We have that issue too, but I have a server management app that periodically
pings every gameserver and restarts it if it doesn't respond for some time.
Maybe I should alter it to also restart a server if it exceeds a set amount
of memory...

2011/8/15 E. Olsen <[email protected]>

> I'm seeing intermittent server hangs on our Windows Server 2008 R2 servers.
> No crash, no crash dump, the server just hangs and needs a manual restart.
>
>
> On Mon, Aug 15, 2011 at 11:08 AM, Joeri van der Velden <
> [email protected]> wrote:
>
>> Since I didn't mention it in my original email: our servers (one Arena,
>> one Payload / CP and one KotH) are running under Windows Server 2008 R2. I
>> usually have to restart our servers at least every day, if they don't crash
>> themselves. There's some really dodgy memory management going on.
>>
>> 2011/8/15 hlds <[email protected]>
>>
>>> I have a busy server restarted 11 days ago (with more than 15835 minutes
>>> uptime) and which uses 2060MB (1310MB RES) according to htop. The server is
>>> a classic one, running only stock maps, with replay enabled. The OS is
>>> Debian, 32 bits.
>>>
>>>
>>>   ----- Original Message -----
>>>   From: Joeri van der Velden
>>>   Sent: 08/14/11 02:46 PM
>>>   To: Half-Life dedicated Win32 server mailing list
>>>   Subject: [hlds] TF2 server memory usage - need some answers
>>>
>>>    Ever since around the replay update I've noticed a very annoying trend
>>> with my TF2 servers. When they start and are fully running, they take up
>>> about 400MB of RAM. However, over several hours with lots of activity, the
>>> memory use steadily grows over 700MB, some even reach 900MB before I
>>> forcefully shut them down because they affect overal server performance. Our
>>> Garry's Mod and Counter-Strike: Source servers (both on the same engine, and
>>> running the same versions of Sourcemod) do not have this issue.
>>>
>>>  Is this memory use a common problem for TF2 servers? Can anyone else
>>> share some numbers?
>>>
>>>
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>>
>>
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>
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