[hlds_linux] TF2 server multi-threaded support
I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
This topic might be a bit old, however I have a suggestion for a realtime update of server without switching it off or crashing it while updating. The method involves creating a base installation of the server files and then hard linking them to other folder with command cp -f -p -r -l /path/to/base /path/to/real/server. Then it is possible to update base server files using the srcupdatecheck (from neph) steam binary. Steam binary will unlink them, leaving real server with old files and the base folder with new files. After the update is complete the server must be turned off and the cp -f -p -r -l... should be executed again which will link the new files overwriting old ones. Just tried this manually, works pretty well. 2009/12/19 Nathan D. nathan...@cox.net When the L4D 2 update was released tonight, I changed maps but this did not update the server. I then immediately exited the server and when it restarted, it was up to date. So apparently, even if a map change does sometimes update the server, it's definitely not the quickest and most assuring method. So, we still need some sort of script, or preferably an update to -autoupdate that will: 1.) Detect when an update is available 2.) Wait for the server to become empty OR wait X amount of time before exiting - whichever comes first. 3.) Exit the server so that it can update and restart. This would obviously keep a large amount of dedicated servers more up-to-date and available to play on. Cordially, -Nate ___ 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] Auto-Update Inquiry/Suggestion
This method would work fine, but if you share the files accross installs you need to be careful of the permissions involved. Another option would just be using rsync, if the diskspace is not an issue. If you're setting up something really complex, using a unionfs might also be good. I suspect most GSPs do something to this effect. With one install, however, i've never crashed a server by updating it while its still running. A few specific scenarios definitely could, but 99% of the time it goes through fine, and even if it doesn't, the reboot just occurs a few moments early :-P. You could even send a command to each server to disable map changes to further reduce the odds of anything breaking while updating it in place. - Neph On 01/04/2010 09:49 AM, Kaspars wrote: es creating a base installation of the server files and then hard linking them to other folder with command cp -f -p -r -l /path/to/base /path/to/real/server. Then it is possible to update base server files using the srcupdatecheck (from neph) steam binary. Steam binary will unlink them, leaving real server wi ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux
Re: [hlds_linux] Auto-Update Inquiry/Suggestion
Ya, the only time I've had problems updating while the servers are running is when one changes map during or after update. You can only update while the server is running on Linux. Windows won't allow binaries currently loaded to be deleted but Linux will. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 1:18 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] Auto-Update Inquiry/Suggestion This method would work fine, but if you share the files accross installs you need to be careful of the permissions involved. Another option would just be using rsync, if the diskspace is not an issue. If you're setting up something really complex, using a unionfs might also be good. I suspect most GSPs do something to this effect. With one install, however, i've never crashed a server by updating it while its still running. A few specific scenarios definitely could, but 99% of the time it goes through fine, and even if it doesn't, the reboot just occurs a few moments early :-P. You could even send a command to each server to disable map changes to further reduce the odds of anything breaking while updating it in place. - Neph On 01/04/2010 09:49 AM, Kaspars wrote: es creating a base installation of the server files and then hard linking them to other folder with command cp -f -p -r -l /path/to/base /path/to/real/server. Then it is possible to update base server files using the srcupdatecheck (from neph) steam binary. Steam binary will unlink them, leaving real server wi ___ 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] TF2 server multi-threaded support
I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkz h...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz ___ 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] TF2 server multi-threaded support
Lets add: 64-bit support, better instruction set utilization, better optimization, and free candy to the wishlist. Until valve actually commits people to this its probably not happening soon - Neph On 01/04/2010 04:00 PM, Kyle Sanderson wrote: I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz ___ 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] TF2 server multi-threaded support
I'm not a fan of adding multi-threading to TF2 servers only because with 32 players it's already taking 100% CPU of one core -- I don't need it taking 100% of two. Oh! Just set processor affinity! you might say. Ya, now the threading support would still only be hurting things, not helping (added overhead, starved threads, etc.). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 2:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support Lets add: 64-bit support, better instruction set utilization, better optimization, and free candy to the wishlist. Until valve actually commits people to this its probably not happening soon - Neph On 01/04/2010 04:00 PM, Kyle Sanderson wrote: I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz ___ 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] TF2 server multi-threaded support
If multi-threaded code takes 100% of two cores, then it probably lags bad with just one core. It's like saying I don't want a 2000 MHz cpu because it already takes 100% of my 1000MHz cpu... If you have a multi-core system, then you should set affinity to a single core so the app doesn't get swapped from core to core. If we actually had multi-threaded code, we could do the same thing - decide for ourselves how many cores it uses. I vote for 64 bit multi-threaded code. And I'm going to wait for the easter bunny to bring it because that is likely to be the only way we will get it... - Original Message - From: Tony Paloma drunkenf...@hotmail.com To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 2:56 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support I'm not a fan of adding multi-threading to TF2 servers only because with 32 players it's already taking 100% CPU of one core -- I don't need it taking 100% of two. Oh! Just set processor affinity! you might say. Ya, now the threading support would still only be hurting things, not helping (added overhead, starved threads, etc.). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 2:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support Lets add: 64-bit support, better instruction set utilization, better optimization, and free candy to the wishlist. Until valve actually commits people to this its probably not happening soon - Neph On 01/04/2010 04:00 PM, Kyle Sanderson wrote: I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz ___ 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] TF2 server multi-threaded support
I still have a bug of some sort. After a map change of tf2 it takes maybe a minute or so and then it just hangs with 100% cpu. (from what i told looks to be a valve issue) happens now and then... I for one am glad its not Multi threaded then.. -Oorspronkelijk bericht- Van: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] Namens Tony Paloma Verzonden: maandag 4 januari 2010 23:57 Aan: 'Half-Life dedicated Linux server mailing list' Onderwerp: Re: [hlds_linux] TF2 server multi-threaded support I'm not a fan of adding multi-threading to TF2 servers only because with 32 players it's already taking 100% CPU of one core -- I don't need it taking 100% of two. Oh! Just set processor affinity! you might say. Ya, now the threading support would still only be hurting things, not helping (added overhead, starved threads, etc.). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 2:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support Lets add: 64-bit support, better instruction set utilization, better optimization, and free candy to the wishlist. Until valve actually commits people to this its probably not happening soon - Neph On 01/04/2010 04:00 PM, Kyle Sanderson wrote: I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz ___ 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] TF2 server multi-threaded support
It's not like saying I don't want a 2000MHz CPU because I'm not gaining any CPU power out of threading. It's just spreading the workload around. My point was, right now my CPU is at capacity and adding threading into the mix will not help. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Monday, January 04, 2010 3:31 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support If multi-threaded code takes 100% of two cores, then it probably lags bad with just one core. It's like saying I don't want a 2000 MHz cpu because it already takes 100% of my 1000MHz cpu... If you have a multi-core system, then you should set affinity to a single core so the app doesn't get swapped from core to core. If we actually had multi-threaded code, we could do the same thing - decide for ourselves how many cores it uses. I vote for 64 bit multi-threaded code. And I'm going to wait for the easter bunny to bring it because that is likely to be the only way we will get it... - Original Message - From: Tony Paloma drunkenf...@hotmail.com To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 2:56 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support I'm not a fan of adding multi-threading to TF2 servers only because with 32 players it's already taking 100% CPU of one core -- I don't need it taking 100% of two. Oh! Just set processor affinity! you might say. Ya, now the threading support would still only be hurting things, not helping (added overhead, starved threads, etc.). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 2:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support Lets add: 64-bit support, better instruction set utilization, better optimization, and free candy to the wishlist. Until valve actually commits people to this its probably not happening soon - Neph On 01/04/2010 04:00 PM, Kyle Sanderson wrote: I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz ___ 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
Re: [hlds_linux] TF2 server multi-threaded support
But it's at capacity on one core. The process chews clocks, so if you had a Dual Core 2Ghz it's currently only got 1000Mhz of clock to play with, whereas if it were multithreaded it could spread the load over both cores, meaning it now has 2000Mhz to play with and can manage it's load much better than just thrashing the one core. On 5/01/2010 7:55 AM, Tony Paloma wrote: It's not like saying I don't want a 2000MHz CPU because I'm not gaining any CPU power out of threading. It's just spreading the workload around. My point was, right now my CPU is at capacity and adding threading into the mix will not help. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Monday, January 04, 2010 3:31 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support If multi-threaded code takes 100% of two cores, then it probably lags bad with just one core. It's like saying I don't want a 2000 MHz cpu because it already takes 100% of my 1000MHz cpu... If you have a multi-core system, then you should set affinity to a single core so the app doesn't get swapped from core to core. If we actually had multi-threaded code, we could do the same thing - decide for ourselves how many cores it uses. I vote for 64 bit multi-threaded code. And I'm going to wait for the easter bunny to bring it because that is likely to be the only way we will get it... - Original Message - From: Tony Palomadrunkenf...@hotmail.com To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 2:56 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support I'm not a fan of adding multi-threading to TF2 servers only because with 32 players it's already taking 100% CPU of one core -- I don't need it taking 100% of two. Oh! Just set processor affinity! you might say. Ya, now the threading support would still only be hurting things, not helping (added overhead, starved threads, etc.). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 2:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support Lets add: 64-bit support, better instruction set utilization, better optimization, and free candy to the wishlist. Until valve actually commits people to this its probably not happening soon - Neph On 01/04/2010 04:00 PM, Kyle Sanderson wrote: I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit:
Re: [hlds_linux] TF2 server multi-threaded support
That might work if some other process wasn't using the other cores. If all cores are maxed out, multithreading the code gains nothing. But if one server is maxed and the others are not such that there are extra cycles on the other cores to spread around, you could get some improved performance for the maxed out server. It really depends on how many cores and how many servers and what the expected load is for them. Or in other words, multithreading the code will help unless all cores are maxed out. And if you are running with all cores maxed out, you probably have some serious lag going on somewhere. PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with. Multithreading it would give it another 2GHz to play with assuming no one else was eating up cpu cycles - in theory. In practice, a lot of the code probably couldn't be multithreaded, and just adding a second thread doesn't always give you that much benefit. Wait a bit, the 8 core consumer cpus are just around the corner. Then we can get some serious parallelism. It would be nice to write code knowing you have a half dozen cores to play with :-) - Original Message - From: Shane Arnold clontar...@iinet.net.au To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 4:07 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support But it's at capacity on one core. The process chews clocks, so if you had a Dual Core 2Ghz it's currently only got 1000Mhz of clock to play with, whereas if it were multithreaded it could spread the load over both cores, meaning it now has 2000Mhz to play with and can manage it's load much better than just thrashing the one core. On 5/01/2010 7:55 AM, Tony Paloma wrote: It's not like saying I don't want a 2000MHz CPU because I'm not gaining any CPU power out of threading. It's just spreading the workload around. My point was, right now my CPU is at capacity and adding threading into the mix will not help. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Monday, January 04, 2010 3:31 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support If multi-threaded code takes 100% of two cores, then it probably lags bad with just one core. It's like saying I don't want a 2000 MHz cpu because it already takes 100% of my 1000MHz cpu... If you have a multi-core system, then you should set affinity to a single core so the app doesn't get swapped from core to core. If we actually had multi-threaded code, we could do the same thing - decide for ourselves how many cores it uses. I vote for 64 bit multi-threaded code. And I'm going to wait for the easter bunny to bring it because that is likely to be the only way we will get it... - Original Message - From: Tony Palomadrunkenf...@hotmail.com To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 2:56 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support I'm not a fan of adding multi-threading to TF2 servers only because with 32 players it's already taking 100% CPU of one core -- I don't need it taking 100% of two. Oh! Just set processor affinity! you might say. Ya, now the threading support would still only be hurting things, not helping (added overhead, starved threads, etc.). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 2:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support Lets add: 64-bit support, better instruction set utilization, better optimization, and free candy to the wishlist. Until valve actually commits people to this its probably not happening soon - Neph On 01/04/2010 04:00 PM, Kyle Sanderson wrote: I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will start utilizing multi-threaded/multi-core processing? CPUs are going down in speed and up in cores lately. If you want anything decent (3.0GHZ+) you are paying for it. Left4Dead/Left4Dead2 runs like a champ and can have 100+ threads running without a problem. We need this for TF2 as well... We currently balance two tf2 servers on two separate 2.0GHZ cores which is working for now but that chokes us there. It would be nice to be able to run these spread out over the two cores. -f0rkz
Re: [hlds_linux] TF2 server multi-threaded support
Yes, exactly. Multithreading or not, I'm not going to have spare CPU cycles. I'd rather any multithreading effort be instead directed to improving performance (Why does a 32 players server suck so much more than 24? Can it be improved?). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Monday, January 04, 2010 4:41 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support That might work if some other process wasn't using the other cores. If all cores are maxed out, multithreading the code gains nothing. But if one server is maxed and the others are not such that there are extra cycles on the other cores to spread around, you could get some improved performance for the maxed out server. It really depends on how many cores and how many servers and what the expected load is for them. Or in other words, multithreading the code will help unless all cores are maxed out. And if you are running with all cores maxed out, you probably have some serious lag going on somewhere. PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with. Multithreading it would give it another 2GHz to play with assuming no one else was eating up cpu cycles - in theory. In practice, a lot of the code probably couldn't be multithreaded, and just adding a second thread doesn't always give you that much benefit. Wait a bit, the 8 core consumer cpus are just around the corner. Then we can get some serious parallelism. It would be nice to write code knowing you have a half dozen cores to play with :-) - Original Message - From: Shane Arnold clontar...@iinet.net.au To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 4:07 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support But it's at capacity on one core. The process chews clocks, so if you had a Dual Core 2Ghz it's currently only got 1000Mhz of clock to play with, whereas if it were multithreaded it could spread the load over both cores, meaning it now has 2000Mhz to play with and can manage it's load much better than just thrashing the one core. On 5/01/2010 7:55 AM, Tony Paloma wrote: It's not like saying I don't want a 2000MHz CPU because I'm not gaining any CPU power out of threading. It's just spreading the workload around. My point was, right now my CPU is at capacity and adding threading into the mix will not help. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Monday, January 04, 2010 3:31 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support If multi-threaded code takes 100% of two cores, then it probably lags bad with just one core. It's like saying I don't want a 2000 MHz cpu because it already takes 100% of my 1000MHz cpu... If you have a multi-core system, then you should set affinity to a single core so the app doesn't get swapped from core to core. If we actually had multi-threaded code, we could do the same thing - decide for ourselves how many cores it uses. I vote for 64 bit multi-threaded code. And I'm going to wait for the easter bunny to bring it because that is likely to be the only way we will get it... - Original Message - From: Tony Palomadrunkenf...@hotmail.com To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 2:56 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support I'm not a fan of adding multi-threading to TF2 servers only because with 32 players it's already taking 100% CPU of one core -- I don't need it taking 100% of two. Oh! Just set processor affinity! you might say. Ya, now the threading support would still only be hurting things, not helping (added overhead, starved threads, etc.). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 2:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support Lets add: 64-bit support, better instruction set utilization, better optimization, and free candy to the wishlist. Until valve actually commits people to this its probably not happening soon - Neph On 01/04/2010 04:00 PM, Kyle Sanderson wrote: I too would like to know this information, the list has gotten quite... dry for the latest HLDS/SRCDS informaton, and or for update timelines. Kyle. On Mon, Jan 4, 2010 at 6:41 AM, f0rkzh...@f0rkznet.net wrote: I know that I have at least brought this to the list's attention once. Does anyone have any information on if/when TF2 will
Re: [hlds_linux] TF2 server multi-threaded support
I thought they are working on LFD3? Or perhaps concept art for EP3. On Mon, Jan 4, 2010 at 11:15 PM, DontWannaName! ad...@topnotchclan.comwrote: Perhaps in CS2 they will add all of this support or to whatever they are working on... On Mon, Jan 4, 2010 at 5:03 PM, Tony Paloma drunkenf...@hotmail.com wrote: Yes, exactly. Multithreading or not, I'm not going to have spare CPU cycles. I'd rather any multithreading effort be instead directed to improving performance (Why does a 32 players server suck so much more than 24? Can it be improved?). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Monday, January 04, 2010 4:41 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support That might work if some other process wasn't using the other cores. If all cores are maxed out, multithreading the code gains nothing. But if one server is maxed and the others are not such that there are extra cycles on the other cores to spread around, you could get some improved performance for the maxed out server. It really depends on how many cores and how many servers and what the expected load is for them. Or in other words, multithreading the code will help unless all cores are maxed out. And if you are running with all cores maxed out, you probably have some serious lag going on somewhere. PS - If it's a 2GHz dual core, then it has 2GHz of clock to play with. Multithreading it would give it another 2GHz to play with assuming no one else was eating up cpu cycles - in theory. In practice, a lot of the code probably couldn't be multithreaded, and just adding a second thread doesn't always give you that much benefit. Wait a bit, the 8 core consumer cpus are just around the corner. Then we can get some serious parallelism. It would be nice to write code knowing you have a half dozen cores to play with :-) - Original Message - From: Shane Arnold clontar...@iinet.net.au To: Half-Life dedicated Linux server mailing list hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 4:07 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support But it's at capacity on one core. The process chews clocks, so if you had a Dual Core 2Ghz it's currently only got 1000Mhz of clock to play with, whereas if it were multithreaded it could spread the load over both cores, meaning it now has 2000Mhz to play with and can manage it's load much better than just thrashing the one core. On 5/01/2010 7:55 AM, Tony Paloma wrote: It's not like saying I don't want a 2000MHz CPU because I'm not gaining any CPU power out of threading. It's just spreading the workload around. My point was, right now my CPU is at capacity and adding threading into the mix will not help. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ook Sent: Monday, January 04, 2010 3:31 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support If multi-threaded code takes 100% of two cores, then it probably lags bad with just one core. It's like saying I don't want a 2000 MHz cpu because it already takes 100% of my 1000MHz cpu... If you have a multi-core system, then you should set affinity to a single core so the app doesn't get swapped from core to core. If we actually had multi-threaded code, we could do the same thing - decide for ourselves how many cores it uses. I vote for 64 bit multi-threaded code. And I'm going to wait for the easter bunny to bring it because that is likely to be the only way we will get it... - Original Message - From: Tony Palomadrunkenf...@hotmail.com To: 'Half-Life dedicated Linux server mailing list' hlds_linux@list.valvesoftware.com Sent: Monday, January 04, 2010 2:56 PM Subject: Re: [hlds_linux] TF2 server multi-threaded support I'm not a fan of adding multi-threading to TF2 servers only because with 32 players it's already taking 100% CPU of one core -- I don't need it taking 100% of two. Oh! Just set processor affinity! you might say. Ya, now the threading support would still only be hurting things, not helping (added overhead, starved threads, etc.). -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Nephyrin Zey Sent: Monday, January 04, 2010 2:47 PM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] TF2 server multi-threaded support Lets add: 64-bit support, better instruction set utilization, better
Re: [hlds_linux] L4D2 Segfault On Start
One other question. What hardware are you running? I have not been able to repro this issue so far with the hardware I have (Intel X5400 and X5500 processors) -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben B Sent: Saturday, January 02, 2010 2:45 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 Segfault On Start i re-downloaded without the -dir param. but now when i run the l4d2 server, the whole system crashes. It's x64, maybe x32 would be better? On Fri, Jan 1, 2010 at 3:03 PM, Ben B brutalgoerge...@gmail.com wrote: Distributor ID: Ubuntu Description:Ubuntu 9.10 Release:9.10 Codename: karmic On Fri, Jan 1, 2010 at 2:35 PM, Milton Ngan mil...@valvesoftware.comwrote: You have to set the LD_LIBRARY_PATH to point to the bin directory where tier0_i486.so lives if you are going to run srcds_i486 directly. This is one of the things that srcds_run will do for you. Typically if you don't have the right compat libs installed, it will just say that it cannot find the executable, not crash. Which release of Ubuntu are you using? M. -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto: hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ben B Sent: Friday, January 01, 2010 11:52 AM To: Half-Life dedicated Linux server mailing list Subject: Re: [hlds_linux] L4D2 Segfault On Start here's what happens if I try to run srcds_i486 directly... the files are present, i don't have any clue why it's not seeing them $ Failed to open bin/dedicated_i486.so (tier0_i486.so: cannot open shared object file: No such file or directory) On Fri, Jan 1, 2010 at 12:35 PM, Ben B brutalgoerge...@gmail.com wrote: i am on x_64, but installing that package didn't seem to change anything. i already had lib32stds++6 On Fri, Jan 1, 2010 at 9:54 AM, Oliver Brennan oz.m...@gmail.com wrote: Are you on 64bit? Try running # apt-get install ia32-libs IIRC you will then require a certain version of lib32stdc++ which might not be present by default, # apt-get install lib32stdc++6 2010/1/1 Ben B brutalgoerge...@gmail.com l4d1 does the same thing, im starting to think im missing a required package On Thu, Dec 31, 2009 at 11:46 PM, Ben B brutalgoerge...@gmail.com wrote: lt crashes with a full startup line (ip port map blah) it should run srcds_i486 without needing any params other than game. ive downloaded the files twice. unless the files on their server are corrupt... i dont know what's happening On Thu, Dec 31, 2009 at 10:08 PM, Shane Arnold clontar...@iinet.net.au wrote: Try binding to an IP in your startup line. Also none of my L4D2 servers have that core truncate error. Perhaps you have a corrupted install? On 1/01/2010 1:07 PM, Ben B wrote: Im on linux, ubuntu... and when i try to start l4d2 server ./srcds_run -game left4dead2, i get in instant segfault. the debug doesn't make any sense, so I tried removing all files, and re-downloading the files here is the debug Segmentation fault (core dumped) BFD: Warning: /home/goerge/l4d2/core is truncated: expected core file size = 18890752, found: 2215936. Cannot access memory at address 0xf77e2670 Cannot access memory at address 0xf6ce26b4 Cannot access memory at address 0xf77e2670 Ive done a verify_all update after removing install.blob i can run tf2 and dod servers just fine. Ive done some searching on the srcds forums and google, nothing has helped yet deleting installrecord.blob didn't change anything. ___ 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