We’ll confirm the fix in TF2.  Then release with the other games soon after.

From: [email protected] 
[mailto:[email protected]] On Behalf Of Jeff Sugar
Sent: Wednesday, May 15, 2013 11:45 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Who do we send netspike.txt log too?


I'm relatively sure it is just TF2 right now.

I'm sure it'll make its way to the other games once the fix is confirmed to 
work, but whether it's brought sooner (in its current workaround-y form /w 
these cvars) or later (once the issue itself is genuinely fixed) is anybody's 
guess.
On May 15, 2013 11:40 AM, "Charlie" 
<[email protected]<mailto:[email protected]>> wrote:
Was this prerelease just pushed for TF2 or all Steampipe converted Source 
games? Will the new compression scheme (if switched) be rolled out to all?

On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar 
<[email protected]<mailto:[email protected]>> wrote:
I just updated mine, and both commands are showing up fine. Try doing a 
validate on the server you updated to make sure it didn't miss anything

Also, I'm not sure how many other people are trying out this prerelease, but if 
I find anything out from my regulars before others get some idea whether this 
works/helps or not, I'll definitely contribute the info.

On Wed, May 15, 2013 at 11:12 AM, DragonLight 
<[email protected]<mailto:[email protected]>> wrote:
Updated one of my servers to the prerelease beta version but its not 
recognizing the new sv_ commands.

Quoting Fletcher Dunn 
<[email protected]<mailto:[email protected]>>:
These are temporary measures to help diagnose and workaround the problem.

Once we confirm that this is the issue, we'll switch to Snappy or some other 
fast compression library.  Our own hand-rolled LZSS compressor is known to be 
slow.

From: 
[email protected]<mailto:[email protected]> 
[mailto:[email protected]<mailto:[email protected]>]
 On Behalf Of D Bauhmz
Sent: Wednesday, May 15, 2013 9:51 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Who do we send netspike.txt log too?

I forgot to ask you Fletcher.

Will sv_compressfragments and sv_compressstringtablebaselines serve as a 
permanent fix for this issue or is there more optimizations and a different fix 
for this on the way? Are player spawns causing a spike (Which I've always 
thought was normal, heh) something that is planned to be fixed/optimized as 
well?

Thanks
On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn 
<[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>>
 wrote:
No need to send any netspike files.  We have enough good data and further 
netspike files or vprof files are not likely to help right now.  It anybody 
wants to send in more windows traces, however, feel free to do so.

For some reason the servers are spending huge amounts of time in compression 
code.  The data from the traces and vprof is very consistent.  Specifically, 
compressing string tables and fragments can sometimes take a very large amount 
of time.  The LZSS compression code has not changed in ages.  The contents of 
the string tables, as far as I can tell, did not change significantly in the 
SteamPipe update.  I am still at a loss to explain what changed in the 
SteamPipe update.

There are also occasionally mini-spikes when a player spawns, but I don't think 
that's new.

I have a new "prerelease" beta that adds two convars that can be used to 
totally disable compression:

sv_compressfragments - defaults ON (existing behavior to try to compress all 
fragments by default)
sv_compressstringtablebaselines - default OFF (new beahvior to turn off 
compression by default)

You can switch these at any time, but sv_compressfragments is "sticky" --- it 
takes effect on a per-client basis, at the time when a client connects.

You might try turning both of those off and see how performance changes or if 
any problems occur.  Of course, this will increase bandwidth.  But it would 
help to confirm that this is indeed the problem.

If anybody wants to do their own data gathering to see where the time is going, 
without the data gathering itself causing spikes that might not have otherwise 
occurred, I'd recommend the following netspike / vprof settings:

vprof_on
vprof_dump_spikes 20
sv_netspike 0
sv_netspike_sendtime_ms 2
sv_netspike_output 2
From: 
[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>
 
[mailto:[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>]
 On Behalf Of Essay Tew Phaun

Sent: Wednesday, May 15, 2013 12:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Who do we send netspike.txt log too?
[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>
 I'm not sure if they're still wanting logs or not. I think they've kind of 
found where the problem is. I don't know what it would hurt though.


On Wed, May 15, 2013 at 1:59 AM, DragonLight 
<[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>>
 wrote:
Been catching the spikes with the new commands, should we email them to someone?

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