Install more memory to the machine or reboot the gameserver(s) more 
often to free some. It wont free any by itself. Srcds has always been 
leaking memory and it looks like that it will always will.

-ics

Peex kirjoitti:
> Hello,
>
> I have been managing an L4D srcds server for 3 months, and
> unfortunately, I can't solve a memory problem. srcds_i486 grows in
> memory and never decreases (except, of course, when it crashes...)
>
> I'm running srcds_i486 on FreeBSD, and my first reaction was to accuse
> BSD about a bad Linux emulation or something like this. But after some
> investigation, I can easily reproduce the same problem on Linux (tested
> with Gentoo & Debian).
>
> Graph : http://forum.tost-clan.com/files/memoryLeak.html
>
> On these graphs, you can see the memory allocation [blue line] (globally
> increase, except after crash or restart) and the number of open UDP
> connexions. Note a nice correlation between the number of open UDP
> connexion and the memory allocation.
>
> The normal use case is to use "srcds_run" to start the service, and in
> this case, "srcds_i486" remains at a decent size in memory. But I've
> rewritten my own script (srcds_run is dirty, with large chunks of never
> used code) and I have this memory problem. So, what's the difference ?
> After some activity monitoring, it appears that srcds_i486 is simply
> restarted after each campaign. So, the binary leaks, but since is
> quickly restarted, it never reaches a critical size and the leak goes
> unnoticed.
>
> But now, if you start manually srcds_i486, you can observe a nice memory
> leak.
>
> I have found many threads on Google about a memory leak on srcds, and I
> suppose I can't do anything to solve this problem by myself... Except
> (stupidly) restart my server...
>
> Does Valve know this bug ? Is it an answer to restart the service
> instead of properly fixing the bug ?
>
>
> Best regards,
> Peex
>
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