[hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread f0rkz
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


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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2010-01-04 Thread Kaspars
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
 
 

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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2010-01-04 Thread Nephyrin Zey
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


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Re: [hlds_linux] Auto-Update Inquiry/Suggestion

2010-01-04 Thread Tony Paloma
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


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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Kyle Sanderson
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


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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Nephyrin Zey
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


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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Tony Paloma
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


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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Ook
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


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 please visit:
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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Eric Riemers
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


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 please visit:
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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Tony Paloma
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


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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Shane Arnold
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


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 please visit:
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Re: [hlds_linux] TF2 server multi-threaded support

2010-01-04 Thread Ook
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

2010-01-04 Thread Tony Paloma
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

2010-01-04 Thread 1nsane
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

2010-01-04 Thread Milton Ngan
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.
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