with hi res timers and TSC/HPET, sleep() will return 
independent of the interrupt timer, enabling 1000FPS to be hit 
regardless of system ticrate. In this case, a 1000hz interrupt timer 
will not have any effect, and possibly a negative one.
- On linux/tf2, the stats command calculates fps in a very useless 
manner. A single slow frame will make it show '40fps', while the 
engine's own internal counter (what you see in the green banner in those 
windows srcds windows) as well as host_profile disagree.
- fpsmeter.org uses the stats command.
- I've talked to and worked with many people and never seen a linux TF2 
server above 20 slots get 'stable' FPS, much less according to fpsmeter. 
I've seen many TF2 linux servers that perform very well and lag free.
- RT kernels chug CPU like no tomorrow for very little benefit, vs FIFO 
scheduling and hi-res timers.
- If your var is 10ms and your updaterate is stable 66, to hell with 
anyone whining about FPS (flamewar lol). Its worth noting that windows 
servers are tuned to run at 66fps originally. By valve. The 'booster' 
came later.
- My linux TF2 servers are among the best stability in updaterate and 
var i've seen anywhere, yet many people have 'more stable FPS' than me. 
See previous point.
- SourceTV is a massive buggy resource hog.
- Anyone that brings up 'hit registration' probably doesn't know wtf 
they're talking about and read some old article about it with 
questionable logic.

- neph

On 12/01/2009 11:21 AM, Daniel Nilsson wrote:
 test this url

 http://www.fpsmeter.org/

 And do a measurement there with sourcetv off. It requires rcon so it has
 to be enabled. Post the result of that measurement  here...

 //Daniel

 Nikolay Shopik skrev:
 My hardware is core duo 6700 usually load up to 60-70% with 100Mbit
 connection. Fps meter, you mean net_graph 4?

 On 01.12.2009 16:29, Daniel Nilsson wrote:

 It affects stable fps alot. Now i dont know your cpu and other 
 hardware/internet limitation. But almost 99% of your unstable fps is 
 probably from sourcetv. Run the fps meeter with and without sourcetv. And 
 you will notice a big difference



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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Ferenc Kovacs
useful comment as always.
ty.

Tyrael

On Wed, Dec 2, 2009 at 12:07 AM, Nephyrin Zey nephy...@doublezen.net wrote:
  I really dont want to get involved in this, but beware basically all
 the advice you're receiving (including mine). There's tons of BS
 regarding tickrate, RT kernels, fpsmeter.org, 'hit registration', and a
 bunch of other useless nonsense by people who really just are echoing
 what they read in that one old article about high FPS and what that one
 wiki says about linux kernel configuration.

 If I were you:
 Setup a kernel with hi res timers and a 300hz interrupt, enable HPET if
 your system doesn't have a stable TSC. Bind each srcds instance to a
 core. Set it to sched_fifo (sudo chrt -f -p 98 pid). Set fps_max to 0.
 Use host_profile 1 to watch effective FPS. Fill server. Play with other
 tweaks and compare them to your test case. Just because someone says
 that X or Y will make your server better dont believe it until you see
 it. net_graph 4 is the best measure of how well your server is doing. If
 its a solid graph with no gaps, getting 66/s updates, and low var, I
 would say its near perfect. Others might whine. Decide for yourself.

 Miscellaneous nonsense:
 - On a system with hi res timers and TSC/HPET, sleep() will return
 independent of the interrupt timer, enabling 1000FPS to be hit
 regardless of system ticrate. In this case, a 1000hz interrupt timer
 will not have any effect, and possibly a negative one.
 - On linux/tf2, the stats command calculates fps in a very useless
 manner. A single slow frame will make it show '40fps', while the
 engine's own internal counter (what you see in the green banner in those
 windows srcds windows) as well as host_profile disagree.
 - fpsmeter.org uses the stats command.
 - I've talked to and worked with many people and never seen a linux TF2
 server above 20 slots get 'stable' FPS, much less according to fpsmeter.
 I've seen many TF2 linux servers that perform very well and lag free.
 - RT kernels chug CPU like no tomorrow for very little benefit, vs FIFO
 scheduling and hi-res timers.
 - If your var is 10ms and your updaterate is stable 66, to hell with
 anyone whining about FPS (flamewar lol). Its worth noting that windows
 servers are tuned to run at 66fps originally. By valve. The 'booster'
 came later.
 - My linux TF2 servers are among the best stability in updaterate and
 var i've seen anywhere, yet many people have 'more stable FPS' than me.
 See previous point.
 - SourceTV is a massive buggy resource hog.
 - Anyone that brings up 'hit registration' probably doesn't know wtf
 they're talking about and read some old article about it with
 questionable logic.

 - neph

 On 12/01/2009 11:21 AM, Daniel Nilsson wrote:
 test this url

 http://www.fpsmeter.org/

 And do a measurement there with sourcetv off. It requires rcon so it has
 to be enabled. Post the result of that measurement  here...

 //Daniel

 Nikolay Shopik skrev:
 My hardware is core duo 6700 usually load up to 60-70% with 100Mbit
 connection. Fps meter, you mean net_graph 4?

 On 01.12.2009 16:29, Daniel Nilsson wrote:

 It affects stable fps alot. Now i dont know your cpu and other 
 hardware/internet limitation. But almost 99% of your unstable fps is 
 probably from sourcetv. Run the fps meeter with and without sourcetv. And 
 you will notice a big difference



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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Gary Stanley
At 06:07 PM 12/1/2009, Nephyrin Zey wrote:
   I really dont want to get involved in this, but beware basically all
the advice you're receiving (including mine). There's tons of BS
regarding tickrate, RT kernels, fpsmeter.org, 'hit registration', and a
bunch of other useless nonsense by people who really just are echoing
what they read in that one old article about high FPS and what that one
wiki says about linux kernel configuration.

I agree. You do not need RT kernels at all.. they are for real time 
systems, since gameservers estimate everything anyways
it's pointless to run a RT kernel on something that gives the best 
guess. The engine can only respond as fast as the users ping to and 
from the server, with socket latency etc..


If I were you:
Setup a kernel with hi res timers and a 300hz interrupt, enable HPET if
your system doesn't have a stable TSC. Bind each srcds instance to a
core. Set it to sched_fifo (sudo chrt -f -p 98 pid). Set fps_max to 0.
Use host_profile 1 to watch effective FPS. Fill server. Play with other
tweaks and compare them to your test case. Just because someone says
that X or Y will make your server better dont believe it until you see
it. net_graph 4 is the best measure of how well your server is doing. If
its a solid graph with no gaps, getting 66/s updates, and low var, I
would say its near perfect. Others might whine. Decide for yourself.

SCHED_RR gives the same latency as SCHED_FIFO, in my tests. Under 
load, this will be different, though. (send me a message and i'll 
send you some code)

Miscellaneous nonsense:
- On a system with hi res timers and TSC/HPET, sleep() will return
independent of the interrupt timer, enabling 1000FPS to be hit
regardless of system ticrate. In this case, a 1000hz interrupt timer
will not have any effect, and possibly a negative one.


AFAIK select()/poll() on older kernels do not use hrtimers at all. 
Only nanosleep()/usleep() do. You don't need 1000hz anyways as that 
can cause cacheline pingpongs etc (Hurt NUMA performance)


- On linux/tf2, the stats command calculates fps in a very useless
manner. A single slow frame will make it show '40fps', while the
engine's own internal counter (what you see in the green banner in those
windows srcds windows) as well as host_profile disagree.
- fpsmeter.org uses the stats command.
- I've talked to and worked with many people and never seen a linux TF2
server above 20 slots get 'stable' FPS, much less according to fpsmeter.
I've seen many TF2 linux servers that perform very well and lag free.
- RT kernels chug CPU like no tomorrow for very little benefit, vs FIFO
scheduling and hi-res timers.
- If your var is 10ms and your updaterate is stable 66, to hell with
anyone whining about FPS (flamewar lol). Its worth noting that windows
servers are tuned to run at 66fps originally. By valve. The 'booster'
came later.
- My linux TF2 servers are among the best stability in updaterate and
var i've seen anywhere, yet many people have 'more stable FPS' than me.
See previous point.
- SourceTV is a massive buggy resource hog.
- Anyone that brings up 'hit registration' probably doesn't know wtf
they're talking about and read some old article about it with
questionable logic.


As long as you run Low Latency in the kernel with little interrupt 
behavior, and without CPUspeed/ACPI Processor you should be 
okay.  Realtime kernels chug too much cpu because the scheduler has 
more overhead etc etc
-


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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Gary Stanley
At 06:07 PM 12/1/2009, Nephyrin Zey wrote:
   I really dont want to get involved in this, but beware basically all
the advice you're receiving (including mine). There's tons of BS
regarding tickrate, RT kernels, fpsmeter.org, 'hit registration', and a
bunch of other useless nonsense by people who really just are echoing
what they read in that one old article about high FPS and what that one
wiki says about linux kernel configuration.

I agree. You do not need RT kernels at all.. they are for real time 
systems, since gameservers estimate everything anyways
it's pointless to run a RT kernel on something that gives the best 
guess. The engine can only respond as fast as the users ping to and 
from the server, with socket latency etc..


If I were you:
Setup a kernel with hi res timers and a 300hz interrupt, enable HPET if
your system doesn't have a stable TSC. Bind each srcds instance to a
core. Set it to sched_fifo (sudo chrt -f -p 98 pid). Set fps_max to 0.
Use host_profile 1 to watch effective FPS. Fill server. Play with other
tweaks and compare them to your test case. Just because someone says
that X or Y will make your server better dont believe it until you see
it. net_graph 4 is the best measure of how well your server is doing. If
its a solid graph with no gaps, getting 66/s updates, and low var, I
would say its near perfect. Others might whine. Decide for yourself.

SCHED_RR gives the same latency as SCHED_FIFO, in my tests. Under 
load, this will be different, though. (send me a message and i'll 
send you some code)

Miscellaneous nonsense:
- On a system with hi res timers and TSC/HPET, sleep() will return
independent of the interrupt timer, enabling 1000FPS to be hit
regardless of system ticrate. In this case, a 1000hz interrupt timer
will not have any effect, and possibly a negative one.


AFAIK select()/poll() on older kernels do not use hrtimers at all. 
Only nanosleep()/usleep() do. You don't need 1000hz anyways as that 
can cause cacheline pingpongs etc (Hurt NUMA performance)


- On linux/tf2, the stats command calculates fps in a very useless
manner. A single slow frame will make it show '40fps', while the
engine's own internal counter (what you see in the green banner in those
windows srcds windows) as well as host_profile disagree.
- fpsmeter.org uses the stats command.
- I've talked to and worked with many people and never seen a linux TF2
server above 20 slots get 'stable' FPS, much less according to fpsmeter.
I've seen many TF2 linux servers that perform very well and lag free.
- RT kernels chug CPU like no tomorrow for very little benefit, vs FIFO
scheduling and hi-res timers.
- If your var is 10ms and your updaterate is stable 66, to hell with
anyone whining about FPS (flamewar lol). Its worth noting that windows
servers are tuned to run at 66fps originally. By valve. The 'booster'
came later.
- My linux TF2 servers are among the best stability in updaterate and
var i've seen anywhere, yet many people have 'more stable FPS' than me.
See previous point.
- SourceTV is a massive buggy resource hog.
- Anyone that brings up 'hit registration' probably doesn't know wtf
they're talking about and read some old article about it with
questionable logic.


As long as you run Low Latency in the kernel with little interrupt 
behavior, and without CPUspeed/ACPI Processor you should be 
okay.  Realtime kernels chug too much cpu because the scheduler has 
more overhead etc etc
-


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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Saul Rennison
Thanks for clearing that up Neph :)

On Tuesday, December 1, 2009, Nephyrin Zey nephy...@doublezen.net wrote:
   I really dont want to get involved in this, but beware basically all
 the advice you're receiving (including mine). There's tons of BS
 regarding tickrate, RT kernels, fpsmeter.org, 'hit registration', and a
 bunch of other useless nonsense by people who really just are echoing
 what they read in that one old article about high FPS and what that one
 wiki says about linux kernel configuration.

 If I were you:
 Setup a kernel with hi res timers and a 300hz interrupt, enable HPET if
 your system doesn't have a stable TSC. Bind each srcds instance to a
 core. Set it to sched_fifo (sudo chrt -f -p 98 pid). Set fps_max to 0.
 Use host_profile 1 to watch effective FPS. Fill server. Play with other
 tweaks and compare them to your test case. Just because someone says
 that X or Y will make your server better dont believe it until you see
 it. net_graph 4 is the best measure of how well your server is doing. If
 its a solid graph with no gaps, getting 66/s updates, and low var, I
 would say its near perfect. Others might whine. Decide for yourself.

 Miscellaneous nonsense:
 - On a system with hi res timers and TSC/HPET, sleep() will return
 independent of the interrupt timer, enabling 1000FPS to be hit
 regardless of system ticrate. In this case, a 1000hz interrupt timer
 will not have any effect, and possibly a negative one.
 - On linux/tf2, the stats command calculates fps in a very useless
 manner. A single slow frame will make it show '40fps', while the
 engine's own internal counter (what you see in the green banner in those
 windows srcds windows) as well as host_profile disagree.
 - fpsmeter.org uses the stats command.
 - I've talked to and worked with many people and never seen a linux TF2
 server above 20 slots get 'stable' FPS, much less according to fpsmeter.
 I've seen many TF2 linux servers that perform very well and lag free.
 - RT kernels chug CPU like no tomorrow for very little benefit, vs FIFO
 scheduling and hi-res timers.
 - If your var is 10ms and your updaterate is stable 66, to hell with
 anyone whining about FPS (flamewar lol). Its worth noting that windows
 servers are tuned to run at 66fps originally. By valve. The 'booster'
 came later.
 - My linux TF2 servers are among the best stability in updaterate and
 var i've seen anywhere, yet many people have 'more stable FPS' than me.
 See previous point.
 - SourceTV is a massive buggy resource hog.
 - Anyone that brings up 'hit registration' probably doesn't know wtf
 they're talking about and read some old article about it with
 questionable logic.

 - neph

 On 12/01/2009 11:21 AM, Daniel Nilsson wrote:
 test this url

 http://www.fpsmeter.org/

 And do a measurement there with sourcetv off. It requires rcon so it has
 to be enabled. Post the result of that measurement  here...

 //Daniel

 Nikolay Shopik skrev:
 My hardware is core duo 6700 usually load up to 60-70% with 100Mbit
 connection. Fps meter, you mean net_graph 4?

 On 01.12.2009 16:29, Daniel Nilsson wrote:

 It affects stable fps alot. Now i dont know your cpu and other 
 hardware/internet limitation. But almost 99% of your unstable fps is 
 probably from sourcetv. Run the fps meeter with and without sourcetv. And 
 you will notice a big difference



 ___
 To unsubscribe, edit your list preferences, or view the list archives, 
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux



 __ Information from ESET NOD32 Antivirus, version of virus 
 signature database 4651 (20091201) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com





 __ Information from ESET NOD32 Antivirus, version of virus signature 
 database 4651 (20091201) __

 The message was checked by ESET NOD32 Antivirus.

 http://www.eset.com



 ___
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 please visit:
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-- 

Thanks,
 - Saul.

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Re: [hlds_linux] tf2 stable fps

2009-12-01 Thread Nephyrin Zey
  On 12/01/2009 03:47 PM, Gary Stanley wrote:
 SCHED_RR gives the same latency as SCHED_FIFO, in my tests. Under
 load, this will be different, though. (send me a message and i'll
 send you some code)

I use a multicore system with one core 'dedicated' to each instance. In 
this case, FIFO basically gives that core to the process - it gets to 
use it before anything else can think about being scheduled. SCHED_RR 
would be very similar in this case, if not identical on one 
process-per-core. RR might make more sense if two or more srcds's are 
sharing the core.

 Miscellaneous nonsense:
 - On a system with hi res timers and TSC/HPET, sleep() will return
 independent of the interrupt timer, enabling 1000FPS to be hit
 regardless of system ticrate. In this case, a 1000hz interrupt timer
 will not have any effect, and possibly a negative one.

 AFAIK select()/poll() on older kernels do not use hrtimers at all.
 Only nanosleep()/usleep() do. You don't need 1000hz anyways as that
 can cause cacheline pingpongs etc (Hurt NUMA performance)
Indeed, this is all relevant to modern kernels. With older kernels, YMMV.

 - On linux/tf2, the stats command calculates fps in a very useless
 manner. A single slow frame will make it show '40fps', while the
 engine's own internal counter (what you see in the green banner in those
 windows srcds windows) as well as host_profile disagree.
 - fpsmeter.org uses the stats command.
 - I've talked to and worked with many people and never seen a linux TF2
 server above 20 slots get 'stable' FPS, much less according to fpsmeter.
 I've seen many TF2 linux servers that perform very well and lag free.
 - RT kernels chug CPU like no tomorrow for very little benefit, vs FIFO
 scheduling and hi-res timers.
 - If your var is10ms and your updaterate is stable 66, to hell with
 anyone whining about FPS (flamewar lol). Its worth noting that windows
 servers are tuned to run at 66fps originally. By valve. The 'booster'
 came later.
 - My linux TF2 servers are among the best stability in updaterate and
 var i've seen anywhere, yet many people have 'more stable FPS' than me.
 See previous point.
 - SourceTV is a massive buggy resource hog.
 - Anyone that brings up 'hit registration' probably doesn't know wtf
 they're talking about and read some old article about it with
 questionable logic.

 As long as you run Low Latency in the kernel with little interrupt
 behavior, and without CPUspeed/ACPI Processor you should be
 okay.  Realtime kernels chug too much cpu because the scheduler has
 more overhead etc etc
 -


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 visit:
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Re: [hlds_linux] L4D2 update (yeah again, right now)

2009-12-01 Thread Saint K .
Why o why is this not being announced anymore

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
Sent: Tuesday, December 01, 2009 11:44 PM
To: Half-Life dedicated Linux server mailing list
Subject: [hlds_linux] L4D2 update (yeah again, right now)

Since no one posted official info about this, just for your information, 
there is a new update for left 4 dead 2 available for you all server 
running folks.

* Fixed case where game failed to launch in certain machine
  configurations Fixed bug where a burning witch could get into a
  state where she's invincible
* Fixed bug where bots would not shoot at Jockeys and Chargers while
  approaching to save a teammate


-ics


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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 9.0.709 / Virus Database: 270.14.87/2536 - Release Date: 12/01/09 
08:59:00

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Re: [hlds_linux] L4D2 update (yeah again, right now)

2009-12-01 Thread Xavier Kerestesy
Probably the same reason they don't announce Killing Floor updates or 
similar games.  I wish there was some consistency, but then again, that 
would make life too easy.  If only we lived in a perfect world.


Xavier



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Re: [hlds_linux] L4D2 update (yeah again, right now)

2009-12-01 Thread Shane Arnold
By the looks of it, they are client-side updates. Not really something 
that needs to be announced on a hlds_srcds list.

There is actually a proper announce list if that's what you guys want.

Saint K. wrote:
 Why o why is this not being announced anymore

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com 
 [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics
 Sent: Tuesday, December 01, 2009 11:44 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: [hlds_linux] L4D2 update (yeah again, right now)

 Since no one posted official info about this, just for your information, 
 there is a new update for left 4 dead 2 available for you all server 
 running folks.

 * Fixed case where game failed to launch in certain machine
   configurations Fixed bug where a burning witch could get into a
   state where she's invincible
 * Fixed bug where bots would not shoot at Jockeys and Chargers while
   approaching to save a teammate


 -ics


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 No virus found in this incoming message.
 Checked by AVG - www.avg.com 
 Version: 9.0.709 / Virus Database: 270.14.87/2536 - Release Date: 12/01/09 
 08:59:00

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Re: [hlds_linux] L4D2 update (yeah again, right now)

2009-12-01 Thread Jonah Hirsch
Well, this is a list that VALVE hosts, so it really only makes sense that
updates to Valve games would be announced. Killing Floor is the only
exception, since Tripwire feels that they should announce their updates
here.

Jonah Hirsch
---


On Wed, Dec 2, 2009 at 12:44 AM, Xavier Kerestesy xav...@kerestesy.comwrote:

 Probably the same reason they don't announce Killing Floor updates or
 similar games.  I wish there was some consistency, but then again, that
 would make life too easy.  If only we lived in a perfect world.


 Xavier



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