so i've updated my server to the pre-release version and i'm getting this
when i try to test the new commands;

> Unknown command "sv_compressfragments"
> Unknown command "sv_compressstringtablebaselines"

 
 i get this when i run the version command;

> Protocol version 24
> Exe version 1756932 (tf)
> Exe build: 10:36:54 May 14 2013 (5287) (440)

which is the pre-release version according to  Peter
this in the command line i used to update the tf2 server;

> steamcmd.exe +login anonymous +force_install_dir 
> c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit

suggestions?




scott biszmaier

 

 

-----Original Message-----
From: Peter Jerde <[email protected]>
To: Half-Life dedicated Win32 server mailing list <[email protected]>
Sent: Wed, May 15, 2013 11:26 am
Subject: Re: [hlds] Who do we send netspike.txt log too?


Are you sure you actually updated it?

"cvarlist comp" should show you the two variables if you have the prerelease 
version.

Use the version command to make sure you're actually running the prerelease 
version. My Windows test server shows this on the pre-release version:

>          Protocol version 24
>          Exe version 1756932 (tf)
>          Exe build: 10:36:54 May 14 2013 (5287) (440)

whereas my production servers show:

>          Protocol version 24
>          Exe version 1756932 (tf)
>          Exe build: 12:02:13 May  7 2013 (5287) (440)
> 


If you used the all-on-one-line method of invoking steamcmd, maybe you didn't 
quote the beta flag properly?

The command line I used was:

> steamcmd +login anonymous "+force_install_dir c:\path" "+app_update 232250 
-beta prerelease" +quit

 - Peter

On May 15, 2013, at 13:12 PM, DragonLight <[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]>:
> 
>> 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]] 
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]>> 
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]>]
 
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]> 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]>> 
wrote:
>> Been catching the spikes with the new commands, should we email them to 
someone?
>> 
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> 
> 
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