Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Saint K .
What I am still not getting is that our Xeon E5420's are doing like 70-80% load 
on a single core for 24 players, and our Xeon E5410's 90%+, where you say your 
older 4600+ does 70%.

Tried all sorts of different kernels out there.

Is there perhaps certain BIOS settings which could benefit when running 
gameservers on them?

Ours surely should perform much better then that?

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
[je...@opendreams.net]
Sent: 25 July 2011 05:15
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

I have a AMD Phenom x6 1055T doing multiple servers at the same time.
TF2 causes the active core to go to 100% for about two seconds during
map changes, but otherwise I've never seen it go that high for extended
periods of time.  Average during full 24-player usage is about 40%.

I also have an older AMD Athlon64 x2 4600+ that runs a single 24-player
TF2 quickplay server.  It averages 70% usage when full and gameplay is
great.

Both of these are desktop class boards with DDR2 PC800M RAM.  Linux 2.6.39.

Try watching your CPU usage at (relatively) high resolution with
something like htop -d 1

No clue why you are maxing out like that.



Eric Riemers wrote:
 All,

 I run a 32 slots server on a i7 920 @ 2.67ghz, but i can see with top and
 such that its potentially maxing out at 100% at times since it only uses one
 core.
 Is it really now doing so much cpu that even a i7 core isn't enough? Didn't
 have much complaints before the pew pew.

 24 slots on the same server do around 60% when full.

 Eric


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

--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



___
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] [hlds] Half-Life 1 engine beta update released

2011-07-25 Thread px@ipt
Hello

Tested  new  beta  build 5382 under FreeBSD 7.4 with Fedora Core linux
emulator, on start I constantly receive error

ipcserver.cpp (956) : Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset )
Assert( Assertion Failed: FD_ISSET( fd, (fd_set *)m_pfdset ) 
):/home/VALVE/alfred/valve/steam3_rel_client/src/clientdll/../common/ipcserver.cpp:956

and after some time

threadtools.cpp (2674) : Assertion Failed: Failed to create thread (error 0xb)
Assert( Assertion Failed: Failed to create thread (error 0xb) 
):/home/VALVE/alfred/valve/steam3_rel_client/src/tier0/threadtools.cpp:2674

On  other testbox with FreeBSD 8.2 first error also appear, don't have
much time now to make more testing, though...

-- 
С уважением,
 Px  mailto:p...@i.kiev.ua



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


Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Andrew Armitage

Maybe the issue is the network hardware? HLDS is very network intensive.

I believe that some cards support checksum offloading and some don't.

A

On 25/07/2011 07:28, Saint K. wrote:

What I am still not getting is that our Xeon E5420's are doing like
70-80% load on a single core for 24 players, and our Xeon E5410's
90%+, where you say your older 4600+ does 70%.

Tried all sorts of different kernels out there.

Is there perhaps certain BIOS settings which could benefit when
running gameservers on them?

Ours surely should perform much better then that?

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
[je...@opendreams.net] Sent: 25 July 2011 05:15 To: Half-Life
dedicated Linux server mailing list Subject: Re: [hlds_linux] cpu on
i7 920

I have a AMD Phenom x6 1055T doing multiple servers at the same
time. TF2 causes the active core to go to 100% for about two seconds
during map changes, but otherwise I've never seen it go that high for
extended periods of time.  Average during full 24-player usage is
about 40%.

I also have an older AMD Athlon64 x2 4600+ that runs a single
24-player TF2 quickplay server.  It averages 70% usage when full and
gameplay is great.

Both of these are desktop class boards with DDR2 PC800M RAM.  Linux
2.6.39.

Try watching your CPU usage at (relatively) high resolution with
something like htop -d 1

No clue why you are maxing out like that.



Eric Riemers wrote:

All,

I run a 32 slots server on a i7 920 @ 2.67ghz, but i can see with
top and such that its potentially maxing out at 100% at times since
it only uses one core. Is it really now doing so much cpu that even
a i7 core isn't enough? Didn't have much complaints before the pew
pew.

24 slots on the same server do around 60% when full.

Eric


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


-- # Jesse Molina # Mail = je...@opendreams.net # Page =
page-je...@opendreams.net # Cell = 1.602.323.7608 # Web  =
http://www.opendreams.net/jesse/



___ 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] cpu on i7 920

2011-07-25 Thread Saint K .
The servers are build on Tyan Tempest i5400 motherboards, based on the Intel 
5400B chipset platform, the Gbit nic's used on this board are Intel 82563EB 
chips.

I've never really figured the load could be related to the networking chip as 
our throughput tests never really show any issues when tested (with all sorts 
of packet sizes, tcp/udp)

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
[and...@thirdlife.org]
Sent: 25 July 2011 09:36
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] cpu on i7 920

Maybe the issue is the network hardware? HLDS is very network intensive.

I believe that some cards support checksum offloading and some don't.

A

On 25/07/2011 07:28, Saint K. wrote:
 What I am still not getting is that our Xeon E5420's are doing like
 70-80% load on a single core for 24 players, and our Xeon E5410's
 90%+, where you say your older 4600+ does 70%.

 Tried all sorts of different kernels out there.

 Is there perhaps certain BIOS settings which could benefit when
 running gameservers on them?

 Ours surely should perform much better then that?

 Saint K.  From:
 hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina
 [je...@opendreams.net] Sent: 25 July 2011 05:15 To: Half-Life
 dedicated Linux server mailing list Subject: Re: [hlds_linux] cpu on
 i7 920

 I have a AMD Phenom x6 1055T doing multiple servers at the same
 time. TF2 causes the active core to go to 100% for about two seconds
 during map changes, but otherwise I've never seen it go that high for
 extended periods of time.  Average during full 24-player usage is
 about 40%.

 I also have an older AMD Athlon64 x2 4600+ that runs a single
 24-player TF2 quickplay server.  It averages 70% usage when full and
 gameplay is great.

 Both of these are desktop class boards with DDR2 PC800M RAM.  Linux
 2.6.39.

 Try watching your CPU usage at (relatively) high resolution with
 something like htop -d 1

 No clue why you are maxing out like that.



 Eric Riemers wrote:
 All,

 I run a 32 slots server on a i7 920 @ 2.67ghz, but i can see with
 top and such that its potentially maxing out at 100% at times since
 it only uses one core. Is it really now doing so much cpu that even
 a i7 core isn't enough? Didn't have much complaints before the pew
 pew.

 24 slots on the same server do around 60% when full.

 Eric


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

 -- # Jesse Molina # Mail = je...@opendreams.net # Page =
 page-je...@opendreams.net # Cell = 1.602.323.7608 # Web  =
 http://www.opendreams.net/jesse/



 ___ 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] cpu on i7 920

2011-07-25 Thread Andrew Armitage

I wouldn't expect problems with.  But I happily admit to being no expert.

Try ethtool -k interface and see what's what?

A

On 25/07/2011 08:42, Saint K. wrote:

The servers are build on Tyan Tempest i5400 motherboards, based on
the Intel 5400B chipset platform, the Gbit nic's used on this board
are Intel 82563EB chips.

I've never really figured the load could be related to the networking
chip as our throughput tests never really show any issues when tested
(with all sorts of packet sizes, tcp/udp)

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
920

Maybe the issue is the network hardware? HLDS is very network
intensive.

I believe that some cards support checksum offloading and some
don't.

A

On 25/07/2011 07:28, Saint K. wrote:

What I am still not getting is that our Xeon E5420's are doing
like 70-80% load on a single core for 24 players, and our Xeon
E5410's 90%+, where you say your older 4600+ does 70%.

Tried all sorts of different kernels out there.

Is there perhaps certain BIOS settings which could benefit when
running gameservers on them?

Ours surely should perform much better then that?

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
Molina [je...@opendreams.net] Sent: 25 July 2011 05:15 To:
Half-Life dedicated Linux server mailing list Subject: Re:
[hlds_linux] cpu on i7 920

I have a AMD Phenom x6 1055T doing multiple servers at the same
time. TF2 causes the active core to go to 100% for about two
seconds during map changes, but otherwise I've never seen it go
that high for extended periods of time.  Average during full
24-player usage is about 40%.

I also have an older AMD Athlon64 x2 4600+ that runs a single
24-player TF2 quickplay server.  It averages 70% usage when full
and gameplay is great.

Both of these are desktop class boards with DDR2 PC800M RAM.
Linux 2.6.39.

Try watching your CPU usage at (relatively) high resolution with
something like htop -d 1

No clue why you are maxing out like that.



Eric Riemers wrote:

All,

I run a 32 slots server on a i7 920 @ 2.67ghz, but i can see
with top and such that its potentially maxing out at 100% at
times since it only uses one core. Is it really now doing so much
cpu that even a i7 core isn't enough? Didn't have much complaints
before the pew pew.

24 slots on the same server do around 60% when full.

Eric


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


-- # Jesse Molina # Mail = je...@opendreams.net # Page =
page-je...@opendreams.net # Cell = 1.602.323.7608 # Web  =
http://www.opendreams.net/jesse/



___ 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] cpu on i7 920

2011-07-25 Thread Saint K .
Hi,

I am getting these values returned, not entirely sure what I am looking at;

mrblonde:~# ethtool -k eth0
Offload parameters for eth0:
rx-checksumming: on
tx-checksumming: on
scatter-gather: on
tcp-segmentation-offload: off
udp-fragmentation-offload: off
generic-segmentation-offload: on
generic-receive-offload: off
large-receive-offload: off
ntuple-filters: off
receive-hashing: off


Does this appear to be good? I've checked the chipset specs and it supports 
checksum offloading.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
[and...@thirdlife.org]
Sent: 25 July 2011 10:36
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] cpu on i7 920

I wouldn't expect problems with.  But I happily admit to being no expert.

Try ethtool -k interface and see what's what?

A

On 25/07/2011 08:42, Saint K. wrote:
 The servers are build on Tyan Tempest i5400 motherboards, based on
 the Intel 5400B chipset platform, the Gbit nic's used on this board
 are Intel 82563EB chips.

 I've never really figured the load could be related to the networking
 chip as our throughput tests never really show any issues when tested
 (with all sorts of packet sizes, tcp/udp)

 Saint K.  From:
 hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
 Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
 hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
 920

 Maybe the issue is the network hardware? HLDS is very network
 intensive.

 I believe that some cards support checksum offloading and some
 don't.

 A

 On 25/07/2011 07:28, Saint K. wrote:
 What I am still not getting is that our Xeon E5420's are doing
 like 70-80% load on a single core for 24 players, and our Xeon
 E5410's 90%+, where you say your older 4600+ does 70%.

 Tried all sorts of different kernels out there.

 Is there perhaps certain BIOS settings which could benefit when
 running gameservers on them?

 Ours surely should perform much better then that?

 Saint K.  From:
 hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
 Molina [je...@opendreams.net] Sent: 25 July 2011 05:15 To:
 Half-Life dedicated Linux server mailing list Subject: Re:
 [hlds_linux] cpu on i7 920

 I have a AMD Phenom x6 1055T doing multiple servers at the same
 time. TF2 causes the active core to go to 100% for about two
 seconds during map changes, but otherwise I've never seen it go
 that high for extended periods of time.  Average during full
 24-player usage is about 40%.

 I also have an older AMD Athlon64 x2 4600+ that runs a single
 24-player TF2 quickplay server.  It averages 70% usage when full
 and gameplay is great.

 Both of these are desktop class boards with DDR2 PC800M RAM.
 Linux 2.6.39.

 Try watching your CPU usage at (relatively) high resolution with
 something like htop -d 1

 No clue why you are maxing out like that.



 Eric Riemers wrote:
 All,

 I run a 32 slots server on a i7 920 @ 2.67ghz, but i can see
 with top and such that its potentially maxing out at 100% at
 times since it only uses one core. Is it really now doing so much
 cpu that even a i7 core isn't enough? Didn't have much complaints
 before the pew pew.

 24 slots on the same server do around 60% when full.

 Eric


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

 -- # Jesse Molina # Mail = je...@opendreams.net # Page =
 page-je...@opendreams.net # Cell = 1.602.323.7608 # Web  =
 http://www.opendreams.net/jesse/



 ___ 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] cpu on i7 920

2011-07-25 Thread Jesse Molina


The network traffic that srcds uses is mostly udp, not tcp, so all the 
tcp driver offloading stuff is not involved here, for the most part.


Any old network card should do.

Not that the quality of the driver doesn't affect udp traffic.  Some 
drivers can have trouble with large amounts of small udp traffic, or 
large udp traffic.  The game server traffic here is quite modest though. 
 I don't think anything networking related would be involved with the 
CPU problems (I'm a Cisco/Juniper network engineer and do high-bandwidth 
supercomputing stuff)




Andrew Armitage wrote:

Maybe the issue is the network hardware? HLDS is very network intensive.

I believe that some cards support checksum offloading and some don't.


--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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


Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Saint K .
Thanks for that.

Are there any non-kernel tips people can give to look at? Because if I hear the 
loads of other people somehow ours are much higher, regardless of the kernels 
used.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
[je...@opendreams.net]
Sent: 25 July 2011 11:42
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

The network traffic that srcds uses is mostly udp, not tcp, so all the
tcp driver offloading stuff is not involved here, for the most part.

Any old network card should do.

Not that the quality of the driver doesn't affect udp traffic.  Some
drivers can have trouble with large amounts of small udp traffic, or
large udp traffic.  The game server traffic here is quite modest though.
  I don't think anything networking related would be involved with the
CPU problems (I'm a Cisco/Juniper network engineer and do high-bandwidth
supercomputing stuff)



Andrew Armitage wrote:
 Maybe the issue is the network hardware? HLDS is very network intensive.

 I believe that some cards support checksum offloading and some don't.

--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



___
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] cpu on i7 920

2011-07-25 Thread Marco Padovan
map used?

is the problem happening on stock maps with no mods too?

on a 100% stock 32slot server running at 500fps on a realtime preempt
kernel max single core cpu usage i saw was 45%...

Il 25/07/2011 11:49, Saint K. ha scritto:
 Thanks for that.

 Are there any non-kernel tips people can give to look at? Because if I hear 
 the loads of other people somehow ours are much higher, regardless of the 
 kernels used.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
 [je...@opendreams.net]
 Sent: 25 July 2011 11:42
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920

 The network traffic that srcds uses is mostly udp, not tcp, so all the
 tcp driver offloading stuff is not involved here, for the most part.

 Any old network card should do.

 Not that the quality of the driver doesn't affect udp traffic.  Some
 drivers can have trouble with large amounts of small udp traffic, or
 large udp traffic.  The game server traffic here is quite modest though.
   I don't think anything networking related would be involved with the
 CPU problems (I'm a Cisco/Juniper network engineer and do high-bandwidth
 supercomputing stuff)



 Andrew Armitage wrote:
 Maybe the issue is the network hardware? HLDS is very network intensive.

 I believe that some cards support checksum offloading and some don't.
 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web  = http://www.opendreams.net/jesse/



 ___
 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] cpu on i7 920

2011-07-25 Thread Saint K .
Hi,

Yes - default stock maps, we run no custom maps.

There is no real difference between running it with sourcemod or without. We 
have our SM configured very lightly primarily just for administration purposes.

They are so called Vanilla servers (defaults), 24 slots.

We generally see high loads, and low FPS values.

The machine is installed with Debian Squeeze (64bit), build on (imo) proper 
hardware, Tyan mobo's with Intel's 5400 chipset, 2 Quadcore E5410's in the case 
of the 90+% load, and E5420's in case of the 70-80% load per core. Machines are 
equipped with 16GB ECC 1333Mhz memory, using Cheetah 15K.6 SAS drives dedicated 
to the gameserver installs. Nothing else but TF2 servers run off the machine 
with the 5410's, the 5420's also run our databases etc.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
[e...@evcz.tk]
Sent: 25 July 2011 12:12
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] cpu on i7 920

map used?

is the problem happening on stock maps with no mods too?

on a 100% stock 32slot server running at 500fps on a realtime preempt
kernel max single core cpu usage i saw was 45%...

Il 25/07/2011 11:49, Saint K. ha scritto:
 Thanks for that.

 Are there any non-kernel tips people can give to look at? Because if I hear 
 the loads of other people somehow ours are much higher, regardless of the 
 kernels used.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
 [je...@opendreams.net]
 Sent: 25 July 2011 11:42
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920

 The network traffic that srcds uses is mostly udp, not tcp, so all the
 tcp driver offloading stuff is not involved here, for the most part.

 Any old network card should do.

 Not that the quality of the driver doesn't affect udp traffic.  Some
 drivers can have trouble with large amounts of small udp traffic, or
 large udp traffic.  The game server traffic here is quite modest though.
   I don't think anything networking related would be involved with the
 CPU problems (I'm a Cisco/Juniper network engineer and do high-bandwidth
 supercomputing stuff)



 Andrew Armitage wrote:
 Maybe the issue is the network hardware? HLDS is very network intensive.

 I believe that some cards support checksum offloading and some don't.
 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web  = http://www.opendreams.net/jesse/



 ___
 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] cpu on i7 920

2011-07-25 Thread Jesse Molina


Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G networking, 
but otherwise forget about it.


Make sure that your RAM is in the right slots as recommended by Tyan. 
That can slow things down sometimes but I would not expect that to cause 
such significant problems.


I have no clue.  Grab an old cruddy desktop, set it up on your home 
network, do a quickplay qualified server, and then watch how it runs. 
Use the same OS and versions you are using on your server and then start 
twiddling.  You only need about a 2Mbps upstream rate for a 24-player 
server.


I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just 
because I'm a BOFH.


People like to throw switches in the desperate hope that one of them was 
put there by system developers specifically just to slow things down, 
like a turbo switch on an old 486DX.


Surely, my sheer desire to make things go faster and by randomly 
throwing every bios setting, recompiling my kernel with obscure realtime 
patches I found, enabling weird sysctrl parameters, and buying a Bigfoot 
gaming NIC will make things go faster!


And that's why we have fps_max 1000 and 100PPS update/cmd rates on servers.

I really have no idea what I'm talking about.  I've only been messing 
with srcds servers for the last nine months or so.


Then again... Seagate did ship me all of those SATA 300 drives with the 
150-limiting jumpers on by default.




Saint K. wrote:

Hi,

I am getting these values returned, not entirely sure what I am looking at;

mrblonde:~# ethtool -k eth0
Offload parameters for eth0:
rx-checksumming: on
tx-checksumming: on
scatter-gather: on
tcp-segmentation-offload: off
udp-fragmentation-offload: off
generic-segmentation-offload: on
generic-receive-offload: off
large-receive-offload: off
ntuple-filters: off
receive-hashing: off


Does this appear to be good? I've checked the chipset specs and it supports 
checksum offloading.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
[and...@thirdlife.org]
Sent: 25 July 2011 10:36
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] cpu on i7 920

I wouldn't expect problems with.  But I happily admit to being no expert.

Try ethtool -kinterface  and see what's what?

A

On 25/07/2011 08:42, Saint K. wrote:

The servers are build on Tyan Tempest i5400 motherboards, based on
the Intel 5400B chipset platform, the Gbit nic's used on this board
are Intel 82563EB chips.

I've never really figured the load could be related to the networking
chip as our throughput tests never really show any issues when tested
(with all sorts of packet sizes, tcp/udp)

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
920

Maybe the issue is the network hardware? HLDS is very network
intensive.

I believe that some cards support checksum offloading and some
don't.

A

On 25/07/2011 07:28, Saint K. wrote:

What I am still not getting is that our Xeon E5420's are doing
like 70-80% load on a single core for 24 players, and our Xeon
E5410's 90%+, where you say your older 4600+ does 70%.

Tried all sorts of different kernels out there.

Is there perhaps certain BIOS settings which could benefit when
running gameservers on them?

Ours surely should perform much better then that?

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
Molina [je...@opendreams.net] Sent: 25 July 2011 05:15 To:
Half-Life dedicated Linux server mailing list Subject: Re:
[hlds_linux] cpu on i7 920

I have a AMD Phenom x6 1055T doing multiple servers at the same
time. TF2 causes the active core to go to 100% for about two
seconds during map changes, but otherwise I've never seen it go
that high for extended periods of time.  Average during full
24-player usage is about 40%.

I also have an older AMD Athlon64 x2 4600+ that runs a single
24-player TF2 quickplay server.  It averages 70% usage when full
and gameplay is great.

Both of these are desktop class boards with DDR2 PC800M RAM.
Linux 2.6.39.

Try watching your CPU usage at (relatively) high resolution with
something like htop -d 1

No clue why you are maxing out like that.



Eric Riemers wrote:

All,

I run a 32 slots server on a i7 920 @ 2.67ghz, but i can see
with top and such that its potentially maxing out at 100% at
times since it only uses one core. Is it really now doing so much
cpu that even a i7 core isn't enough? Didn't have much complaints
before the pew pew.

24 slots on the same server do around 60% when full.


Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Michael Johansen

I've got a question about your kernel, is it patched with the RT-patch? I know 
that RT causes more stable fps but a lot higher cpu load.

 Date: Mon, 25 Jul 2011 03:36:10 -0700
 From: je...@opendreams.net
 To: hlds_linux@list.valvesoftware.com
 CC: sai...@specialattack.net
 Subject: Re: [hlds_linux] cpu on i7 920
 
 
 Looks fine, don't mess with it.
 
 generic-receive-offload would be good if you were doing 10G networking, 
 but otherwise forget about it.
 
 Make sure that your RAM is in the right slots as recommended by Tyan. 
 That can slow things down sometimes but I would not expect that to cause 
 such significant problems.
 
 I have no clue.  Grab an old cruddy desktop, set it up on your home 
 network, do a quickplay qualified server, and then watch how it runs. 
 Use the same OS and versions you are using on your server and then start 
 twiddling.  You only need about a 2Mbps upstream rate for a 24-player 
 server.
 
 I would blame software way before I started blaming hardware.
 
 Actually, I'd blame something you did unknowingly, first, but just 
 because I'm a BOFH.
 
 People like to throw switches in the desperate hope that one of them was 
 put there by system developers specifically just to slow things down, 
 like a turbo switch on an old 486DX.
 
 Surely, my sheer desire to make things go faster and by randomly 
 throwing every bios setting, recompiling my kernel with obscure realtime 
 patches I found, enabling weird sysctrl parameters, and buying a Bigfoot 
 gaming NIC will make things go faster!
 
 And that's why we have fps_max 1000 and 100PPS update/cmd rates on servers.
 
 I really have no idea what I'm talking about.  I've only been messing 
 with srcds servers for the last nine months or so.
 
 Then again... Seagate did ship me all of those SATA 300 drives with the 
 150-limiting jumpers on by default.
 
 
 
 Saint K. wrote:
  Hi,
 
  I am getting these values returned, not entirely sure what I am looking at;
 
  mrblonde:~# ethtool -k eth0
  Offload parameters for eth0:
  rx-checksumming: on
  tx-checksumming: on
  scatter-gather: on
  tcp-segmentation-offload: off
  udp-fragmentation-offload: off
  generic-segmentation-offload: on
  generic-receive-offload: off
  large-receive-offload: off
  ntuple-filters: off
  receive-hashing: off
 
 
  Does this appear to be good? I've checked the chipset specs and it supports 
  checksum offloading.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
  [and...@thirdlife.org]
  Sent: 25 July 2011 10:36
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] cpu on i7 920
 
  I wouldn't expect problems with.  But I happily admit to being no expert.
 
  Try ethtool -kinterface  and see what's what?
 
  A
 
  On 25/07/2011 08:42, Saint K. wrote:
  The servers are build on Tyan Tempest i5400 motherboards, based on
  the Intel 5400B chipset platform, the Gbit nic's used on this board
  are Intel 82563EB chips.
 
  I've never really figured the load could be related to the networking
  chip as our throughput tests never really show any issues when tested
  (with all sorts of packet sizes, tcp/udp)
 
  Saint K.  From:
  hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
  Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
  hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
  920
 
  Maybe the issue is the network hardware? HLDS is very network
  intensive.
 
  I believe that some cards support checksum offloading and some
  don't.
 
  A
 
  On 25/07/2011 07:28, Saint K. wrote:
  What I am still not getting is that our Xeon E5420's are doing
  like 70-80% load on a single core for 24 players, and our Xeon
  E5410's 90%+, where you say your older 4600+ does 70%.
 
  Tried all sorts of different kernels out there.
 
  Is there perhaps certain BIOS settings which could benefit when
  running gameservers on them?
 
  Ours surely should perform much better then that?
 
  Saint K.  From:
  hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
  Molina [je...@opendreams.net] Sent: 25 July 2011 05:15 To:
  Half-Life dedicated Linux server mailing list Subject: Re:
  [hlds_linux] cpu on i7 920
 
  I have a AMD Phenom x6 1055T doing multiple servers at the same
  time. TF2 causes the active core to go to 100% for about two
  seconds during map changes, but otherwise I've never seen it go
  that high for extended periods of time.  Average during full
  24-player usage is about 40%.
 
  I also have an older AMD Athlon64 x2 4600+ that runs a single
  24-player TF2 quickplay server.  It averages 70% usage when full
  and gameplay is great.
 
  Both of these are desktop class boards with DDR2 PC800M RAM.
  

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Saint K .
Hi,

Not that I am aware of. We're currently running the stock kernel again; 
2.6.32-5-amd64

I've tried several kernels suggested here before, but that didn't change 
anything either.

I don't care much for high FPS, currently our servers are running at a very low 
40-ish FPS on high load, and you can't notice too much performance issues. So 
I'd much rather run around 66-ish FPS and have a lower CPU load.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Michael Johansen 
[michs...@live.no]
Sent: 25 July 2011 12:44
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] cpu on i7 920

I've got a question about your kernel, is it patched with the RT-patch? I know 
that RT causes more stable fps but a lot higher cpu load.

 Date: Mon, 25 Jul 2011 03:36:10 -0700
 From: je...@opendreams.net
 To: hlds_linux@list.valvesoftware.com
 CC: sai...@specialattack.net
 Subject: Re: [hlds_linux] cpu on i7 920


 Looks fine, don't mess with it.

 generic-receive-offload would be good if you were doing 10G networking,
 but otherwise forget about it.

 Make sure that your RAM is in the right slots as recommended by Tyan.
 That can slow things down sometimes but I would not expect that to cause
 such significant problems.

 I have no clue.  Grab an old cruddy desktop, set it up on your home
 network, do a quickplay qualified server, and then watch how it runs.
 Use the same OS and versions you are using on your server and then start
 twiddling.  You only need about a 2Mbps upstream rate for a 24-player
 server.

 I would blame software way before I started blaming hardware.

 Actually, I'd blame something you did unknowingly, first, but just
 because I'm a BOFH.

 People like to throw switches in the desperate hope that one of them was
 put there by system developers specifically just to slow things down,
 like a turbo switch on an old 486DX.

 Surely, my sheer desire to make things go faster and by randomly
 throwing every bios setting, recompiling my kernel with obscure realtime
 patches I found, enabling weird sysctrl parameters, and buying a Bigfoot
 gaming NIC will make things go faster!

 And that's why we have fps_max 1000 and 100PPS update/cmd rates on servers.

 I really have no idea what I'm talking about.  I've only been messing
 with srcds servers for the last nine months or so.

 Then again... Seagate did ship me all of those SATA 300 drives with the
 150-limiting jumpers on by default.



 Saint K. wrote:
  Hi,
 
  I am getting these values returned, not entirely sure what I am looking at;
 
  mrblonde:~# ethtool -k eth0
  Offload parameters for eth0:
  rx-checksumming: on
  tx-checksumming: on
  scatter-gather: on
  tcp-segmentation-offload: off
  udp-fragmentation-offload: off
  generic-segmentation-offload: on
  generic-receive-offload: off
  large-receive-offload: off
  ntuple-filters: off
  receive-hashing: off
 
 
  Does this appear to be good? I've checked the chipset specs and it supports 
  checksum offloading.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
  [and...@thirdlife.org]
  Sent: 25 July 2011 10:36
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] cpu on i7 920
 
  I wouldn't expect problems with.  But I happily admit to being no expert.
 
  Try ethtool -kinterface  and see what's what?
 
  A
 
  On 25/07/2011 08:42, Saint K. wrote:
  The servers are build on Tyan Tempest i5400 motherboards, based on
  the Intel 5400B chipset platform, the Gbit nic's used on this board
  are Intel 82563EB chips.
 
  I've never really figured the load could be related to the networking
  chip as our throughput tests never really show any issues when tested
  (with all sorts of packet sizes, tcp/udp)
 
  Saint K.  From:
  hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
  Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
  hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
  920
 
  Maybe the issue is the network hardware? HLDS is very network
  intensive.
 
  I believe that some cards support checksum offloading and some
  don't.
 
  A
 
  On 25/07/2011 07:28, Saint K. wrote:
  What I am still not getting is that our Xeon E5420's are doing
  like 70-80% load on a single core for 24 players, and our Xeon
  E5410's 90%+, where you say your older 4600+ does 70%.
 
  Tried all sorts of different kernels out there.
 
  Is there perhaps certain BIOS settings which could benefit when
  running gameservers on them?
 
  Ours surely should perform much better then that?
 
  Saint K.  From:
  hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Saint K .
Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so everything is 
inserted in the correct slots. I've recently also updated the BIOS versions to 
be sure.

One thing I notice, at the memory settings is a snooping option - If this is 
disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I can't find 
anything software wise, it's the logical next thing to look at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G networking,
but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by Tyan.
That can slow things down sometimes but I would not expect that to cause
such significant problems.

I have no clue.  Grab an old cruddy desktop, set it up on your home
network, do a quickplay qualified server, and then watch how it runs.
Use the same OS and versions you are using on your server and then start
twiddling.  You only need about a 2Mbps upstream rate for a 24-player
server.

I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just
because I'm a BOFH.

People like to throw switches in the desperate hope that one of them was
put there by system developers specifically just to slow things down,
like a turbo switch on an old 486DX.

Surely, my sheer desire to make things go faster and by randomly
throwing every bios setting, recompiling my kernel with obscure realtime
patches I found, enabling weird sysctrl parameters, and buying a Bigfoot
gaming NIC will make things go faster!

And that's why we have fps_max 1000 and 100PPS update/cmd rates on servers.

I really have no idea what I'm talking about.  I've only been messing
with srcds servers for the last nine months or so.

Then again... Seagate did ship me all of those SATA 300 drives with the
150-limiting jumpers on by default.



Saint K. wrote:
 Hi,

 I am getting these values returned, not entirely sure what I am looking at;

 mrblonde:~# ethtool -k eth0
 Offload parameters for eth0:
 rx-checksumming: on
 tx-checksumming: on
 scatter-gather: on
 tcp-segmentation-offload: off
 udp-fragmentation-offload: off
 generic-segmentation-offload: on
 generic-receive-offload: off
 large-receive-offload: off
 ntuple-filters: off
 receive-hashing: off


 Does this appear to be good? I've checked the chipset specs and it supports 
 checksum offloading.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
 [and...@thirdlife.org]
 Sent: 25 July 2011 10:36
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] cpu on i7 920

 I wouldn't expect problems with.  But I happily admit to being no expert.

 Try ethtool -kinterface  and see what's what?

 A

 On 25/07/2011 08:42, Saint K. wrote:
 The servers are build on Tyan Tempest i5400 motherboards, based on
 the Intel 5400B chipset platform, the Gbit nic's used on this board
 are Intel 82563EB chips.

 I've never really figured the load could be related to the networking
 chip as our throughput tests never really show any issues when tested
 (with all sorts of packet sizes, tcp/udp)

 Saint K.  From:
 hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
 Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
 hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
 920

 Maybe the issue is the network hardware? HLDS is very network
 intensive.

 I believe that some cards support checksum offloading and some
 don't.

 A

 On 25/07/2011 07:28, Saint K. wrote:
 What I am still not getting is that our Xeon E5420's are doing
 like 70-80% load on a single core for 24 players, and our Xeon
 E5410's 90%+, where you say your older 4600+ does 70%.

 Tried all sorts of different kernels out there.

 Is there perhaps certain BIOS settings which could benefit when
 running gameservers on them?

 Ours surely should perform much better then that?

 Saint K.  From:
 hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
 Molina [je...@opendreams.net] Sent: 25 July 2011 05:15 To:
 Half-Life dedicated Linux server mailing list Subject: Re:
 [hlds_linux] cpu on i7 920

 I have a AMD Phenom x6 1055T doing multiple servers at the same
 time. TF2 causes the active core to go to 100% for about two
 seconds during map changes, but otherwise I've never seen it go
 that high for extended periods of time.  Average 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Andres Pozos
Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage in 
a core with more than 25 slots, i tested it on many linux distros, many 
kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so everything is 
inserted in the correct slots. I've recently also updated the BIOS versions to 
be sure.

One thing I notice, at the memory settings is a snooping option - If this is 
disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I can't find 
anything software wise, it's the logical next thing to look at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G networking,
but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by Tyan.
That can slow things down sometimes but I would not expect that to cause
such significant problems.

I have no clue.  Grab an old cruddy desktop, set it up on your home
network, do a quickplay qualified server, and then watch how it runs.
Use the same OS and versions you are using on your server and then start
twiddling.  You only need about a 2Mbps upstream rate for a 24-player
server.

I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just
because I'm a BOFH.

People like to throw switches in the desperate hope that one of them was
put there by system developers specifically just to slow things down,
like a turbo switch on an old 486DX.

Surely, my sheer desire to make things go faster and by randomly
throwing every bios setting, recompiling my kernel with obscure realtime
patches I found, enabling weird sysctrl parameters, and buying a Bigfoot
gaming NIC will make things go faster!

And that's why we have fps_max 1000 and 100PPS update/cmd rates on servers.

I really have no idea what I'm talking about.  I've only been messing
with srcds servers for the last nine months or so.

Then again... Seagate did ship me all of those SATA 300 drives with the
150-limiting jumpers on by default.



Saint K. wrote:

Hi,

I am getting these values returned, not entirely sure what I am looking at;

mrblonde:~# ethtool -k eth0
Offload parameters for eth0:
rx-checksumming: on
tx-checksumming: on
scatter-gather: on
tcp-segmentation-offload: off
udp-fragmentation-offload: off
generic-segmentation-offload: on
generic-receive-offload: off
large-receive-offload: off
ntuple-filters: off
receive-hashing: off


Does this appear to be good? I've checked the chipset specs and it supports 
checksum offloading.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
[and...@thirdlife.org]
Sent: 25 July 2011 10:36
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] cpu on i7 920

I wouldn't expect problems with.  But I happily admit to being no expert.

Try ethtool -kinterface   and see what's what?

A

On 25/07/2011 08:42, Saint K. wrote:

The servers are build on Tyan Tempest i5400 motherboards, based on
the Intel 5400B chipset platform, the Gbit nic's used on this board
are Intel 82563EB chips.

I've never really figured the load could be related to the networking
chip as our throughput tests never really show any issues when tested
(with all sorts of packet sizes, tcp/udp)

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
920

Maybe the issue is the network hardware? HLDS is very network
intensive.

I believe that some cards support checksum offloading and some
don't.

A

On 25/07/2011 07:28, Saint K. wrote:

What I am still not getting is that our Xeon E5420's are doing
like 70-80% load on a single core for 24 players, and our Xeon
E5410's 90%+, where you say your older 4600+ does 70%.

Tried all sorts of different kernels out there.

Is there perhaps certain BIOS settings which could benefit when
running gameservers on them?

Ours surely should perform much better then that?

Saint K.  From:
hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse
Molina [je...@opendreams.net] Sent: 25 July 2011 05:15 To:
Half-Life dedicated Linux server mailing list Subject: Re:
[hlds_linux] cpu on i7 920

I have a AMD Phenom x6 1055T doing multiple servers at the same
time. TF2 causes the active 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread James Botting
Everytime a new weapon goes 'pew pew' the laser destroys a section of your
CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozos javato...@yahoo.es wrote:

Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage in
a core with more than 25 slots, i tested it on many linux distros, many
kernel configurations and many cpus. So welcome to the club.
 Hi,

 Thanks for the reply.

 The servers are build according to Tyans best practise, so everything
is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

 One thing I notice, at the memory settings is a snooping option - If
this is disabled, the overall load is slightly lower (as it is now).

 I'd generally wouldn't blame the hardware either, however, seeing I
can't find anything software wise, it's the logical next thing to look
at.

 Any more tips are welcome!

 Saint K.
 
 From: Jesse Molina [je...@opendreams.net]
 Sent: 25 July 2011 12:36
 To: Half-Life dedicated Linux server mailing list
 Cc: Saint K.
 Subject: Re: [hlds_linux] cpu on i7 920

 Looks fine, don't mess with it.

 generic-receive-offload would be good if you were doing 10G networking,
 but otherwise forget about it.

 Make sure that your RAM is in the right slots as recommended by Tyan.
 That can slow things down sometimes but I would not expect that to cause
 such significant problems.

 I have no clue.  Grab an old cruddy desktop, set it up on your home
 network, do a quickplay qualified server, and then watch how it runs.
 Use the same OS and versions you are using on your server and then start
 twiddling.  You only need about a 2Mbps upstream rate for a 24-player
 server.

 I would blame software way before I started blaming hardware.

 Actually, I'd blame something you did unknowingly, first, but just
 because I'm a BOFH.

 People like to throw switches in the desperate hope that one of them was
 put there by system developers specifically just to slow things down,
 like a turbo switch on an old 486DX.

 Surely, my sheer desire to make things go faster and by randomly
 throwing every bios setting, recompiling my kernel with obscure realtime
 patches I found, enabling weird sysctrl parameters, and buying a Bigfoot
 gaming NIC will make things go faster!

 And that's why we have fps_max 1000 and 100PPS update/cmd rates on
servers.

 I really have no idea what I'm talking about.  I've only been messing
 with srcds servers for the last nine months or so.

 Then again... Seagate did ship me all of those SATA 300 drives with the
 150-limiting jumpers on by default.



 Saint K. wrote:
 Hi,

 I am getting these values returned, not entirely sure what I am
looking at;

 mrblonde:~# ethtool -k eth0
 Offload parameters for eth0:
 rx-checksumming: on
 tx-checksumming: on
 scatter-gather: on
 tcp-segmentation-offload: off
 udp-fragmentation-offload: off
 generic-segmentation-offload: on
 generic-receive-offload: off
 large-receive-offload: off
 ntuple-filters: off
 receive-hashing: off


 Does this appear to be good? I've checked the chipset specs and it
supports checksum offloading.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armitage [and...@thirdlife.org]
 Sent: 25 July 2011 10:36
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] cpu on i7 920

 I wouldn't expect problems with.  But I happily admit to being no
expert.

 Try ethtool -kinterface   and see what's what?

 A

 On 25/07/2011 08:42, Saint K. wrote:
 The servers are build on Tyan Tempest i5400 motherboards, based on
 the Intel 5400B chipset platform, the Gbit nic's used on this board
 are Intel 82563EB chips.

 I've never really figured the load could be related to the networking
 chip as our throughput tests never really show any issues when tested
 (with all sorts of packet sizes, tcp/udp)

 Saint K.  From:
 hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
 Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
 hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
 920

 Maybe the issue is the network hardware? HLDS is very network
 intensive.

 I believe that some cards support checksum offloading and some
 don't.

 A

 On 25/07/2011 07:28, Saint K. wrote:
 What I am still not getting is that our Xeon E5420's are doing
 like 70-80% load on a single core for 24 players, and our Xeon
 E5410's 90%+, where you say your older 4600+ does 70%.

 Tried all sorts of different kernels out there.

 Is there perhaps certain BIOS settings which could benefit when
 running gameservers on them?

 Ours surely should perform much better then that?

 Saint K.  From:
 hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Michael Johansen

I tried to run 32 slots x2 on my Core2Duo dedicated server. It used 80% cpu and 
nothing more. However, fps drops were to 1 and shit, so i cba to host them.

 Date: Mon, 25 Jul 2011 12:14:45 +0100
 From: javato...@yahoo.es
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] cpu on i7 920
 
 Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage in 
 a core with more than 25 slots, i tested it on many linux distros, many 
 kernel configurations and many cpus. So welcome to the club.
  Hi,
 
  Thanks for the reply.
 
  The servers are build according to Tyans best practise, so everything is 
  inserted in the correct slots. I've recently also updated the BIOS versions 
  to be sure.
 
  One thing I notice, at the memory settings is a snooping option - If this 
  is disabled, the overall load is slightly lower (as it is now).
 
  I'd generally wouldn't blame the hardware either, however, seeing I can't 
  find anything software wise, it's the logical next thing to look at.
 
  Any more tips are welcome!
 
  Saint K.
  
  From: Jesse Molina [je...@opendreams.net]
  Sent: 25 July 2011 12:36
  To: Half-Life dedicated Linux server mailing list
  Cc: Saint K.
  Subject: Re: [hlds_linux] cpu on i7 920
 
  Looks fine, don't mess with it.
 
  generic-receive-offload would be good if you were doing 10G networking,
  but otherwise forget about it.
 
  Make sure that your RAM is in the right slots as recommended by Tyan.
  That can slow things down sometimes but I would not expect that to cause
  such significant problems.
 
  I have no clue.  Grab an old cruddy desktop, set it up on your home
  network, do a quickplay qualified server, and then watch how it runs.
  Use the same OS and versions you are using on your server and then start
  twiddling.  You only need about a 2Mbps upstream rate for a 24-player
  server.
 
  I would blame software way before I started blaming hardware.
 
  Actually, I'd blame something you did unknowingly, first, but just
  because I'm a BOFH.
 
  People like to throw switches in the desperate hope that one of them was
  put there by system developers specifically just to slow things down,
  like a turbo switch on an old 486DX.
 
  Surely, my sheer desire to make things go faster and by randomly
  throwing every bios setting, recompiling my kernel with obscure realtime
  patches I found, enabling weird sysctrl parameters, and buying a Bigfoot
  gaming NIC will make things go faster!
 
  And that's why we have fps_max 1000 and 100PPS update/cmd rates on servers.
 
  I really have no idea what I'm talking about.  I've only been messing
  with srcds servers for the last nine months or so.
 
  Then again... Seagate did ship me all of those SATA 300 drives with the
  150-limiting jumpers on by default.
 
 
 
  Saint K. wrote:
  Hi,
 
  I am getting these values returned, not entirely sure what I am looking at;
 
  mrblonde:~# ethtool -k eth0
  Offload parameters for eth0:
  rx-checksumming: on
  tx-checksumming: on
  scatter-gather: on
  tcp-segmentation-offload: off
  udp-fragmentation-offload: off
  generic-segmentation-offload: on
  generic-receive-offload: off
  large-receive-offload: off
  ntuple-filters: off
  receive-hashing: off
 
 
  Does this appear to be good? I've checked the chipset specs and it 
  supports checksum offloading.
 
  Saint K.
  
  From: hlds_linux-boun...@list.valvesoftware.com 
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew Armitage 
  [and...@thirdlife.org]
  Sent: 25 July 2011 10:36
  To: hlds_linux@list.valvesoftware.com
  Subject: Re: [hlds_linux] cpu on i7 920
 
  I wouldn't expect problems with.  But I happily admit to being no expert.
 
  Try ethtool -kinterface   and see what's what?
 
  A
 
  On 25/07/2011 08:42, Saint K. wrote:
  The servers are build on Tyan Tempest i5400 motherboards, based on
  the Intel 5400B chipset platform, the Gbit nic's used on this board
  are Intel 82563EB chips.
 
  I've never really figured the load could be related to the networking
  chip as our throughput tests never really show any issues when tested
  (with all sorts of packet sizes, tcp/udp)
 
  Saint K.  From:
  hlds_linux-boun...@list.valvesoftware.com
  [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
  Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
  hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
  920
 
  Maybe the issue is the network hardware? HLDS is very network
  intensive.
 
  I believe that some cards support checksum offloading and some
  don't.
 
  A
 
  On 25/07/2011 07:28, Saint K. wrote:
  What I am still not getting is that our Xeon E5420's are doing
  like 70-80% load on a single core for 24 players, and our Xeon
  E5410's 90%+, where you say your older 4600+ does 70%.
 
  Tried all sorts of different kernels out there.
 
  Is there 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Saint K .
I could live with that, at least knowing a reason why my 3000,- euro hardware 
can only sustain 7-ish 24 slots TF2 servers.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Botting 
[bottswan...@googlemail.com]
Sent: 25 July 2011 13:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

Everytime a new weapon goes 'pew pew' the laser destroys a section of your
CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozos javato...@yahoo.es wrote:

Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage in
a core with more than 25 slots, i tested it on many linux distros, many
kernel configurations and many cpus. So welcome to the club.
 Hi,

 Thanks for the reply.

 The servers are build according to Tyans best practise, so everything
is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

 One thing I notice, at the memory settings is a snooping option - If
this is disabled, the overall load is slightly lower (as it is now).

 I'd generally wouldn't blame the hardware either, however, seeing I
can't find anything software wise, it's the logical next thing to look
at.

 Any more tips are welcome!

 Saint K.
 
 From: Jesse Molina [je...@opendreams.net]
 Sent: 25 July 2011 12:36
 To: Half-Life dedicated Linux server mailing list
 Cc: Saint K.
 Subject: Re: [hlds_linux] cpu on i7 920

 Looks fine, don't mess with it.

 generic-receive-offload would be good if you were doing 10G networking,
 but otherwise forget about it.

 Make sure that your RAM is in the right slots as recommended by Tyan.
 That can slow things down sometimes but I would not expect that to cause
 such significant problems.

 I have no clue.  Grab an old cruddy desktop, set it up on your home
 network, do a quickplay qualified server, and then watch how it runs.
 Use the same OS and versions you are using on your server and then start
 twiddling.  You only need about a 2Mbps upstream rate for a 24-player
 server.

 I would blame software way before I started blaming hardware.

 Actually, I'd blame something you did unknowingly, first, but just
 because I'm a BOFH.

 People like to throw switches in the desperate hope that one of them was
 put there by system developers specifically just to slow things down,
 like a turbo switch on an old 486DX.

 Surely, my sheer desire to make things go faster and by randomly
 throwing every bios setting, recompiling my kernel with obscure realtime
 patches I found, enabling weird sysctrl parameters, and buying a Bigfoot
 gaming NIC will make things go faster!

 And that's why we have fps_max 1000 and 100PPS update/cmd rates on
servers.

 I really have no idea what I'm talking about.  I've only been messing
 with srcds servers for the last nine months or so.

 Then again... Seagate did ship me all of those SATA 300 drives with the
 150-limiting jumpers on by default.



 Saint K. wrote:
 Hi,

 I am getting these values returned, not entirely sure what I am
looking at;

 mrblonde:~# ethtool -k eth0
 Offload parameters for eth0:
 rx-checksumming: on
 tx-checksumming: on
 scatter-gather: on
 tcp-segmentation-offload: off
 udp-fragmentation-offload: off
 generic-segmentation-offload: on
 generic-receive-offload: off
 large-receive-offload: off
 ntuple-filters: off
 receive-hashing: off


 Does this appear to be good? I've checked the chipset specs and it
supports checksum offloading.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
Armitage [and...@thirdlife.org]
 Sent: 25 July 2011 10:36
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] cpu on i7 920

 I wouldn't expect problems with.  But I happily admit to being no
expert.

 Try ethtool -kinterface   and see what's what?

 A

 On 25/07/2011 08:42, Saint K. wrote:
 The servers are build on Tyan Tempest i5400 motherboards, based on
 the Intel 5400B chipset platform, the Gbit nic's used on this board
 are Intel 82563EB chips.

 I've never really figured the load could be related to the networking
 chip as our throughput tests never really show any issues when tested
 (with all sorts of packet sizes, tcp/udp)

 Saint K.  From:
 hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Andrew
 Armitage [and...@thirdlife.org] Sent: 25 July 2011 09:36 To:
 hlds_linux@list.valvesoftware.com Subject: Re: [hlds_linux] cpu on i7
 920

 Maybe the issue is the network hardware? HLDS is very network
 intensive.

 I believe that some cards support checksum offloading and some
 don't.

 A

 On 25/07/2011 07:28, Saint K. wrote:
 What I am still not getting is that our Xeon E5420's are doing
 like 70-80% load on a single core for 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread ics
How load averages and cpu usage depends a lot from the kernel. I believe 
individual process usage more than core load or load averages.


For example, if you look with top program, you might see something 
like this:


load average: 0.34, 0.42, 0.23
Cpu0  : 29.0%us,  0.5%sy,  0.0%ni, 66.8%id,  0.5%wa,  0.0%hi,  2.2%si,  
1.0%st
Cpu1  : 26.0%us,  0.7%sy,  0.0%ni, 70.4%id,  1.1%wa,  0.0%hi,  0.7%si,  
1.1%st


and when you look at the process list below that stuff, you might see 
the real values:


  PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
32094 game  20   0  493m 356m  11m R   61 17.8 638:30.00 srcds_linux
 1499 game  20   0  487m 359m  11m S   54 17.9 516:56.58 srcds_linux

So i'd rather believe the values in process list than the summary above. 
Then again, on our other bigger machine, the values are a bit different. 
The summary again:


load average: 4.63, 5.07, 5.35
Cpu0  : 16.3%us,  0.0%sy,  0.0%ni, 82.4%id,  0.3%wa,  0.0%hi,  1.0%si,  
0.0%st
Cpu1  : 73.1%us,  0.7%sy,  0.0%ni, 25.6%id,  0.0%wa,  0.0%hi,  0.7%si,  
0.0%st
Cpu2  :  0.0%us,  0.0%sy,  0.0%ni, 97.7%id,  2.0%wa,  0.0%hi,  0.3%si,  
0.0%st
Cpu3  : 68.1%us,  1.0%sy,  0.0%ni, 30.2%id,  0.0%wa,  0.0%hi,  0.7%si,  
0.0%st


And the process info:

  PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
 7339 game  20   0  392m 258m  21m S   78  3.3  91:41.36 srcds_linux
10288 game  20   0  399m 275m  21m R   73  3.5  38:46.18 srcds_linux
 7262 game  20   0  317m 201m  15m S   18  2.5 195:01.39 srcds_linux
 5686 game20   0  341m 157m  12m R2  2.0  11:07.86 srcds_linux

As you can see, the differences are caused by different kernels. We had 
2.6.37 or something where there was constant 16-20 load average while 
the cpu stats where the same, just load went bonkers. Never seen 100% 
unless the server is stuck like it has been couple of times since the 
lazor update. It might be i7 issue, we have older machines.


-ics

25.7.2011 14:22, Saint K. kirjoitti:

I could live with that, at least knowing a reason why my 3000,- euro hardware 
can only sustain 7-ish 24 slots TF2 servers.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Botting 
[bottswan...@googlemail.com]
Sent: 25 July 2011 13:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

Everytime a new weapon goes 'pew pew' the laser destroys a section of your
CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozosjavato...@yahoo.es  wrote:


Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage in
a core with more than 25 slots, i tested it on many linux distros, many
kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so everything
is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

One thing I notice, at the memory settings is a snooping option - If
this is disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I
can't find anything software wise, it's the logical next thing to look
at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G networking,
but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by Tyan.
That can slow things down sometimes but I would not expect that to cause
such significant problems.

I have no clue.  Grab an old cruddy desktop, set it up on your home
network, do a quickplay qualified server, and then watch how it runs.
Use the same OS and versions you are using on your server and then start
twiddling.  You only need about a 2Mbps upstream rate for a 24-player
server.

I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just
because I'm a BOFH.

People like to throw switches in the desperate hope that one of them was
put there by system developers specifically just to slow things down,
like a turbo switch on an old 486DX.

Surely, my sheer desire to make things go faster and by randomly
throwing every bios setting, recompiling my kernel with obscure realtime
patches I found, enabling weird sysctrl parameters, and buying a Bigfoot
gaming NIC will make things go faster!

And that's why we have fps_max 1000 and 100PPS update/cmd rates on
servers.

I really have no idea what I'm talking about.  I've only been messing
with srcds servers for the last nine months or so.

Then again... Seagate did ship me all of those SATA 300 drives with the

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Marco Padovan
Very weird... I'm having some boxes running cheap desktop hardware (i7
930 for example) and doing very good (even with very extreme realtime
kernels...)

Never used debian in gameservers environment tho centos only here...

Il 25/07/2011 12:28, Saint K. ha scritto:
 Hi,

 Yes - default stock maps, we run no custom maps.

 There is no real difference between running it with sourcemod or without. We 
 have our SM configured very lightly primarily just for administration 
 purposes.

 They are so called Vanilla servers (defaults), 24 slots.

 We generally see high loads, and low FPS values.

 The machine is installed with Debian Squeeze (64bit), build on (imo) proper 
 hardware, Tyan mobo's with Intel's 5400 chipset, 2 Quadcore E5410's in the 
 case of the 90+% load, and E5420's in case of the 70-80% load per core. 
 Machines are equipped with 16GB ECC 1333Mhz memory, using Cheetah 15K.6 SAS 
 drives dedicated to the gameserver installs. Nothing else but TF2 servers run 
 off the machine with the 5410's, the 5420's also run our databases etc.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan 
 [e...@evcz.tk]
 Sent: 25 July 2011 12:12
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] cpu on i7 920

 map used?

 is the problem happening on stock maps with no mods too?

 on a 100% stock 32slot server running at 500fps on a realtime preempt
 kernel max single core cpu usage i saw was 45%...

 Il 25/07/2011 11:49, Saint K. ha scritto:
 Thanks for that.

 Are there any non-kernel tips people can give to look at? Because if I hear 
 the loads of other people somehow ours are much higher, regardless of the 
 kernels used.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jesse Molina 
 [je...@opendreams.net]
 Sent: 25 July 2011 11:42
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920

 The network traffic that srcds uses is mostly udp, not tcp, so all the
 tcp driver offloading stuff is not involved here, for the most part.

 Any old network card should do.

 Not that the quality of the driver doesn't affect udp traffic.  Some
 drivers can have trouble with large amounts of small udp traffic, or
 large udp traffic.  The game server traffic here is quite modest though.
   I don't think anything networking related would be involved with the
 CPU problems (I'm a Cisco/Juniper network engineer and do high-bandwidth
 supercomputing stuff)



 Andrew Armitage wrote:
 Maybe the issue is the network hardware? HLDS is very network intensive.

 I believe that some cards support checksum offloading and some don't.
 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web  = http://www.opendreams.net/jesse/



 ___
 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] cpu on i7 920

2011-07-25 Thread Saint K .
I use a combination of top and htop to monitor the servers usage. I generally 
ignore the load av. value, as you point out, per kernel this can be 
completely different.

Generally I use top to view al the servers load per process, here's an example 
output of top with 5 loaded TF2 servers;

25668 tf2  -21 -20  486m 349m  21m R   97  4.4 177:05.31 srcds_linux
26408 tf2  -21 -20  647m 475m  21m R   93  5.9 696:37.88 srcds_linux
32345 tf2  -21 -20  442m 306m  21m R   90  3.8 133:28.53 srcds_linux
 3297 tf2  -21 -20  397m 269m  21m R   85  3.4  38:07.04 srcds_linux
25736 tf2  -21 -20  533m 383m  21m S   68  4.8 180:19.68 srcds_linux

Cpu0  : 72.3%us,  0.4%sy,  0.0%ni, 26.3%id,  0.0%wa,  0.0%hi,  0.9%si,  0.0%st
Cpu1  : 73.3%us,  0.0%sy,  0.0%ni, 26.2%id,  0.0%wa,  0.0%hi,  0.4%si,  0.0%st
Cpu2  : 66.1%us,  0.0%sy,  0.0%ni, 33.5%id,  0.0%wa,  0.0%hi,  0.5%si,  0.0%st
Cpu3  : 70.2%us,  0.0%sy,  0.0%ni, 29.8%id,  0.0%wa,  0.0%hi,  0.0%si,  0.0%st
Cpu4  : 76.2%us,  0.0%sy,  0.0%ni, 23.8%id,  0.0%wa,  0.0%hi,  0.0%si,  0.0%st
Cpu5  : 71.6%us,  0.5%sy,  0.0%ni, 28.0%id,  0.0%wa,  0.0%hi,  0.0%si,  0.0%st
Cpu6  : 68.5%us,  0.5%sy,  0.0%ni, 31.1%id,  0.0%wa,  0.0%hi,  0.0%si,  0.0%st
Cpu7  : 67.1%us,  2.3%sy,  0.0%ni, 30.2%id,  0.0%wa,  0.0%hi,  0.5%si,  0.0%st


load average: 6.84

Overall seen per cpu this is around 70-80% load steady, grouped together this 
comes to 73% overall load.

htop shows 100+ CPU load per process, so not sure what to think of that, the 
overall load output per CPU however reads the same as top does.

Mind you, this when 5 of the 7 servers are full. I generally assign 1 server 
per CPU core, and leave 1 core free for all OS stuff to be handled on.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of ics [i...@ics-base.net]
Sent: 25 July 2011 13:42
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

How load averages and cpu usage depends a lot from the kernel. I believe
individual process usage more than core load or load averages.

For example, if you look with top program, you might see something
like this:

load average: 0.34, 0.42, 0.23
Cpu0  : 29.0%us,  0.5%sy,  0.0%ni, 66.8%id,  0.5%wa,  0.0%hi,  2.2%si,
1.0%st
Cpu1  : 26.0%us,  0.7%sy,  0.0%ni, 70.4%id,  1.1%wa,  0.0%hi,  0.7%si,
1.1%st

and when you look at the process list below that stuff, you might see
the real values:

   PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
32094 game  20   0  493m 356m  11m R   61 17.8 638:30.00 srcds_linux
  1499 game  20   0  487m 359m  11m S   54 17.9 516:56.58 srcds_linux

So i'd rather believe the values in process list than the summary above.
Then again, on our other bigger machine, the values are a bit different.
The summary again:

load average: 4.63, 5.07, 5.35
Cpu0  : 16.3%us,  0.0%sy,  0.0%ni, 82.4%id,  0.3%wa,  0.0%hi,  1.0%si,
0.0%st
Cpu1  : 73.1%us,  0.7%sy,  0.0%ni, 25.6%id,  0.0%wa,  0.0%hi,  0.7%si,
0.0%st
Cpu2  :  0.0%us,  0.0%sy,  0.0%ni, 97.7%id,  2.0%wa,  0.0%hi,  0.3%si,
0.0%st
Cpu3  : 68.1%us,  1.0%sy,  0.0%ni, 30.2%id,  0.0%wa,  0.0%hi,  0.7%si,
0.0%st

And the process info:

   PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
  7339 game  20   0  392m 258m  21m S   78  3.3  91:41.36 srcds_linux
10288 game  20   0  399m 275m  21m R   73  3.5  38:46.18 srcds_linux
  7262 game  20   0  317m 201m  15m S   18  2.5 195:01.39 srcds_linux
  5686 game20   0  341m 157m  12m R2  2.0  11:07.86 srcds_linux

As you can see, the differences are caused by different kernels. We had
2.6.37 or something where there was constant 16-20 load average while
the cpu stats where the same, just load went bonkers. Never seen 100%
unless the server is stuck like it has been couple of times since the
lazor update. It might be i7 issue, we have older machines.

-ics

25.7.2011 14:22, Saint K. kirjoitti:
 I could live with that, at least knowing a reason why my 3000,- euro hardware 
 can only sustain 7-ish 24 slots TF2 servers.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com 
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James Botting 
 [bottswan...@googlemail.com]
 Sent: 25 July 2011 13:18
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920

 Everytime a new weapon goes 'pew pew' the laser destroys a section of your
 CPU.
 It's a new feature.

 On 25/07/2011 12:14, Andres Pozosjavato...@yahoo.es  wrote:

 Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage in
 a core with more than 25 slots, i tested it on many linux distros, many
 kernel configurations and many cpus. So welcome to the club.
 Hi,

 Thanks for the reply.

 The servers are build according to Tyans best practise, so everything
 is inserted in the correct slots. I've recently also updated the BIOS
 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread gameadmin
Regardless of CPU usage you're going to struggle running more servers than
that.

The thing is, it's not that the servers use a lot of CPU*, it's just that
when they need it, they need it _NOW_, or else they miss their window and
the framerate drops.  The more things running per core, the higher the
chance that something else will stop a server getting its slice when it
needs it.

*actually, they _DO_, but the point would stand even if they didn't

This is why I find load average useful; it can point out overloading (if LA
 number of threads your server has) even when the CPU load isn't showing
100%

Re: assigning servers to cores - this is going back about 3 years, but I
noticed that gameservers liked to jump cores about every 30 seconds or so...
but if I pinned them to a core, they'd lag for a split-second around every
30 seconds or so instead.  No idea if that was the OS or the server, and
we've not tested again since, but we've had little issue leaving them to
roam free.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: 25 July 2011 12:22
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920
 
 I could live with that, at least knowing a reason why my 3000,- euro
 hardware can only sustain 7-ish 24 slots TF2 servers.
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of James Botting
 [bottswan...@googlemail.com]
 Sent: 25 July 2011 13:18
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920
 
 Everytime a new weapon goes 'pew pew' the laser destroys a section of
 your
 CPU.
 It's a new feature.
 
 On 25/07/2011 12:14, Andres Pozos javato...@yahoo.es wrote:
 
 Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage
 in
 a core with more than 25 slots, i tested it on many linux distros,
 many
 kernel configurations and many cpus. So welcome to the club.
  Hi,
 
  Thanks for the reply.
 
  The servers are build according to Tyans best practise, so
 everything
 is inserted in the correct slots. I've recently also updated the BIOS
 versions to be sure.
 
  One thing I notice, at the memory settings is a snooping option -
 If
 this is disabled, the overall load is slightly lower (as it is now).
 
  I'd generally wouldn't blame the hardware either, however, seeing I
 can't find anything software wise, it's the logical next thing to
 look
 at.
 
  Any more tips are welcome!
 
  Saint K.
  
  From: Jesse Molina [je...@opendreams.net]
  Sent: 25 July 2011 12:36
  To: Half-Life dedicated Linux server mailing list
  Cc: Saint K.
  Subject: Re: [hlds_linux] cpu on i7 920
 
  Looks fine, don't mess with it.
 
  generic-receive-offload would be good if you were doing 10G
 networking,
  but otherwise forget about it.
 
  Make sure that your RAM is in the right slots as recommended by
 Tyan.
  That can slow things down sometimes but I would not expect that to
 cause
  such significant problems.
 
  I have no clue.  Grab an old cruddy desktop, set it up on your home
  network, do a quickplay qualified server, and then watch how it
 runs.
  Use the same OS and versions you are using on your server and then
 start
  twiddling.  You only need about a 2Mbps upstream rate for a 24-
 player
  server.
 
  I would blame software way before I started blaming hardware.
 
  Actually, I'd blame something you did unknowingly, first, but just
  because I'm a BOFH.
 
  People like to throw switches in the desperate hope that one of them
 was
  put there by system developers specifically just to slow things
 down,
  like a turbo switch on an old 486DX.
 
  Surely, my sheer desire to make things go faster and by randomly
  throwing every bios setting, recompiling my kernel with obscure
 realtime
  patches I found, enabling weird sysctrl parameters, and buying a
 Bigfoot
  gaming NIC will make things go faster!
 
  And that's why we have fps_max 1000 and 100PPS update/cmd rates on
 servers.
 
  I really have no idea what I'm talking about.  I've only been
 messing
  with srcds servers for the last nine months or so.
 
  Then again... Seagate did ship me all of those SATA 300 drives with
 the
  150-limiting jumpers on by default.
 
 
 
  Saint K. wrote:
  Hi,
 
  I am getting these values returned, not entirely sure what I am
 looking at;
 
  mrblonde:~# ethtool -k eth0
  Offload parameters for eth0:
  rx-checksumming: on
  tx-checksumming: on
  scatter-gather: on
  tcp-segmentation-offload: off
  udp-fragmentation-offload: off
  generic-segmentation-offload: on
  generic-receive-offload: off
  large-receive-offload: off
  ntuple-filters: off
  receive-hashing: off
 
 
  Does this appear to be good? I've checked the chipset specs and it
 supports checksum offloading.
 
  Saint K.
  

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread ics
I forgot to mention that some of the default maps are also pretty cpu 
itensive comparing to the others. Hoodoo, Frontier, Thundermountain, 
Hydro. There's couple of examples. Propably this is due to all of them 
having very large open areas within them like let's say, gold rush, 
dustbowl, etc narrow maps. It also depends on what effects the maps use 
and how they are built. Difference between dustbowl and hoodoo cpu usage 
can be 5-10% or even more.


-ics

25.7.2011 14:56, gamead...@127001.org kirjoitti:

Regardless of CPU usage you're going to struggle running more servers than
that.

The thing is, it's not that the servers use a lot of CPU*, it's just that
when they need it, they need it _NOW_, or else they miss their window and
the framerate drops.  The more things running per core, the higher the
chance that something else will stop a server getting its slice when it
needs it.

*actually, they _DO_, but the point would stand even if they didn't

This is why I find load average useful; it can point out overloading (if LA

number of threads your server has) even when the CPU load isn't showing

100%

Re: assigning servers to cores - this is going back about 3 years, but I
noticed that gameservers liked to jump cores about every 30 seconds or so...
but if I pinned them to a core, they'd lag for a split-second around every
30 seconds or so instead.  No idea if that was the OS or the server, and
we've not tested again since, but we've had little issue leaving them to
roam free.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 25 July 2011 12:22
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

I could live with that, at least knowing a reason why my 3000,- euro
hardware can only sustain 7-ish 24 slots TF2 servers.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of James Botting
[bottswan...@googlemail.com]
Sent: 25 July 2011 13:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

Everytime a new weapon goes 'pew pew' the laser destroys a section of
your
CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozosjavato...@yahoo.es  wrote:


Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage

in

a core with more than 25 slots, i tested it on many linux distros,

many

kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so

everything

is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

One thing I notice, at the memory settings is a snooping option -

If

this is disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I
can't find anything software wise, it's the logical next thing to

look

at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G

networking,

but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by

Tyan.

That can slow things down sometimes but I would not expect that to

cause

such significant problems.

I have no clue.  Grab an old cruddy desktop, set it up on your home
network, do a quickplay qualified server, and then watch how it

runs.

Use the same OS and versions you are using on your server and then

start

twiddling.  You only need about a 2Mbps upstream rate for a 24-

player

server.

I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just
because I'm a BOFH.

People like to throw switches in the desperate hope that one of them

was

put there by system developers specifically just to slow things

down,

like a turbo switch on an old 486DX.

Surely, my sheer desire to make things go faster and by randomly
throwing every bios setting, recompiling my kernel with obscure

realtime

patches I found, enabling weird sysctrl parameters, and buying a

Bigfoot

gaming NIC will make things go faster!

And that's why we have fps_max 1000 and 100PPS update/cmd rates on
servers.

I really have no idea what I'm talking about.  I've only been

messing

with srcds servers for the last nine months or so.

Then again... Seagate did ship me all of those SATA 300 drives with

the

150-limiting jumpers on by default.



Saint K. wrote:

Hi,

I am getting these values returned, not entirely sure what I am
looking at;

mrblonde:~# ethtool -k eth0
Offload parameters for eth0:
rx-checksumming: 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Saint K .
Hi,

My concern is not really to have more servers on there (although it be nice if 
possible), but I'd like to get at least 66+fps stable per server per core, and 
having some load left to have replay etc enabled, as we had to kill that as 
well to get things running on the edge of normal.

I've also tried assigning it per core, but never found clear bennifits to do 
so. The keeping one core free is just the thought process, leaves some room for 
other processes to peak (if required).

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org 
[gamead...@127001.org]
Sent: 25 July 2011 13:56
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] cpu on i7 920

Regardless of CPU usage you're going to struggle running more servers than
that.

The thing is, it's not that the servers use a lot of CPU*, it's just that
when they need it, they need it _NOW_, or else they miss their window and
the framerate drops.  The more things running per core, the higher the
chance that something else will stop a server getting its slice when it
needs it.

*actually, they _DO_, but the point would stand even if they didn't

This is why I find load average useful; it can point out overloading (if LA
 number of threads your server has) even when the CPU load isn't showing
100%

Re: assigning servers to cores - this is going back about 3 years, but I
noticed that gameservers liked to jump cores about every 30 seconds or so...
but if I pinned them to a core, they'd lag for a split-second around every
30 seconds or so instead.  No idea if that was the OS or the server, and
we've not tested again since, but we've had little issue leaving them to
roam free.

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: 25 July 2011 12:22
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920

 I could live with that, at least knowing a reason why my 3000,- euro
 hardware can only sustain 7-ish 24 slots TF2 servers.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of James Botting
 [bottswan...@googlemail.com]
 Sent: 25 July 2011 13:18
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920

 Everytime a new weapon goes 'pew pew' the laser destroys a section of
 your
 CPU.
 It's a new feature.

 On 25/07/2011 12:14, Andres Pozos javato...@yahoo.es wrote:

 Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage
 in
 a core with more than 25 slots, i tested it on many linux distros,
 many
 kernel configurations and many cpus. So welcome to the club.
  Hi,
 
  Thanks for the reply.
 
  The servers are build according to Tyans best practise, so
 everything
 is inserted in the correct slots. I've recently also updated the BIOS
 versions to be sure.
 
  One thing I notice, at the memory settings is a snooping option -
 If
 this is disabled, the overall load is slightly lower (as it is now).
 
  I'd generally wouldn't blame the hardware either, however, seeing I
 can't find anything software wise, it's the logical next thing to
 look
 at.
 
  Any more tips are welcome!
 
  Saint K.
  
  From: Jesse Molina [je...@opendreams.net]
  Sent: 25 July 2011 12:36
  To: Half-Life dedicated Linux server mailing list
  Cc: Saint K.
  Subject: Re: [hlds_linux] cpu on i7 920
 
  Looks fine, don't mess with it.
 
  generic-receive-offload would be good if you were doing 10G
 networking,
  but otherwise forget about it.
 
  Make sure that your RAM is in the right slots as recommended by
 Tyan.
  That can slow things down sometimes but I would not expect that to
 cause
  such significant problems.
 
  I have no clue.  Grab an old cruddy desktop, set it up on your home
  network, do a quickplay qualified server, and then watch how it
 runs.
  Use the same OS and versions you are using on your server and then
 start
  twiddling.  You only need about a 2Mbps upstream rate for a 24-
 player
  server.
 
  I would blame software way before I started blaming hardware.
 
  Actually, I'd blame something you did unknowingly, first, but just
  because I'm a BOFH.
 
  People like to throw switches in the desperate hope that one of them
 was
  put there by system developers specifically just to slow things
 down,
  like a turbo switch on an old 486DX.
 
  Surely, my sheer desire to make things go faster and by randomly
  throwing every bios setting, recompiling my kernel with obscure
 realtime
  patches I found, enabling weird sysctrl parameters, and buying a
 Bigfoot
  gaming NIC will make things go faster!
 
  And that's why we have fps_max 1000 and 100PPS update/cmd rates on
 servers.
 
  I really have 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Andres Pozos
Knowing that each new cpu generation have more cores and less cpu cycles 
its pointless to keep using a engine that doesnt support multicore.
I forgot to mention that some of the default maps are also pretty cpu 
itensive comparing to the others. Hoodoo, Frontier, Thundermountain, 
Hydro. There's couple of examples. Propably this is due to all of them 
having very large open areas within them like let's say, gold rush, 
dustbowl, etc narrow maps. It also depends on what effects the maps 
use and how they are built. Difference between dustbowl and hoodoo cpu 
usage can be 5-10% or even more.


-ics

25.7.2011 14:56, gamead...@127001.org kirjoitti:
Regardless of CPU usage you're going to struggle running more servers 
than

that.

The thing is, it's not that the servers use a lot of CPU*, it's just 
that
when they need it, they need it _NOW_, or else they miss their 
window and

the framerate drops.  The more things running per core, the higher the
chance that something else will stop a server getting its slice when it
needs it.

*actually, they _DO_, but the point would stand even if they didn't

This is why I find load average useful; it can point out overloading 
(if LA

number of threads your server has) even when the CPU load isn't showing

100%

Re: assigning servers to cores - this is going back about 3 years, but I
noticed that gameservers liked to jump cores about every 30 seconds 
or so...
but if I pinned them to a core, they'd lag for a split-second around 
every

30 seconds or so instead.  No idea if that was the OS or the server, and
we've not tested again since, but we've had little issue leaving them to
roam free.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 25 July 2011 12:22
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

I could live with that, at least knowing a reason why my 3000,- euro
hardware can only sustain 7-ish 24 slots TF2 servers.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of James Botting
[bottswan...@googlemail.com]
Sent: 25 July 2011 13:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

Everytime a new weapon goes 'pew pew' the laser destroys a section of
your
CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozosjavato...@yahoo.es  wrote:


Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage

in

a core with more than 25 slots, i tested it on many linux distros,

many

kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so

everything

is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

One thing I notice, at the memory settings is a snooping option -

If

this is disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I
can't find anything software wise, it's the logical next thing to

look

at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G

networking,

but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by

Tyan.

That can slow things down sometimes but I would not expect that to

cause

such significant problems.

I have no clue.  Grab an old cruddy desktop, set it up on your home
network, do a quickplay qualified server, and then watch how it

runs.

Use the same OS and versions you are using on your server and then

start

twiddling.  You only need about a 2Mbps upstream rate for a 24-

player

server.

I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just
because I'm a BOFH.

People like to throw switches in the desperate hope that one of them

was

put there by system developers specifically just to slow things

down,

like a turbo switch on an old 486DX.

Surely, my sheer desire to make things go faster and by randomly
throwing every bios setting, recompiling my kernel with obscure

realtime

patches I found, enabling weird sysctrl parameters, and buying a

Bigfoot

gaming NIC will make things go faster!

And that's why we have fps_max 1000 and 100PPS update/cmd rates on
servers.

I really have no idea what I'm talking about.  I've only been

messing

with srcds servers for the last nine months or so.

Then again... Seagate did ship me all of those SATA 300 drives with

the

150-limiting jumpers on by default.



Saint K. wrote:

Hi,


Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Eric Riemers

I only have issues on the box with the 32 slots server, and since tf2 is
build for 24 i dont think there will be any performance increases in this
area. The 24 slots sit around 60/70% and i've got no complaints from there
(except for the few that always complain)

Also if you have hlxce running or similar you can usually see your
serverside fps too, not that this matters that much but if you see drops
below 66 it could be cpu, at least a reference point to look at if people
complain about lag.

Still running an older distro of debian on that box though, perhaps a
upgrade would do some good i presume too.

On Mon, 25 Jul 2011 14:05:10 +0200, Saint K. sai...@specialattack.net
wrote:
 Hi,
 
 My concern is not really to have more servers on there (although it be
nice
 if possible), but I'd like to get at least 66+fps stable per server per
 core, and having some load left to have replay etc enabled, as we had to
 kill that as well to get things running on the edge of normal.
 
 I've also tried assigning it per core, but never found clear bennifits to
 do so. The keeping one core free is just the thought process, leaves some
 room for other processes to peak (if required).
 
 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com
 [hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
 gamead...@127001.org [gamead...@127001.org]
 Sent: 25 July 2011 13:56
 To: 'Half-Life dedicated Linux server mailing list'
 Subject: Re: [hlds_linux] cpu on i7 920
 
 Regardless of CPU usage you're going to struggle running more servers
than
 that.
 
 The thing is, it's not that the servers use a lot of CPU*, it's just that
 when they need it, they need it _NOW_, or else they miss their window
and
 the framerate drops.  The more things running per core, the higher the
 chance that something else will stop a server getting its slice when it
 needs it.
 
 *actually, they _DO_, but the point would stand even if they didn't
 
 This is why I find load average useful; it can point out overloading (if
LA
 number of threads your server has) even when the CPU load isn't showing
 100%
 
 Re: assigning servers to cores - this is going back about 3 years, but I
 noticed that gameservers liked to jump cores about every 30 seconds or
 so...
 but if I pinned them to a core, they'd lag for a split-second around
every
 30 seconds or so instead.  No idea if that was the OS or the server, and
 we've not tested again since, but we've had little issue leaving them to
 roam free.
 
 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of Saint K.
 Sent: 25 July 2011 12:22
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920

 I could live with that, at least knowing a reason why my 3000,- euro
 hardware can only sustain 7-ish 24 slots TF2 servers.

 Saint K.
 
 From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of James Botting
 [bottswan...@googlemail.com]
 Sent: 25 July 2011 13:18
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] cpu on i7 920

 Everytime a new weapon goes 'pew pew' the laser destroys a section of
 your
 CPU.
 It's a new feature.

 On 25/07/2011 12:14, Andres Pozos javato...@yahoo.es wrote:

 Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage
 in
 a core with more than 25 slots, i tested it on many linux distros,
 many
 kernel configurations and many cpus. So welcome to the club.
  Hi,
 
  Thanks for the reply.
 
  The servers are build according to Tyans best practise, so
 everything
 is inserted in the correct slots. I've recently also updated the BIOS
 versions to be sure.
 
  One thing I notice, at the memory settings is a snooping option -
 If
 this is disabled, the overall load is slightly lower (as it is now).
 
  I'd generally wouldn't blame the hardware either, however, seeing I
 can't find anything software wise, it's the logical next thing to
 look
 at.
 
  Any more tips are welcome!
 
  Saint K.
  
  From: Jesse Molina [je...@opendreams.net]
  Sent: 25 July 2011 12:36
  To: Half-Life dedicated Linux server mailing list
  Cc: Saint K.
  Subject: Re: [hlds_linux] cpu on i7 920
 
  Looks fine, don't mess with it.
 
  generic-receive-offload would be good if you were doing 10G
 networking,
  but otherwise forget about it.
 
  Make sure that your RAM is in the right slots as recommended by
 Tyan.
  That can slow things down sometimes but I would not expect that to
 cause
  such significant problems.
 
  I have no clue.  Grab an old cruddy desktop, set it up on your home
  network, do a quickplay qualified server, and then watch how it
 runs.
  Use the same OS and versions you are using on your server and then
 start
  twiddling.  You only need about a 2Mbps upstream rate for a 24-
 

Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Svensk Ljud Ljus Produktion
On our servers we have noticed that cpu0 is used by the OP 
(Debian/Fedora) and accordingly we cant use that core for any gameservers.


Peter
Sweden


ics skrev 2011-07-25 13:42:
How load averages and cpu usage depends a lot from the kernel. I 
believe individual process usage more than core load or load averages.


For example, if you look with top program, you might see something 
like this:


load average: 0.34, 0.42, 0.23
Cpu0  : 29.0%us,  0.5%sy,  0.0%ni, 66.8%id,  0.5%wa,  0.0%hi,  
2.2%si,  1.0%st
Cpu1  : 26.0%us,  0.7%sy,  0.0%ni, 70.4%id,  1.1%wa,  0.0%hi,  
0.7%si,  1.1%st


and when you look at the process list below that stuff, you might see 
the real values:


  PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
32094 game  20   0  493m 356m  11m R   61 17.8 638:30.00 srcds_linux
 1499 game  20   0  487m 359m  11m S   54 17.9 516:56.58 srcds_linux

So i'd rather believe the values in process list than the summary 
above. Then again, on our other bigger machine, the values are a bit 
different. The summary again:


load average: 4.63, 5.07, 5.35
Cpu0  : 16.3%us,  0.0%sy,  0.0%ni, 82.4%id,  0.3%wa,  0.0%hi,  
1.0%si,  0.0%st
Cpu1  : 73.1%us,  0.7%sy,  0.0%ni, 25.6%id,  0.0%wa,  0.0%hi,  
0.7%si,  0.0%st
Cpu2  :  0.0%us,  0.0%sy,  0.0%ni, 97.7%id,  2.0%wa,  0.0%hi,  
0.3%si,  0.0%st
Cpu3  : 68.1%us,  1.0%sy,  0.0%ni, 30.2%id,  0.0%wa,  0.0%hi,  
0.7%si,  0.0%st


And the process info:

  PID USER  PR  NI  VIRT  RES  SHR S %CPU %MEMTIME+  COMMAND
 7339 game  20   0  392m 258m  21m S   78  3.3  91:41.36 srcds_linux
10288 game  20   0  399m 275m  21m R   73  3.5  38:46.18 srcds_linux
 7262 game  20   0  317m 201m  15m S   18  2.5 195:01.39 srcds_linux
 5686 game20   0  341m 157m  12m R2  2.0  11:07.86 srcds_linux

As you can see, the differences are caused by different kernels. We 
had 2.6.37 or something where there was constant 16-20 load average 
while the cpu stats where the same, just load went bonkers. Never seen 
100% unless the server is stuck like it has been couple of times since 
the lazor update. It might be i7 issue, we have older machines.


-ics

25.7.2011 14:22, Saint K. kirjoitti:
I could live with that, at least knowing a reason why my 3000,- euro 
hardware can only sustain 7-ish 24 slots TF2 servers.


Saint K.

From: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of James 
Botting [bottswan...@googlemail.com]

Sent: 25 July 2011 13:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

Everytime a new weapon goes 'pew pew' the laser destroys a section of 
your

CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozosjavato...@yahoo.es  wrote:


Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage in
a core with more than 25 slots, i tested it on many linux distros, many
kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so everything
is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

One thing I notice, at the memory settings is a snooping option - If
this is disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I
can't find anything software wise, it's the logical next thing to look
at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G 
networking,

but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by Tyan.
That can slow things down sometimes but I would not expect that to 
cause

such significant problems.

I have no clue.  Grab an old cruddy desktop, set it up on your home
network, do a quickplay qualified server, and then watch how it runs.
Use the same OS and versions you are using on your server and then 
start

twiddling.  You only need about a 2Mbps upstream rate for a 24-player
server.

I would blame software way before I started blaming hardware.

Actually, I'd blame something you did unknowingly, first, but just
because I'm a BOFH.

People like to throw switches in the desperate hope that one of 
them was

put there by system developers specifically just to slow things down,
like a turbo switch on an old 486DX.

Surely, my sheer desire to make things go faster and by randomly
throwing every bios setting, recompiling my kernel with obscure 
realtime
patches I found, enabling weird sysctrl parameters, and buying a 
Bigfoot

gaming NIC will make things go faster!

And that's why we have fps_max 1000 and 100PPS update/cmd rates on
servers.


Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update

2011-07-25 Thread Ross Bemrose
This isn't server-related, but
Cow Mangler 5000 can be reflected, Righteous Bison can't be reflected (and
this is noted in the item description for it).

On Mon, Jul 25, 2011 at 12:37 AM, clad iron cladi...@gmail.com wrote:

 I can vouch for the crashes also. (Windows and Linux)

 I was just playing on a server and it crashed. I think i may have caused
 it.
 Can anyone else try to repeat it?

 I was playing as pyro with the degreaser and a soldier was firing at me
 from across the map with The Righteous Bison.
 I attempted to reflect the shot back at him.
 None seemed to have reflected and i'm not to bad.

 He killed me and i started to spawn. just as i spawn the server crashed.

 Also i thought earlier i had reflected 1, but i'm unsure due to all the
 lazier glare in my screen. (those should be made narrower,and maybe
 brighten
 it some since it would be smaller in diameter. IMO..)

 On Sun, Jul 24, 2011 at 1:38 PM, Aaron DJ Zyrphon Thompson 
 rmesc...@gmail.com wrote:

  I tried disabling mantreads and the new laser weapons but still getting a
  crash as of this morning. What are all the new weapon names like
  tf_mantreads that format. My saxton hale server is making sad faces.
 
  Sent from my MOTOBLUR™ smartphone on ATT
 
  -Original message-
  From: daniel jokiaho daniel.joki...@gmail.com
  To: Half-Life dedicated Linux server mailing list 
  hlds_linux@list.valvesoftware.com
  Sent: Sun, Jul 24, 2011 17:18:35 GMT+00:00
  Subject: Re: [hlds_linux] TF2 Servers are still crashing after July 22nd
  Update
 
  howto disable replays? And new weapons?
  On 24 Jul 2011 18:12, Andrew Armitage and...@thirdlife.org wrote:
   We have had replays disabled almost since they were introduced, as they
   seemed to cause crashes.
  
   Today we have also disabled the new weapons, and we've been crash free
   again since.
  
   According to one of our regular players:
  
This server will ever be a Retro Server
No Updates
Thats pretty cooler because everybody is updating!
And this server not! Thats what makes it unusual
  
   Hurrah for being unusual I guess.
  
   A
  
  
   On 24/07/2011 18:04, Ross Bemrose wrote:
   I disabled replays on all my TF2 servers yesterday afternoon, and they
   have yet to crash or freeze since. Therefore, I'm assuming it's a
   replay-related crash.
  
   That doesn't rule out the new weapons being the ultimate cause,
 though.
  
   On 7/23/2011 2:32 PM, Yuki wrote:
   A weird crash this time. Someone joined the server and saw a
 teleporter
   built by no one, upon going through it, there was a crash. Unsure
  whether
   the missing name was a client side issue, but the fact that the
 server
   managed to crash at the same time is odd. No memory corruption and
   similar
   error this time however.
  
  
   PreMinidumpCallback: updating dump comment
   Uploading dump (in-process) [proxy '']
   /tmp/dumps/crash_20110723191817_1.dmp
   success = yes
   response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723
  
   On 23 July 2011 18:03, Aaron DJ Zyrphon
   Thompsonrmesc...@gmail.comwrote:
  
   The only server I have crashing is my VS Saxton Hale server. I'm
   thinking a
   fresh SM install will solve the problem.
  
   Sent from my MOTOBLUR™ smartphone on ATT
  
   -Original message-
   From: Michael Johansenmichs...@live.no
   To: hlds_linux@list.valvesoftware.com
   Sent: Sat, Jul 23, 2011 16:41:22 GMT+00:00
   Subject: Re: [hlds_linux] TF2 Servers are still crashing after July
  22nd
   Update
  
  
   Hm.. I haven't had a crash since the updates. Anyways, VALVE: Any
   progress
   on fixing the issue?
  
   Date: Sat, 23 Jul 2011 16:39:30 +0100
   From: d...@dazzozo.com
   To: hlds_linux@list.valvesoftware.com
   Subject: Re: [hlds_linux] TF2 Servers are still crashing after July
   22nd
   Update
   I just crashed at the exact same time.
  
   Seeing as we're all using Pastebin: http://pastebin.com/wigab20i
  
   Are these definitely related to the new weapons or not?
  
   On 23 July 2011 16:37, Peter Reinholdpeter_va...@reinhold.dk
  wrote:
  
   On Sat, 23 Jul 2011 00:22:25 -0400, E3pO wrote:
  
   Servers are still crashing like crazy.
   Just got a lock-up crash.
  
   Output: http://pastebin.com/mzNG71Rm
  
  
   /Peter
  
  
   __**_
   To unsubscribe, edit your list preferences, or view the list
  archives,
   please visit:
   http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
   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] cpu on i7 920

2011-07-25 Thread Svensk Ljud Ljus Produktion
To get a true picture on the cpu load you have to monitor both the 
machines cpu-usage by core, and the srcds instances usage of cpu.

This can be monitored by munin.
Offcource it can also monitor fps, no.off players, uptime and the 
network traffic on the nic by port.

But dont forget to monitor the memory usage on the machine.
Its a easy way to find errors.

Peter
Sweden



Eric Riemers skrev 2011-07-25 15:04:

I only have issues on the box with the 32 slots server, and since tf2 is
build for 24 i dont think there will be any performance increases in this
area. The 24 slots sit around 60/70% and i've got no complaints from there
(except for the few that always complain)

Also if you have hlxce running or similar you can usually see your
serverside fps too, not that this matters that much but if you see drops
below 66 it could be cpu, at least a reference point to look at if people
complain about lag.

Still running an older distro of debian on that box though, perhaps a
upgrade would do some good i presume too.

On Mon, 25 Jul 2011 14:05:10 +0200, Saint K.sai...@specialattack.net
wrote:

Hi,

My concern is not really to have more servers on there (although it be

nice

if possible), but I'd like to get at least 66+fps stable per server per
core, and having some load left to have replay etc enabled, as we had to
kill that as well to get things running on the edge of normal.

I've also tried assigning it per core, but never found clear bennifits to
do so. The keeping one core free is just the thought process, leaves some
room for other processes to peak (if required).

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com
[hlds_linux-boun...@list.valvesoftware.com] On Behalf Of
gamead...@127001.org [gamead...@127001.org]
Sent: 25 July 2011 13:56
To: 'Half-Life dedicated Linux server mailing list'
Subject: Re: [hlds_linux] cpu on i7 920

Regardless of CPU usage you're going to struggle running more servers

than

that.

The thing is, it's not that the servers use a lot of CPU*, it's just that
when they need it, they need it _NOW_, or else they miss their window

and

the framerate drops.  The more things running per core, the higher the
chance that something else will stop a server getting its slice when it
needs it.

*actually, they _DO_, but the point would stand even if they didn't

This is why I find load average useful; it can point out overloading (if

LA

number of threads your server has) even when the CPU load isn't showing

100%

Re: assigning servers to cores - this is going back about 3 years, but I
noticed that gameservers liked to jump cores about every 30 seconds or
so...
but if I pinned them to a core, they'd lag for a split-second around

every

30 seconds or so instead.  No idea if that was the OS or the server, and
we've not tested again since, but we've had little issue leaving them to
roam free.


-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: 25 July 2011 12:22
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

I could live with that, at least knowing a reason why my 3000,- euro
hardware can only sustain 7-ish 24 slots TF2 servers.

Saint K.

From: hlds_linux-boun...@list.valvesoftware.com [hlds_linux-
boun...@list.valvesoftware.com] On Behalf Of James Botting
[bottswan...@googlemail.com]
Sent: 25 July 2011 13:18
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] cpu on i7 920

Everytime a new weapon goes 'pew pew' the laser destroys a section of
your
CPU.
It's a new feature.

On 25/07/2011 12:14, Andres Pozosjavato...@yahoo.es  wrote:


Its not a bug its a feature, jk. Orangebox take teh 100% cpu usage

in

a core with more than 25 slots, i tested it on many linux distros,

many

kernel configurations and many cpus. So welcome to the club.

Hi,

Thanks for the reply.

The servers are build according to Tyans best practise, so

everything

is inserted in the correct slots. I've recently also updated the BIOS
versions to be sure.

One thing I notice, at the memory settings is a snooping option -

If

this is disabled, the overall load is slightly lower (as it is now).

I'd generally wouldn't blame the hardware either, however, seeing I
can't find anything software wise, it's the logical next thing to

look

at.

Any more tips are welcome!

Saint K.

From: Jesse Molina [je...@opendreams.net]
Sent: 25 July 2011 12:36
To: Half-Life dedicated Linux server mailing list
Cc: Saint K.
Subject: Re: [hlds_linux] cpu on i7 920

Looks fine, don't mess with it.

generic-receive-offload would be good if you were doing 10G

networking,

but otherwise forget about it.

Make sure that your RAM is in the right slots as recommended by

Tyan.

That can slow things down sometimes but I would not expect that to


Re: [hlds_linux] cpu on i7 920

2011-07-25 Thread Jesse Molina


I thought maybe I misunderstood or you mis-typed previously.  You are 
saying that your server-side FPS is very unstable, below 100?  I thought 
maybe you meant 66 packets-per-second/ticks/cmdrate/updaterate.


FYI, I believe that the standard fps_max for tf2 is 300.  My cruddy old 
AMD x2 4600+ holds steady with very little variance while loaded.


There is something seriously wrong with your setup if that's true.  I 
have no idea what it might be.


Just for fun, apt-get install adjtimex and do adjtimex -p

And maybe try running a few phoronics tests;
sudo apt-cache show phoronix-test-suite

install and do some memory and CPU tests.  Compare with similar hardware 
to see what you are getting.




As for setting process affinity, I doubt that there would be any benefit 
for an application like srcds.  AMD processors for each core have their 
own cache, unlike Intel, so sometimes cache misses can hurt you for 
cache-intensive applications, but modern Linux schedulers take that into 
account and are pretty good about it (if I'm remembering right).  There 
are also some cases where if you want maximum IO/network throughput 
(10G+ networking), it can be useful, but srcds isn't one of them. 
Per-CPU licensed apps (Oracle?) can also be a good reason to bind an app 
to a particular CPU.


The issue with setting a process to a particular CPU affinity is that it 
does not provide exclusivity.  Any other process will still run on that 
CPU too, potentially fighting for resources.




Saint K. wrote:

Hi,

My concern is not really to have more servers on there (although it be nice if 
possible), but I'd like to get at least 66+fps stable per server per core, and 
having some load left to have replay etc enabled, as we had to kill that as 
well to get things running on the edge of normal.

I've also tried assigning it per core, but never found clear bennifits to do 
so. The keeping one core free is just the thought process, leaves some room for 
other processes to peak (if required).

Saint K.




--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



___
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 Servers are still crashing after July 22nd Update

2011-07-25 Thread clad iron
actually after posting this , i went back to that server to play more.
the Bison
can be reflected.

On Mon, Jul 25, 2011 at 10:51 AM, Ross Bemrose rbemr...@vgmusic.com wrote:

 This isn't server-related, but
 Cow Mangler 5000 can be reflected, Righteous Bison can't be reflected (and
 this is noted in the item description for it).

 On Mon, Jul 25, 2011 at 12:37 AM, clad iron cladi...@gmail.com wrote:

  I can vouch for the crashes also. (Windows and Linux)
 
  I was just playing on a server and it crashed. I think i may have caused
  it.
  Can anyone else try to repeat it?
 
  I was playing as pyro with the degreaser and a soldier was firing at me
  from across the map with The Righteous Bison.
  I attempted to reflect the shot back at him.
  None seemed to have reflected and i'm not to bad.
 
  He killed me and i started to spawn. just as i spawn the server crashed.
 
  Also i thought earlier i had reflected 1, but i'm unsure due to all the
  lazier glare in my screen. (those should be made narrower,and maybe
  brighten
  it some since it would be smaller in diameter. IMO..)
 
  On Sun, Jul 24, 2011 at 1:38 PM, Aaron DJ Zyrphon Thompson 
  rmesc...@gmail.com wrote:
 
   I tried disabling mantreads and the new laser weapons but still getting
 a
   crash as of this morning. What are all the new weapon names like
   tf_mantreads that format. My saxton hale server is making sad faces.
  
   Sent from my MOTOBLUR™ smartphone on ATT
  
   -Original message-
   From: daniel jokiaho daniel.joki...@gmail.com
   To: Half-Life dedicated Linux server mailing list 
   hlds_linux@list.valvesoftware.com
   Sent: Sun, Jul 24, 2011 17:18:35 GMT+00:00
   Subject: Re: [hlds_linux] TF2 Servers are still crashing after July
 22nd
   Update
  
   howto disable replays? And new weapons?
   On 24 Jul 2011 18:12, Andrew Armitage and...@thirdlife.org wrote:
We have had replays disabled almost since they were introduced, as
 they
seemed to cause crashes.
   
Today we have also disabled the new weapons, and we've been crash
 free
again since.
   
According to one of our regular players:
   
 This server will ever be a Retro Server
 No Updates
 Thats pretty cooler because everybody is updating!
 And this server not! Thats what makes it unusual
   
Hurrah for being unusual I guess.
   
A
   
   
On 24/07/2011 18:04, Ross Bemrose wrote:
I disabled replays on all my TF2 servers yesterday afternoon, and
 they
have yet to crash or freeze since. Therefore, I'm assuming it's a
replay-related crash.
   
That doesn't rule out the new weapons being the ultimate cause,
  though.
   
On 7/23/2011 2:32 PM, Yuki wrote:
A weird crash this time. Someone joined the server and saw a
  teleporter
built by no one, upon going through it, there was a crash. Unsure
   whether
the missing name was a client side issue, but the fact that the
  server
managed to crash at the same time is odd. No memory corruption and
similar
error this time however.
   
   
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110723191817_1.dmp
success = yes
response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723
   
On 23 July 2011 18:03, Aaron DJ Zyrphon
Thompsonrmesc...@gmail.comwrote:
   
The only server I have crashing is my VS Saxton Hale server. I'm
thinking a
fresh SM install will solve the problem.
   
Sent from my MOTOBLUR™ smartphone on ATT
   
-Original message-
From: Michael Johansenmichs...@live.no
To: hlds_linux@list.valvesoftware.com
Sent: Sat, Jul 23, 2011 16:41:22 GMT+00:00
Subject: Re: [hlds_linux] TF2 Servers are still crashing after
 July
   22nd
Update
   
   
Hm.. I haven't had a crash since the updates. Anyways, VALVE: Any
progress
on fixing the issue?
   
Date: Sat, 23 Jul 2011 16:39:30 +0100
From: d...@dazzozo.com
To: hlds_linux@list.valvesoftware.com
Subject: Re: [hlds_linux] TF2 Servers are still crashing after
 July
22nd
Update
I just crashed at the exact same time.
   
Seeing as we're all using Pastebin: http://pastebin.com/wigab20i
   
Are these definitely related to the new weapons or not?
   
On 23 July 2011 16:37, Peter Reinholdpeter_va...@reinhold.dk
   wrote:
   
On Sat, 23 Jul 2011 00:22:25 -0400, E3pO wrote:
   
Servers are still crashing like crazy.
Just got a lock-up crash.
   
Output: http://pastebin.com/mzNG71Rm
   
   
/Peter
   
   
__**_
To unsubscribe, edit your list preferences, or view the list
   archives,
please visit:
http://list.valvesoftware.com/**mailman/listinfo/hlds_linux
http://list.valvesoftware.com/mailman/listinfo/hlds_linux
___
To unsubscribe, edit your list preferences, or view the list
   archives,

Re: [hlds_linux] TF2 Servers are still crashing after July 22nd Update

2011-07-25 Thread Bajdechi Nightbox Alexandru
Should not be today an update ?

2011/7/25 clad iron cladi...@gmail.com

 actually after posting this , i went back to that server to play more.
 the Bison
 can be reflected.

 On Mon, Jul 25, 2011 at 10:51 AM, Ross Bemrose rbemr...@vgmusic.com
 wrote:

  This isn't server-related, but
  Cow Mangler 5000 can be reflected, Righteous Bison can't be reflected
 (and
  this is noted in the item description for it).
 
  On Mon, Jul 25, 2011 at 12:37 AM, clad iron cladi...@gmail.com wrote:
 
   I can vouch for the crashes also. (Windows and Linux)
  
   I was just playing on a server and it crashed. I think i may have
 caused
   it.
   Can anyone else try to repeat it?
  
   I was playing as pyro with the degreaser and a soldier was firing at
 me
   from across the map with The Righteous Bison.
   I attempted to reflect the shot back at him.
   None seemed to have reflected and i'm not to bad.
  
   He killed me and i started to spawn. just as i spawn the server
 crashed.
  
   Also i thought earlier i had reflected 1, but i'm unsure due to all the
   lazier glare in my screen. (those should be made narrower,and maybe
   brighten
   it some since it would be smaller in diameter. IMO..)
  
   On Sun, Jul 24, 2011 at 1:38 PM, Aaron DJ Zyrphon Thompson 
   rmesc...@gmail.com wrote:
  
I tried disabling mantreads and the new laser weapons but still
 getting
  a
crash as of this morning. What are all the new weapon names like
tf_mantreads that format. My saxton hale server is making sad faces.
   
Sent from my MOTOBLUR™ smartphone on ATT
   
-Original message-
From: daniel jokiaho daniel.joki...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Sun, Jul 24, 2011 17:18:35 GMT+00:00
Subject: Re: [hlds_linux] TF2 Servers are still crashing after July
  22nd
Update
   
howto disable replays? And new weapons?
On 24 Jul 2011 18:12, Andrew Armitage and...@thirdlife.org
 wrote:
 We have had replays disabled almost since they were introduced, as
  they
 seemed to cause crashes.

 Today we have also disabled the new weapons, and we've been crash
  free
 again since.

 According to one of our regular players:

  This server will ever be a Retro Server
  No Updates
  Thats pretty cooler because everybody is updating!
  And this server not! Thats what makes it unusual

 Hurrah for being unusual I guess.

 A


 On 24/07/2011 18:04, Ross Bemrose wrote:
 I disabled replays on all my TF2 servers yesterday afternoon, and
  they
 have yet to crash or freeze since. Therefore, I'm assuming it's a
 replay-related crash.

 That doesn't rule out the new weapons being the ultimate cause,
   though.

 On 7/23/2011 2:32 PM, Yuki wrote:
 A weird crash this time. Someone joined the server and saw a
   teleporter
 built by no one, upon going through it, there was a crash. Unsure
whether
 the missing name was a client side issue, but the fact that the
   server
 managed to crash at the same time is odd. No memory corruption
 and
 similar
 error this time however.


 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20110723191817_1.dmp
 success = yes
 response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723

 On 23 July 2011 18:03, Aaron DJ Zyrphon
 Thompsonrmesc...@gmail.comwrote:

 The only server I have crashing is my VS Saxton Hale server. I'm
 thinking a
 fresh SM install will solve the problem.

 Sent from my MOTOBLUR™ smartphone on ATT

 -Original message-
 From: Michael Johansenmichs...@live.no
 To: hlds_linux@list.valvesoftware.com
 Sent: Sat, Jul 23, 2011 16:41:22 GMT+00:00
 Subject: Re: [hlds_linux] TF2 Servers are still crashing after
  July
22nd
 Update


 Hm.. I haven't had a crash since the updates. Anyways, VALVE:
 Any
 progress
 on fixing the issue?

 Date: Sat, 23 Jul 2011 16:39:30 +0100
 From: d...@dazzozo.com
 To: hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TF2 Servers are still crashing after
  July
 22nd
 Update
 I just crashed at the exact same time.

 Seeing as we're all using Pastebin:
 http://pastebin.com/wigab20i

 Are these definitely related to the new weapons or not?

 On 23 July 2011 16:37, Peter Reinholdpeter_va...@reinhold.dk
wrote:

 On Sat, 23 Jul 2011 00:22:25 -0400, E3pO wrote:

 Servers are still crashing like crazy.
 Just got a lock-up crash.

 Output: http://pastebin.com/mzNG71Rm


 /Peter


 __**_
 To unsubscribe, edit your list preferences, or view the list
archives,
 please visit:
 

[hlds_linux] TF2 crashes

2011-07-25 Thread Fletcher Dunn
Hey guys,

A status update on the crashes.  I have identified what I think are 3 different 
problems.

1.) There's a bug in the replay system due to a flaw in libcurl using a signal 
to handle DNS timeout.  You can avoid this bug by using IP addresses in your 
replay config, rather than DNS names.  We will have a software workaround in 
the next update or so that essentially does this same thing automatically.

2.) There's a random memory scribble.  It will manifest itself as double free 
or memory corruption crash, depending on your OS.  Some have theorized than 
this is due to the Dr. G weapons.  We cannot confirm this.

3.) There is a hang.  From what information I have gathered, the last thing in 
the log is something along the lines of PreMinidumpCallback: updating dump 
comment.  In other words, it is hanging while attempting to report the crash.  
This is particularly disastrous because it not only will it interfere with 
auto-restart scripts (unless you have some sort of watchdog), but it prevents 
the crash report from being generated and submitted, which of course would help 
us fix it.

A random memory scribble can cause all sorts of behaviour, so it's possible 
that #2 is the real bug, and #3 just a side effect that sometimes attends the 
main bug.

We have not been able to reproduce any of these issues internally, and we have 
had several playtests.  (We, the actual developers, not a separate QA 
department and not a group of interns, playtest the game every day, on Windows 
and Linux servers.)  However, our dedicated servers have experienced the hang.

It has been very difficult to track down and fix these crashes because we seem 
to have several regressed all at once, and at least one of the problems is 
interfering with the normal reporting mechanism.  If anyone is able to save a 
dump file (they usually go to /tmp/dumps), I would be great if you could post 
them in some webspace and post a URL where they may be downloaded.  Or, if your 
console log shows that it was uploaded, please post the report ID.  The output 
will look something like this:

PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110723191817_1.dmp
success = yes
response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723

Grabs of GDB stack traces, etc with raw addresses, are not totally useless, but 
they are definitely much less useful.  Even with symbols, a stack trace does 
not have as much data as a dump has.  So if we could get some actual dumps, 
that would be really great.

These crashes continue to be our top priority.

- Fletch
___
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 crashes

2011-07-25 Thread Andrew Armitage

Hi,

Firstly, thanks for the update.


2.) There's a random memory scribble.  It will manifest itself as
double free or memory corruption crash, depending on your OS.
Some have theorized than this is due to the Dr. G weapons.  We cannot
confirm this.


Replays gave us trouble and so we disabled them after a day or so. 
We've had them turned off since.


We had no crashes till the Dr G. weapons came out.  Then we started to 
get the hangs.


With the Dr. G weapons AND the replays turned off we've been running for 
over 24 hours without any issues at all.


I know it's not MUCH evidence, and it's only one server, but I'd agree 
with that theory.


A

___
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 crashes

2011-07-25 Thread AnAkIn .
One of the hangs is caused by the bots. I think I've read before that it's
caused by Engineer bots. Almost every time I enable bots on my server, it
hangs and never restart. I have disabled them and don't have any issues now.

2011/7/25 Andrew Armitage and...@thirdlife.org

 Hi,

 Firstly, thanks for the update.


  2.) There's a random memory scribble.  It will manifest itself as
 double free or memory corruption crash, depending on your OS.
 Some have theorized than this is due to the Dr. G weapons.  We cannot
 confirm this.


 Replays gave us trouble and so we disabled them after a day or so. We've
 had them turned off since.

 We had no crashes till the Dr G. weapons came out.  Then we started to get
 the hangs.

 With the Dr. G weapons AND the replays turned off we've been running for
 over 24 hours without any issues at all.

 I know it's not MUCH evidence, and it's only one server, but I'd agree with
 that theory.


 A

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




-- 
Best regards,
AnAkIn,
-
ESL EU TF2 Admin
http://www.esl.eu/eu/tf2
___
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 crashes

2011-07-25 Thread Michael Johansen

Hi,
I've got a dump for you: http://www.blackoutgaming.org/dumpsI'll upload more as 
the crashes go, i don't know if the one that's in there is because of the 
recent crashes however.

 From: fletch...@valvesoftware.com
 To: hlds_linux@list.valvesoftware.com; h...@list.valvesoftware.com
 Date: Mon, 25 Jul 2011 20:15:57 +
 Subject: [hlds_linux] TF2 crashes
 
 Hey guys,
 
 A status update on the crashes.  I have identified what I think are 3 
 different problems.
 
 1.) There's a bug in the replay system due to a flaw in libcurl using a 
 signal to handle DNS timeout.  You can avoid this bug by using IP addresses 
 in your replay config, rather than DNS names.  We will have a software 
 workaround in the next update or so that essentially does this same thing 
 automatically.
 
 2.) There's a random memory scribble.  It will manifest itself as double 
 free or memory corruption crash, depending on your OS.  Some have 
 theorized than this is due to the Dr. G weapons.  We cannot confirm this.
 
 3.) There is a hang.  From what information I have gathered, the last thing 
 in the log is something along the lines of PreMinidumpCallback: updating 
 dump comment.  In other words, it is hanging while attempting to report the 
 crash.  This is particularly disastrous because it not only will it interfere 
 with auto-restart scripts (unless you have some sort of watchdog), but it 
 prevents the crash report from being generated and submitted, which of course 
 would help us fix it.
 
 A random memory scribble can cause all sorts of behaviour, so it's possible 
 that #2 is the real bug, and #3 just a side effect that sometimes attends the 
 main bug.
 
 We have not been able to reproduce any of these issues internally, and we 
 have had several playtests.  (We, the actual developers, not a separate QA 
 department and not a group of interns, playtest the game every day, on 
 Windows and Linux servers.)  However, our dedicated servers have experienced 
 the hang.
 
 It has been very difficult to track down and fix these crashes because we 
 seem to have several regressed all at once, and at least one of the problems 
 is interfering with the normal reporting mechanism.  If anyone is able to 
 save a dump file (they usually go to /tmp/dumps), I would be great if you 
 could post them in some webspace and post a URL where they may be downloaded. 
  Or, if your console log shows that it was uploaded, please post the report 
 ID.  The output will look something like this:
 
 PreMinidumpCallback: updating dump comment
 Uploading dump (in-process) [proxy '']
 /tmp/dumps/crash_20110723191817_1.dmp
 success = yes
 response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723
 
 Grabs of GDB stack traces, etc with raw addresses, are not totally useless, 
 but they are definitely much less useful.  Even with symbols, a stack trace 
 does not have as much data as a dump has.  So if we could get some actual 
 dumps, that would be really great.
 
 These crashes continue to be our top priority.
 
 - Fletch
 ___
 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


[hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread Fletcher Dunn
The last TF2 update should have fixed the last problems with the player count 
for replay and SourceTV.  The player count, as shown on the server browser, 
will never include replay or SourceTV.  As some have noted, the fact that 
replay and source TV are players is an implementation kludge, and this fact 
should not be visible outside of the server.  Also, the maxplayers settings and 
visiblemaxplayers should not be incremented to have an extra slot for replay, 
they should only count regular players.  We know that this is a change from 
previous behaviour, but it is how we want things to work going forward.  In 
other words, you should use the same settings for the player counts, whether 
you have source TV and/or replay enabled.  (Eventually you will be able to have 
the both at the same time.)  For example, if you want to have a server with 24 
human players, and one reserved secret slot for yourself, you will set 
maxplayers to 24 and visiblemaxplayers to 25.  These values should apply 
whether replay is enabled or not.

Your server will still increase the player count to make room for the proxies.

We know the zombie player count problem still exists, but apparently it has 
decreased in frequency.  We're still working on it.

- Fletch
___
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 crashes

2011-07-25 Thread Sazpaimon

http://www.x-cult.org/dumps.tar.gz

Here is each dump in my /tmp/dumps folder starting from the 20th. I hope 
it helps.


On 7/25/2011 4:15 PM, Fletcher Dunn wrote:

Hey guys,

A status update on the crashes.  I have identified what I think are 3 different 
problems.

1.) There's a bug in the replay system due to a flaw in libcurl using a signal 
to handle DNS timeout.  You can avoid this bug by using IP addresses in your 
replay config, rather than DNS names.  We will have a software workaround in 
the next update or so that essentially does this same thing automatically.

2.) There's a random memory scribble.  It will manifest itself as double free or 
memory corruption crash, depending on your OS.  Some have theorized than this is due to 
the Dr. G weapons.  We cannot confirm this.

3.) There is a hang.  From what information I have gathered, the last thing in the log is 
something along the lines of PreMinidumpCallback: updating dump comment.  In 
other words, it is hanging while attempting to report the crash.  This is particularly 
disastrous because it not only will it interfere with auto-restart scripts (unless you 
have some sort of watchdog), but it prevents the crash report from being generated and 
submitted, which of course would help us fix it.

A random memory scribble can cause all sorts of behaviour, so it's possible 
that #2 is the real bug, and #3 just a side effect that sometimes attends the 
main bug.

We have not been able to reproduce any of these issues internally, and we have 
had several playtests.  (We, the actual developers, not a separate QA 
department and not a group of interns, playtest the game every day, on Windows 
and Linux servers.)  However, our dedicated servers have experienced the hang.

It has been very difficult to track down and fix these crashes because we seem 
to have several regressed all at once, and at least one of the problems is 
interfering with the normal reporting mechanism.  If anyone is able to save a 
dump file (they usually go to /tmp/dumps), I would be great if you could post 
them in some webspace and post a URL where they may be downloaded.  Or, if your 
console log shows that it was uploaded, please post the report ID.  The output 
will look something like this:

PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110723191817_1.dmp
success = yes
response: CrashID=bp-445d6055-e9e7-420a-93b8-688a92110723

Grabs of GDB stack traces, etc with raw addresses, are not totally useless, but 
they are definitely much less useful.  Even with symbols, a stack trace does 
not have as much data as a dump has.  So if we could get some actual dumps, 
that would be really great.

These crashes continue to be our top priority.

- Fletch
___
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 Crashes

2011-07-25 Thread Andrew Fischer
Just trying to be more helpful in gathering dump data for Valve.

Does adding the -debug switch to the srcds_run command add any more
useful information to the dump files generated? Or does it only create
the not-as-useful debug log files.

I want to try and get as much information out of my next crash.

Thanks
-Andrew

On Mon, Jul 25, 2011 at 3:25 PM,
hlds_linux-requ...@list.valvesoftware.com wrote:
 Send hlds_linux mailing list submissions to
        hlds_linux@list.valvesoftware.com

 To subscribe or unsubscribe via the World Wide Web, visit
        http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 or, via email, send a message with subject or body 'help' to
        hlds_linux-requ...@list.valvesoftware.com

 You can reach the person managing the list at
        hlds_linux-ow...@list.valvesoftware.com

 When replying, please edit your Subject line so it is more specific
 than Re: Contents of hlds_linux digest...


 Today's Topics:

   1. Re: TF2 Servers are still crashing after July 22nd        Update
      (Bajdechi Nightbox Alexandru)
   2. TF2 crashes (Fletcher Dunn)
   3. Re: TF2 crashes (Andrew Armitage)
   4. Re: TF2 crashes (AnAkIn .)
   5. Re: TF2 crashes (Michael Johansen)


 --

 Message: 1
 Date: Mon, 25 Jul 2011 23:11:34 +0300
 From: Bajdechi \Nightbox\ Alexandru alexandrualexa...@gmail.com
 To: Half-Life dedicated Linux server mailing list
        hlds_linux@list.valvesoftware.com
 Subject: Re: [hlds_linux] TF2 Servers are still crashing after July
        22nd    Update
 Message-ID:
        CAET_hr-HsDH6HSRF7Ba6-6pPJVAsyOx_OdTr1=1cs6ec_pk...@mail.gmail.com
 Content-Type: text/plain; charset=windows-1252

 Should not be today an update ?

 2011/7/25 clad iron cladi...@gmail.com

 actually after posting this , i went back to that server to play more.
 the Bison
 can be reflected.

 On Mon, Jul 25, 2011 at 10:51 AM, Ross Bemrose rbemr...@vgmusic.com
 wrote:

  This isn't server-related, but
  Cow Mangler 5000 can be reflected, Righteous Bison can't be reflected
 (and
  this is noted in the item description for it).
 
  On Mon, Jul 25, 2011 at 12:37 AM, clad iron cladi...@gmail.com wrote:
 
   I can vouch for the crashes also. (Windows and Linux)
  
   I was just playing on a server and it crashed. I think i may have
 caused
   it.
   Can anyone else try to repeat it?
  
   I was playing as pyro with the degreaser and a soldier was firing at
 me
   from across the map with The Righteous Bison.
   I attempted to reflect the shot back at him.
   None seemed to have reflected and i'm not to bad.
  
   He killed me and i started to spawn. just as i spawn the server
 crashed.
  
   Also i thought earlier i had reflected 1, but i'm unsure due to all the
   lazier glare in my screen. (those should be made narrower,and maybe
   brighten
   it some since it would be smaller in diameter. IMO..)
  
   On Sun, Jul 24, 2011 at 1:38 PM, Aaron DJ Zyrphon Thompson 
   rmesc...@gmail.com wrote:
  
I tried disabling mantreads and the new laser weapons but still
 getting
  a
crash as of this morning. What are all the new weapon names like
tf_mantreads that format. My saxton hale server is making sad faces.
   
Sent from my MOTOBLUR? smartphone on ATT
   
-Original message-
From: daniel jokiaho daniel.joki...@gmail.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Sun, Jul 24, 2011 17:18:35 GMT+00:00
Subject: Re: [hlds_linux] TF2 Servers are still crashing after July
  22nd
Update
   
howto disable replays? And new weapons?
On 24 Jul 2011 18:12, Andrew Armitage and...@thirdlife.org
 wrote:
 We have had replays disabled almost since they were introduced, as
  they
 seemed to cause crashes.

 Today we have also disabled the new weapons, and we've been crash
  free
 again since.

 According to one of our regular players:

  This server will ever be a Retro Server
  No Updates
  Thats pretty cooler because everybody is updating!
  And this server not! Thats what makes it unusual

 Hurrah for being unusual I guess.

 A


 On 24/07/2011 18:04, Ross Bemrose wrote:
 I disabled replays on all my TF2 servers yesterday afternoon, and
  they
 have yet to crash or freeze since. Therefore, I'm assuming it's a
 replay-related crash.

 That doesn't rule out the new weapons being the ultimate cause,
   though.

 On 7/23/2011 2:32 PM, Yuki wrote:
 A weird crash this time. Someone joined the server and saw a
   teleporter
 built by no one, upon going through it, there was a crash. Unsure
whether
 the missing name was a client side issue, but the fact that the
   server
 managed to crash at the same time is odd. No memory corruption
 and
 similar
 error this time however.


 PreMinidumpCallback: updating 

Re: [hlds_linux] TF2 crashes

2011-07-25 Thread Andrew Armitage

Hi,


If anyone is able to save a dump file (they usually go to
/tmp/dumps), I would be great if you could post them in some webspace
and post a URL where they may be downloaded.  Or, if your console log
shows that it was uploaded, please post the report ID.  The output
will look something like this:


http://new.knightssocialclub.org/dumps.tar.gz

-rw---  1 ksc  ksc  242800 Jul 18 11:13 crash_20110718111306_1.dmp
-rw---  1 ksc  ksc  247848 Jul 21 14:59 crash_20110721145926_1.dmp
-rw---  1 ksc  ksc  272304 Jul 21 15:39 crash_20110721153920_1.dmp
-rw---  1 ksc  ksc  254056 Jul 21 16:24 crash_20110721162453_1.dmp
-rw---  1 ksc  ksc  248632 Jul 21 17:03 crash_20110721170314_1.dmp
-rw---  1 ksc  ksc  272744 Jul 22 13:25 crash_20110722132543_1.dmp
-rw---  1 ksc  ksc  215816 Jul 22 13:29 crash_20110722132927_1.dmp
-rw---  1 ksc  ksc  264304 Jul 22 19:03 crash_20110722190345_1.dmp
-rw---  1 ksc  ksc  140088 Jul 22 21:27 crash_20110722212723_1.dmp
-rw---  1 ksc  ksc  231928 Jul 22 22:50 crash_2011075000_1.dmp
-rw---  1 ksc  ksc  251384 Jul 23 15:24 crash_20110723152440_1.dmp
-rw---  1 ksc  ksc  245896 Jul 23 17:20 crash_20110723172027_1.dmp
-rw---  1 ksc  ksc  218704 Jul 23 17:24 crash_20110723172445_1.dmp
-rw---  1 ksc  ksc  246304 Jul 23 19:01 crash_20110723190110_1.dmp
-rw---  1 ksc  ksc  238760 Jul 23 21:09 crash_20110723210931_1.dmp


A

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


Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread Claudio Beretta

  Also, the maxplayers settings and visiblemaxplayers should not be
 incremented to have an extra slot for replay, they should only count regular
 players.  We know that this is a change from previous behaviour, but it is
 how we want things to work going forward.

Will this make having 33 slots servers impossible? (32 + 1 hidden, got by
putting tv_enable 1; tv_enable 0 in autoexec.cfg)

For example, if you want to have a server with 24 human players, and one
 reserved secret slot for yourself, you will set maxplayers to 24 and
 visiblemaxplayers to 25

Isn't it the other way round?
maxplayers 25
sv_visiblemaxplayers 24

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


Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread Saul Rennison
On Monday, 25 July 2011, Fletcher Dunn fletch...@valvesoftware.com wrote:
 As some have noted, the fact that replay and source TV are players is an
implementation kludge, and this fact should not be visible outside of the
server.
NO SHIT.

It would have been hundreds of times easier to just record network traffic
in the same manner record does. Why a player slot has to be used as some
kind of hacky way to grab network data is unbelievable.

Who designed this system (I presume you), who the hell spent months trying
to fix a player count bug (you again?), and why the hell are they still at
Valve?

-- 


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


Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-25 Thread px
Hello

Continue  to  test  last  beta  build,  just  5  minutes ago test port
crashed,  no  crashdump  or  error  string, 1 minute before crash hlds
process  begin  to consume 100% of cpu and ping for all players raised
to 160-200. Checking log, found several suspicious strings

L 07/26/2011 - 00:05:12: World triggered Round_Start
Assert( Assertion Failed: 0 == iRet 
):/home/VALVE/alfred/valve/steam3_rel_client/src/common/tcpconnection.cpp:1820
tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet

L 07/26/2011 - 00:06:39: /m/27STEAM_0:1:34369754CT killed 
Px16STEAM_0:0:13865103TERRORIST with usp
tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet

L 07/26/2011 - 00:10:49: zx48k19STEAM_0:1:32652372TERRORIST say_team 9 
6 1st
tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet

And on 00:11:50 server crashed

-- 
С уважением,
 px  mailto:p...@i.kiev.ua


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


Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta update released

2011-07-25 Thread Alfred Reynolds
This assert is after a setsockopt() failed to turn off tcp_nodelay, but that 
won't be a hard failure in this case. It sounds like you reconnected to the 
Steam backend and that caused a downstream failure, I can check that out.

- Alfred

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of px
 Sent: Monday, July 25, 2011 2:21 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta
 update released
 
 Hello
 
 Continue  to  test  last  beta  build,  just  5  minutes ago test port
 crashed,  no  crashdump  or  error  string, 1 minute before crash hlds
 process  begin  to consume 100% of cpu and ping for all players raised
 to 160-200. Checking log, found several suspicious strings
 
 L 07/26/2011 - 00:05:12: World triggered Round_Start
 Assert( Assertion Failed: 0 == iRet
 ):/home/VALVE/alfred/valve/steam3_rel_client/src/common/tcpconnection.c
 pp:1820
 tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet
 
 L 07/26/2011 - 00:06:39: /m/27STEAM_0:1:34369754CT killed
 Px16STEAM_0:0:13865103TERRORIST with usp
 tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet
 
 L 07/26/2011 - 00:10:49: zx48k19STEAM_0:1:32652372TERRORIST
 say_team 9 6 1st
 tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet
 
 And on 00:11:50 server crashed
 
 --
 С уважением,
  px  mailto:p...@i.kiev.ua
 
 
 ___
 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] Player counts, replay, and SourceTV

2011-07-25 Thread Steven Hartland
- Original Message - 
From: Saul Rennison saul.renni...@gmail.com




On Monday, 25 July 2011, Fletcher Dunn fletch...@valvesoftware.com wrote:

As some have noted, the fact that replay and source TV are players is an

implementation kludge, and this fact should not be visible outside of the
server.
NO SHIT.

It would have been hundreds of times easier to just record network traffic
in the same manner record does. Why a player slot has to be used as some
kind of hacky way to grab network data is unbelievable.

Who designed this system (I presume you), who the hell spent months trying
to fix a player count bug (you again?), and why the hell are they still at
Valve?


Point 1: Out of order!
Point 2: If it where that simple don't you think that's what they would have
done.
Point 3: See point #1

   Regards
   Steve


This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. 


In the event of misdirection, illegible or incomplete transmission please 
telephone +44 845 868 1337
or return the E.mail to postmas...@multiplay.co.uk.


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


Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread msleeper
Saul is so mad. Why he so mad tho?

On Mon, Jul 25, 2011 at 5:29 PM, Steven Hartland
kill...@multiplay.co.uk wrote:
 - Original Message - From: Saul Rennison saul.renni...@gmail.com


 On Monday, 25 July 2011, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 As some have noted, the fact that replay and source TV are players is
 an

 implementation kludge, and this fact should not be visible outside of the
 server.
 NO SHIT.

 It would have been hundreds of times easier to just record network traffic
 in the same manner record does. Why a player slot has to be used as some
 kind of hacky way to grab network data is unbelievable.

 Who designed this system (I presume you), who the hell spent months trying
 to fix a player count bug (you again?), and why the hell are they still at
 Valve?

 Point 1: Out of order!
 Point 2: If it where that simple don't you think that's what they would
 have
 done.
 Point 3: See point #1

   Regards
   Steve

 
 This e.mail is private and confidential between Multiplay (UK) Ltd. and the
 person or entity to whom it is addressed. In the event of misdirection, the
 recipient is prohibited from using, copying, printing or otherwise
 disseminating it or any information contained in it.
 In the event of misdirection, illegible or incomplete transmission please
 telephone +44 845 868 1337
 or return the E.mail to postmas...@multiplay.co.uk.


 ___
 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] Player counts, replay, and SourceTV

2011-07-25 Thread Kyle Sanderson
Not a single thing has changed in any update (Ghost Player wise).
According to the legitimate list, I still have well over 14 ghost
clients per server.

Is this a new feature?
Kyle.

On Mon, Jul 25, 2011 at 1:26 PM, Fletcher Dunn
fletch...@valvesoftware.com wrote:
 We know the zombie player count problem still exists, but apparently it has 
 decreased in frequency.  We're still working on it.

 - Fletch
 ___
 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 crashes

2011-07-25 Thread Yuki
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20110725222650_1.dmp
success = yes
response: CrashID=bp-d8b6d5c8-e1b4-4162-a5d8-47f652110725

On 25 July 2011 21:42, Andrew Armitage and...@thirdlife.org wrote:

 Hi,


  If anyone is able to save a dump file (they usually go to
 /tmp/dumps), I would be great if you could post them in some webspace
 and post a URL where they may be downloaded.  Or, if your console log
 shows that it was uploaded, please post the report ID.  The output
 will look something like this:


 http://new.knightssocialclub.**org/dumps.tar.gzhttp://new.knightssocialclub.org/dumps.tar.gz

 -rw---  1 ksc  ksc  242800 Jul 18 11:13 crash_20110718111306_1.dmp
 -rw---  1 ksc  ksc  247848 Jul 21 14:59 crash_20110721145926_1.dmp
 -rw---  1 ksc  ksc  272304 Jul 21 15:39 crash_20110721153920_1.dmp
 -rw---  1 ksc  ksc  254056 Jul 21 16:24 crash_20110721162453_1.dmp
 -rw---  1 ksc  ksc  248632 Jul 21 17:03 crash_20110721170314_1.dmp
 -rw---  1 ksc  ksc  272744 Jul 22 13:25 crash_20110722132543_1.dmp
 -rw---  1 ksc  ksc  215816 Jul 22 13:29 crash_20110722132927_1.dmp
 -rw---  1 ksc  ksc  264304 Jul 22 19:03 crash_20110722190345_1.dmp
 -rw---  1 ksc  ksc  140088 Jul 22 21:27 crash_20110722212723_1.dmp
 -rw---  1 ksc  ksc  231928 Jul 22 22:50 crash_2011075000_1.dmp
 -rw---  1 ksc  ksc  251384 Jul 23 15:24 crash_20110723152440_1.dmp
 -rw---  1 ksc  ksc  245896 Jul 23 17:20 crash_20110723172027_1.dmp
 -rw---  1 ksc  ksc  218704 Jul 23 17:24 crash_20110723172445_1.dmp
 -rw---  1 ksc  ksc  246304 Jul 23 19:01 crash_20110723190110_1.dmp
 -rw---  1 ksc  ksc  238760 Jul 23 21:09 crash_20110723210931_1.dmp



 A

 __**_
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/**mailman/listinfo/hlds_linuxhttp://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] [hlds_announce] Half-Life 1 engine beta update released

2011-07-25 Thread px
Hello.

It  seems  that  in  same  time  there  was some problems with world
internet  connection  at ISP, but ports with previous beta continue to
working fine

 This assert is after a setsockopt() failed to turn off tcp_nodelay,
 but that won't be a hard failure in this case. It sounds like you
 reconnected to the Steam backend and that caused a downstream failure, I can 
 check that out.

 - Alfred

 -Original Message-
 From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-
 boun...@list.valvesoftware.com] On Behalf Of px
 Sent: Monday, July 25, 2011 2:21 PM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] [hlds_announce] Half-Life 1 engine beta
 update released
 
 Hello
 
 Continue  to  test  last  beta  build,  just  5  minutes ago test port
 crashed,  no  crashdump  or  error  string, 1 minute before crash hlds
 process  begin  to consume 100% of cpu and ping for all players raised
 to 160-200. Checking log, found several suspicious strings
 
 L 07/26/2011 - 00:05:12: World triggered Round_Start
 Assert( Assertion Failed: 0 == iRet
 ):/home/VALVE/alfred/valve/steam3_rel_client/src/common/tcpconnection.c
 pp:1820
 tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet
 
 L 07/26/2011 - 00:06:39: /m/27STEAM_0:1:34369754CT killed
 Px16STEAM_0:0:13865103TERRORIST with usp
 tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet
 
 L 07/26/2011 - 00:10:49: zx48k19STEAM_0:1:32652372TERRORIST
 say_team 9 6 1st
 tcpconnection.cpp (1820) : Assertion Failed: 0 == iRet
 
 And on 00:11:50 server crashed
 
 --
 С уважением,
  px  mailto:p...@i.kiev.ua
 
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux




-- 
С уважением,
 px  mailto:p...@i.kiev.ua


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


Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread Fletcher Dunn
Will this make having 33 slots servers impossible? (32 + 1 hidden, got by 
putting tv_enable 1; tv_enable 0 in autoexec.cfg)



I have no idea. :)



I also cannot answer right now if it's possible to increase the maximum from 32 
to 64 on TF or any other game. :(



 For example, if you want to have a server with 24 human players, and one

 reserved secret slot for yourself, you will set maxplayers to 24 and

 visiblemaxplayers to 25

Isn't it the other way round?

maxplayers 25

sv_visiblemaxplayers 24



As Willy Wonka once said: Strike that.  Reverse it.



It would have been hundreds of times easier to just record network

traffic in the same manner record does. Why a player slot has to

be used as some kind of hacky way to grab network data is unbelievable.



We will give this suggestion all the attention it deserves.



Who designed this system (I presume you), who the hell spent months trying to

fix a player count bug (you again?), and why the hell are they still at Valve?



I believe this dates all the way back to the days of HL1...Quake...?  In any 
case, no it wasn't me.  If I locate the person responsible, I'll make sure and 
pass on your question.  I fear that they will be quite devastated.  But perhaps 
they will be able to explain why they weren't able to create the incredible 
amount of value for customers as they did, in a less kludgey way.



- Fletch
___
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 crashes

2011-07-25 Thread Fletcher Dunn
I've got enough dumps for now guys.  Thanks.

I'm hoping we can get this crash fixed soon.

___
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 crashes

2011-07-25 Thread Bajdechi Nightbox Alexandru
Hopefully today ? It's been already a weekend + some days since this 'bug'.

2011/7/26 Fletcher Dunn fletch...@valvesoftware.com

 I've got enough dumps for now guys.  Thanks.

 I'm hoping we can get this crash fixed soon.

 ___
 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] Player counts, replay, and SourceTV

2011-07-25 Thread Claudio Beretta
On Tue, Jul 26, 2011 at 12:01 AM, Fletcher Dunn fletch...@valvesoftware.com
 wrote:

 I believe this dates all the way back to the days of HL1...Quake...?  In
 any case, no it wasn't me.  If I locate the person responsible, I'll make
 sure and pass on your question.  I fear that they will be quite devastated.
  But perhaps they will be able to explain why they weren't able to create
 the incredible amount of value for customers as they did, in a less kludgey
 way.

server admins aren't customers since they don't give you any money, but
still are valuable stakeholders..
We are asking for more attention to us, and more quality in your releases as
regards server performance and stability.
It isn't acceptable we have to constantly babysit the servers (this happens
only to TF2, and sometimes to CSS, among all the servers we host) and be
almost sure that any new update will result in A LOT of troubles for the
next few days, until valve releases a fix that often.is a dirty workaround
that partially fix it.
Please improve your release process
___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux


Re: [hlds_linux] Player counts, replay, and SourceTV

2011-07-25 Thread Tony Paloma
Are you  _sure_  it's reversed? Maxplayers 24, visiblemaxplayers 25 (or not
set) makes sense if the engine is still bumping the maxplayers by one if
tv/replay is enabled like you had said it will. And since the in-game
browser decrements one from maxplayers for each bot slot, it makes sense
that it will display 24 players with visible max set to 25.

I'm now confused at what the actual change is because it sounds like there
isn't any since this is how it's worked for a while.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: Monday, July 25, 2011 3:01 PM
To: 'hlds_linux@list.valvesoftware.com'
Subject: Re: [hlds_linux] Player counts, replay, and SourceTV

 For example, if you want to have a server with 24 human players, and one

 reserved secret slot for yourself, you will set maxplayers to 24 and

 visiblemaxplayers to 25

Isn't it the other way round?

maxplayers 25

sv_visiblemaxplayers 24



As Willy Wonka once said: Strike that.  Reverse it.



- Fletch
___
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 crashes

2011-07-25 Thread Yuki
Had one on round end, not sure if it's related to the others, so I'm still
submitting it.
response: CrashID=bp-c1f94f7e-da6c-457b-bab5-6e8bb2110725

On 25 July 2011 23:04, Bajdechi Nightbox Alexandru 
alexandrualexa...@gmail.com wrote:

 Hopefully today ? It's been already a weekend + some days since this 'bug'.

 2011/7/26 Fletcher Dunn fletch...@valvesoftware.com

  I've got enough dumps for now guys.  Thanks.
 
  I'm hoping we can get this crash fixed soon.
 
  ___
  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] Player counts, replay, and SourceTV

2011-07-25 Thread Fletcher Dunn
 For example, if you want to have a server with 24 human players, and one
 reserved secret slot for yourself, you will set maxplayers to 24 and
 visiblemaxplayers to 25
Isn't it the other way round?
maxplayers 25
sv_visiblemaxplayers 24

As Willy Wonka once said: Strike that.  Reverse it.

And by that, I mean --- reverse what *I* said.  What you said was right, and 
what I wrote in my first post was incorrect.

Setting sv_visiblemaxplayers  maxplayers I believe is illegal, as it is 
advertising to players that there are more slots available than there really 
are, which would cause them to join a server and then get rejected.
___
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 crashes

2011-07-25 Thread Aaron DJ Zyrphon Thompson
I'd just like to say thank you for making such fun games! No one is perfect so 
I can't stay mad at you guys when stuff like this happens. No pressure, but fix 
it pronto! If my VS Saxton Hale Mode server crashes one more time I might go on 
a rampage lol.

Sent from my MOTOBLUR™ smartphone on ATT

-Original message-
From: Yuki d...@dazzozo.com
To: Half-Life dedicated Linux server mailing list 
hlds_linux@list.valvesoftware.com
Sent: Mon, Jul 25, 2011 22:24:09 GMT+00:00
Subject: Re: [hlds_linux] TF2 crashes

Had one on round end, not sure if it's related to the others, so I'm still
submitting it.
response: CrashID=bp-c1f94f7e-da6c-457b-bab5-6e8bb2110725

On 25 July 2011 23:04, Bajdechi Nightbox Alexandru 
alexandrualexa...@gmail.com wrote:

 Hopefully today ? It's been already a weekend + some days since this 'bug'.

 2011/7/26 Fletcher Dunn fletch...@valvesoftware.com

  I've got enough dumps for now guys.  Thanks.
 
  I'm hoping we can get this crash fixed soon.
 
  ___
  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