I'm not. Each server has it's own directory, and is run on a dedicated
dual-quad core box that I have root access to.

On Tue, Aug 23, 2011 at 3:09 AM, Team BOOM! <[email protected]> wrote:

> One thing I'm curious about with regard to this issue. I was wondering if
> the people having problems with these lockups are using shared game server
> files for multiple servers? In other words, are they using one directory of
> core game files to run multiple game server instances. Just a thought...
>
> Any opinions?
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Ryan Kistner
> Sent: Monday, August 22, 2011 10:34 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
>
> Since at least some of the issues reported in this thread are lock
> ups, one of my GMod servers is deadlocking in engine.dll frequently
> (gmod shares the same engine bins). The stack trace looks something
> like this:
>
> CGameServer::SendClientMessages
> CParallelProcessor<CGameClient *, CFuncJobItemProcessor<CGameClient
> *>>::Run
> CThreadFastMutex::Lock
>
> In a second crash dump I believe the game was trying to iterate
> CFrameSnapshotManager::NextSnapshot but it never broke out of a loop.
>
> It suggests to me that something strange is happening in
> sv_parallel_sendsnapshot or perhaps with snapshots in general. I'm
> going to run that server with it set to 0 in case anyone is curious
> and I'll post my results.
>
> I have a couple full memory dumps if anyone would like to contact me
> off-list.
>
> On Mon, Aug 22, 2011 at 4:11 PM, Admin <[email protected]>
> wrote:
> > Allot of the errors/issues/concerns I am reading today sound as if they
> are
> > possibly related to 3rd party addons else I would assume that there would
> be
> > ample more complaints.
> >
> > Sin.
> >
> > -----Original Message-----
> > From: [email protected]
> > [mailto:[email protected]] On Behalf Of Dominik
> Friedrichs
> > Sent: Tuesday, 23 August 2011 8:00 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Server crashes (E. Olsen) (E. Olsen)
> >
> > I also have occasional crashes on mapchange in CS:S. The log usually
> > ends after a few "entered the game"-lines.
> >
> > On 2011/08/22 23:44, E. Olsen wrote:
> >> I can confirm that it happens with our without replay, and with or
> >> without Sourcemod. All I know for certain is that this is an issue with
> >> TF2/steam itself, not the maps, mods, or hardware.
> >>
> >> On Mon, Aug 22, 2011 at 5:29 PM, Jon Lippincott <[email protected]
> >> <mailto:[email protected]>> wrote:
> >>
> >>     Can anyone verify that this is occurring with replay disabled?____
> >>
> >>     __ __
> >>
> >>     -Jon____
> >>
> >>     __ __
> >>
> >>     *From:*[email protected]
> >>     <mailto:[email protected]>
> >>     [mailto:[email protected]
> >>     <mailto:[email protected]>] *On Behalf Of *Jake
> >>     Haldeman
> >>     *Sent:* Monday, August 22, 2011 2:01 PM
> >>     *To:* Half-Life dedicated Win32 server mailing list
> >>     *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)____
> >>
> >>     __ __
> >>
> >>     One solution is to not go to sleep!____
> >>
> >>     __ __
> >>
> >>     Have you tried disabling addons or anything to see if it is related
> >>     to something else?  Also it doesn't happen at the same map rotation
> >>     does it?____
> >>
> >>     __ __
> >>
> >>     *From:*[email protected]
> >>     <mailto:[email protected]>
> >>     [mailto:[email protected]
> >>     <mailto:[email protected]>] *On Behalf Of *E.
> Olsen
> >>     *Sent:* Monday, August 22, 2011 2:57 PM
> >>     *To:* Half-Life dedicated Win32 server mailing list
> >>     *Subject:* Re: [hlds] Server crashes (E. Olsen) (E. Olsen)____
> >>
> >>     __ __
> >>
> >>     I agree. It does always seem to happen (mostly) right after a map
> >>     change while people are joining the server....so it seems like some
> >>     kind of network error that locks up the server. I just wish we had
> >>     some way to debug it so we could give Valve better specifics about
> >>     exactly what's happening when the server hangs occur. Regardless, it
> >>     needs to be addressed....there's nothing worse than having a popular
> >>     server sit empty all night because it froze after I've gone to
> > bed.____
> >>
> >>     On Mon, Aug 22, 2011 at 4:49 PM, o k <[email protected]
> >>     <mailto:[email protected]>> wrote:____
> >>
> >>     I have to be honest, after reading all these it seems like it may be
> >>     an issue with the upload of stats or the connection to Valve not
> >>     being available on map change.. It just seems to random for it to be
> >>     a server side issue.. But hey who knows.____
> >>
> >>     On Mon, Aug 22, 2011 at 4:38 PM, G. Hutchinson
> >>     <[email protected] <mailto:[email protected]>>
> > wrote:____
> >>
> >>     Mine seem to be crashing a bit more now. I used to run stable as all
> >>     get out and now I have to do restarts every few hours on one server
> >>     or another. Last night, oddly I had a hiccup and 4 servers froze at
> >>     once, while 4 stayed up. Only TF2 servers froze. CS:S and L4D2 seems
> >>     to not freeze, though my CS:S doesn't get near the traffic. My
> >>     crashes happen on 24/7 servers with no map changes as well as on
> >>     various stock rotations.
> >>
> >>     Hutch
> >>
> >>
> >>     _______________________________________________
> >>     To unsubscribe, edit your list preferences, or view the list
> >>     archives, please visit:
> >>     http://list.valvesoftware.com/mailman/listinfo/hlds____
> >>
> >>
> >>
> >>     _______________________________________________
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> >>     archives, please visit:
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> >>
> >>     __ __
> >>
> >>
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> >>
> >>
> >>
> >>
> >> _______________________________________________
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> > please visit:
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> >
> >
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> >
> >
> >
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