If you open it in a text editor the first four bytes are VTF\0 which I
believe corresponds to the first four bytes of a .vtf file.
I'm not sure about the structure of .vpk files so I don't know if the file
names are stored with the files.

On 9 November 2012 13:30, Winnie the Pooh <[email protected]> wrote:

> Are all of you with the same problems having pak01_051.vpk having a bunch
> of reads a second on it as well during the time it starts to drop FPS?
>
> Does anyone know what specifically is in pak01_051.vpk? I opened up
> pak01_dir.vpk in GFScape and it contains:
> /materials.
> /models
> /particles
> /resource
> /scenes
> /scripts
> /sound
>
> Maybe if we can find out what part of pak01_dir.vpk pak01_051.vpk points
> to it could help?
>
>
> On Thu, Nov 8, 2012 at 11:56 AM, Andreas Grimm <[email protected]> wrote:
>
>>  I can confirm this problem.****
>>
>> ** **
>>
>> Running demolition maps, 32 slots, much mapchanges. After ~12 hours
>> uptime the server fps have a  constant value of 5-10.****
>>
>> cpu usage is low and only a full gameserver restart solves this issue.***
>> *
>>
>> ** **
>>
>>   - Andreas ****
>>
>> ** **
>>
>> *From:* [email protected] [mailto:
>> [email protected]] *On Behalf Of *Winnie the
>> Pooh
>> *Sent:* Thursday, November 08, 2012 7:13 PM
>>
>> *To:* [email protected]
>> *Subject:* Re: [Csgo_servers] Server Memory Leak?****
>>
>>  ** **
>>
>> Can anyone else shed any light on this issue? Or help figure out what is
>> going on?****
>>
>> ** **
>>
>> You can see what I've put together over time here:****
>>
>>
>> http://64bitvps.com/csgo/ticket/srcds-memory-consumption-increases-every-map-change-and-eventually-affects-server-fps/
>> ****
>>
>> https://forums.alliedmods.net/showthread.php?t=199175****
>>
>> ** **
>>
>> Basically, ****
>>
>>    - It has been seen for sure on Windows Server 2012, 2008 R2, and
>>    2003. (x86 and x64)****
>>    - It is NOT a plugin issue. This has been tested and happens on
>>    servers without an /addons/ directory with just vanilla configs****
>>    - It happens with both sv_pure 0 and sv_pure 1****
>>    - Memory increases each map change (this may be by design)****
>>    - /pak01_051.vpk gets read abnormally like a handle isn't closed
>>    after ~550mb of RAM use****
>>    - It is based on population - highly populated servers, frequent map
>>    changing sees this more clearly****
>>    - It is not an issue of file corruption or setup - the servers have
>>    been deleted and recreated from scratch****
>>    - When FPS drops, CPU utilization almost doubles and I/O is high
>>    (reading /pak01_051.vpk)****
>>
>>
>>     - I/O is not the limiter - has happened on a RAMdisk****
>>       - CPU Affinity  or priority doesn't seem to affect it****
>>
>>
>>    - Running -debug -dev doesn't tell much in server console except that
>>    client cmd rates are off during the CPU spike ****
>>
>>  ** **
>>
>> On more populated servers I have yet to ever hit an uptime of more than
>> 20 hours! ( http://i45.tinypic.com/2n0qyw.png ) ****
>>
>> Yes, yes, yes I know I can fire up a Linux VM and call it a day(maybe.
>> some report it happening on centOS too) but that isn't really the solution
>> here.****
>>
>> ** **
>>
>> I've created a full memory .dmp during the time of the FPS drop and will
>> see if I can find anything in it after I get home. If anyone with more
>> WinDbg experience wants to take a look at this, let me know.****
>>
>> ** **
>>
>> If you have any information or have this same issue, please chime in.****
>>
>> ** **
>>
>> --
>> -Winnie the Pooh****
>>
>> TimetoKill.net****
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> --------------------------------------------------------------------- ***
>> *
>>
>> Rest of the conversation truncated. Look in your inbox.****
>>
>> _______________________________________________
>> Csgo_servers mailing list
>> [email protected]
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>
>
>
>
> --
> -Winnie the Pooh
> TimetoKill.net
>
>
> _______________________________________________
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