Precisely. Try reducing sv_timeout to something like 5 or 10 and see if you
still have the issue.

On Monday, 17 October 2011, Ryan Stecker <[email protected]> wrote:
> No Steam Logon, in this case, is simply a side effect of all of the
clients crashing. It would be better to qualify this type of disconnection
simply as a timeout.
>
> On Mon, Oct 17, 2011 at 5:18 PM, Andrew DeMerse <[email protected]>
wrote:
>>
>> I've seen the taunt thing happen a few times on my servers. Instantly
half of the players drop from "No Steam Logon" without warning.
>> The reason in the logs is "Failure Code 6"
>>
>> On Mon, Oct 17, 2011 at 5:43 PM, Rob Liu <[email protected]> wrote:
>>>
>>> Bit off topic here but,  are we going to see a patch today? Regarding to
TF2 hl2.exe crashing?
>>> Also, I heard there's some kind of high-five taunt crash, which will
instantly crash out half of the players on the server.
>>>
>>> http://forums.steampowered.com/forums/showthread.php?t=2179130
>>>
>>> On Tue, Oct 18, 2011 at 10:35 AM, Henry Goffin <[email protected]>
wrote:
>>>>
>>>> On Windows, we use QueryPerformanceCounter and
QueryPerformanceFrequency to calculate elapsed time in the main server loop.
There is also some startup code which measures CPU clock speed by calling
QPC in a loop until 1/32 of a second has elapsed, but we only use this to
estimate CPU speed for crash reports.
>>>>
>>>>
>>>> -----Original Message-----
>>>> From: [email protected] [mailto:
[email protected]] On Behalf Of Gary Stanley
>>>> Sent: Monday, October 17, 2011 2:23 PM
>>>> To: Half-Life dedicated Win32 server mailing list
>>>> Subject: Re: [hlds] Max FPS
>>>>
>>>> At 04:11 PM 10/17/2011, Henry Goffin wrote:
>>>> >We rely on a stable OS timer, but we don't rely on CPU cycle counts
>>>> >or directly query the hardware clock. I don't know if that answers
>>>> >your question; I'm not familiar with these setups. We trust that
>>>> >when the OS gives us a high res timer value, that it is correct. I
>>>> >believe that modern Windows versions compensate for clock speed
>>>> >changes automatically. But please report if you think that you are
>>>> >having issues related to variable clock speed.
>>>> >
>>>>
>>>> Do you still use QueryPerformanceCounter() in a loop?
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
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>>>
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>>
>>
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>
>

-- 


Kind regards,
*Saul Rennison*
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