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VAC works very well on HL1 mods I have tested it with 7 different accounts
and they were all banned within a month after using XYZ,flautz,and asuswall
hacks.  Vac also caught 3 different types of aimbots.   My last test was
about a month ago.   I went tino my server which was vac secure with an
aimbot turned on with one account.  And then entered with another account
with a wallhack on.  Almost one month to the day later both of those
accounts were banned.

Vac is working and working well.   I just wish they would ban instantly.
This would stop 97% of all hacking.

-------Original Message-------

From: Wayne
Date: 04/09/06 17:18:28
To: [email protected]
Subject: RE: [hlds] CS1.6 Servers all bound to 1 CPU?

I'd go as far as to say not questionable, but utterly pointless having VAC
on 1.6.
Clearly, IMO, VALVe have dropped VAC updating for 1.6 and with good reason -
the game is old.
The only place you can have a safe game of 1.6 is at LANs where the machines
are provided and you are unable to load anything onto the machines.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David Harrison
Sent: Monday, 10 April 2006 9:52 AM
To: [email protected]
Subject: Re: [hlds] CS1.6 Servers all bound to 1 CPU?

I wholeheartedly agree with Steve here; we're managing too many servers
to make setting processor affinity ourselves a really workable solution.

I'd personally rather lose VAC and not have to worry about this issue
until a fix is in place. Based on the comments I see around the traps
VAC's effectiveness in CS1.6 is questionable anyway so I'd rather the
problem not be mine to fix.

-- dave

---- Original Message ----
From: "Dustin Tuft" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, April 10, 2006 9:07 AM
Subject: Re: [hlds] CS1.6 Servers all bound to 1 CPU?

> Well I guess you have a limited imanigation. The first place I would
> start is your process where an admin clicks to start a new server or
> shut
> down a server. I asume that you have an existing structure in place
> that
> manages this now? so maybe I gave you to much credit, If you have a
> structure
> in place then the ease of making it a smarter process is an addtion to
> your exsiting function on that given server to check the load of all
> CPU's
> and set affinity, even say not this server go to the next server in
> the
> list.
> I didn't say anything about recoding the schedular for windows, I only
> express that I have felt the pian in multi threaded applications that
> have critical events dependent on proper timing, and in most cases
> your
> have to have one threaded process monitor all threads to get anywhere
> close to
> correct timing, but that again could lead to lag here, lag being the
> reality that your waiting for something before you move on.....
>
> Dustin Tuft
>
>
>> From: "Steven Hartland" <[EMAIL PROTECTED]>
>> Reply-To: [email protected]
>> To: <[email protected]>
>> Subject: Re: [hlds] CS1.6 Servers all bound to 1 CPU?
>> Date: Sun, 9 Apr 2006 22:39:07 +0100
>>
>> If you know how to statically determine a dynamic process then please
>> let us all know as Im sure that would be a great breakthrough in
>> computer science.
>>
>> Your basic solution of round robin would be unworkable as there are
>> too many dynamic variants. You may be running your two servers quite
>> happily but we are talking about many hundreds of servers across may
>> hundreds of varying spec machines running multiple varying games
>> that can change at any second triggered by an admins click.
>>
>> Its no surprise that one of the most difficult tasks in an OS is the
>> scheduler
>> and as such I dont believe reinventing the wheel to satisfy the
>> temporary needs of one game is something we should be wasting
>> resources on do you?
>>
>>    Steve
>>
>> ----- Original Message -----
>> From: "Dustin Tuft"
>>> Just as a suggestion, you might try re-evaluating your process. It
>>> seems clear that the way your creating your servers does not allow
>>> flexable programing to control affinity, since your way out side of
>>> what I am sure Valve would consider standard deployment it might be
>>> faster for you to build
>>> a smarter dynamic process, possibly a program that trackes the
>>> diffrent servers and sets affinity based on the current CPU load.
>>> Then you could round robin the servers as they start up taking the
>>> CPU with the lowest load, you might even think about leaving CPU0
>>> out of the mix so the windows
>>> OS doesn't have any complication or get over loaded durning peak
>>> game play.
>>>
>>> I have been running a dual CPU box from the beging of DOD and I have
>>> always
>>> found that setting the affinity greatly increases the game server's
>>> stablity
>>> even before they patched the server to set affinity by it's self.
>>>
>>> CPU's get bussy and when your busses are bussy with I/O a CPU can
>>> fall behind and there is nothing to correct that not even a better
>>> built timer. if you take in the whole system all the way to client
>>> Hard drives over the network, chances are your server CPU spend
>>> more time waiting to process data
>>> then any thing else.
>>
>>
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>
>
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