It was a major cause of being unable to connect to VAC.

- Alfred

Steven Hartland wrote:
> Ah so your saying we need to bind them to other CPU's, and not
> to allow them to use the available CPU's.
>
> Unfortunately I dont think that's going to be an option as we're
> not just talking CS on a machine here and the fact that servers
> are dynamically created and moved around machines means
> its virtually impossible to determine which CPU core out of
> the 4 available on a machine a specific instance should be bound
> to. Its why the OS has a scheduler which enables it to determine
> just that.
>
> Just how prevalent was the bug anyway? Yes we all have crashes
> but nothing significant enough that would mean a fix that causes
> this much pain is worth it.
>
> Is it mainly a client issue? If so how about only setting affinity
> only
> when not running in dedicated server mode?
>
> I know the real fix is going to take some time but it seems
> that the current one is going to cause more issues than it solves.
>
> I know we've been running dual processor boxes since the
> year dot and its not been a significant issue hence the removal
> of the current fix, from a server admins point of view, would
> be the lesser of two evils. Possibly a -beta noaffinity?
>
> N.B. CS is not the only game to suffer from this issue. One of
> the patches from iD for Quake4 had the same issue and they
> backed it out pretty dam sharpish when it was brought to their
> attention.
>
> Sorry to harp on about this but it is a major issue for us and any
> admin who has multi "core" machines, be that dual core or multi
> CPU, which I suspect is a very high proportion of us.
>
>     Steve
> ----- Original Message -----
> From: "Alfred Reynolds" <[EMAIL PROTECTED]>
>
>> No it doesn't. Those programs let you bind hlds to another CPU, but
>> it stays local to that CPU. Removing the call would let the app
>> wander over all the CPU's again and the bug would return.
>
>
>
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