Ah, good find! Naturally I also searched around when I was getting them  
frequently but couldn't find any definitive information such as this back  
then, only some forum topics of people having the same problem but with no  
solution. But this seems to be exactly what the problem is.

On Tue, 18 May 2010 00:24:18 +0300, Arthur Lin <[email protected]>  
wrote:

> I would like to thank Joonas for identifying what "Alarm clock" is. I  
> went
> to go search for it on google (srcds SIGALRM) and I found this:
> http://noteand.blog.eonet.jp/weblog/2009/10/l4d2-demo--da30.html
>
> <http://noteand.blog.eonet.jp/weblog/2009/10/l4d2-demo--da30.html>Quote:
> "* The linux dedicated server supports a watchdog timer functionality,
> which is enabled by default. The intent of this timer is to make
> anything which hangs the server, either due to unknown bugs or
> misconfiguration, cause an abort, so that the server may restart or
> be debugged. In the case of a forked server, this will cause a new
> subprocess to start to replace the crashed one. On a non-forked
> server, this can be used in conjunction with an auto-restart script
> in order to increase server availability. If you see your server
> dying with SIGALRM (signal 14), it means that this has triggered
> because of either a server frame taking longer than 5 seconds of
> wall time, or a map load taking too long. If this code causes
> trouble for you, it can be disabled via giving the "-nowatchdog"
> option on the command line."
>
> I put the -nowatchdog switch in srcds_run and switching to something like
> realism, mutation, etc. from the lobby with sv_search_key WORKS now! I  
> think
> reliability might be an issue, so now I have to test out how much I can  
> push
> out of my old linux box.
>
> Thanks a lot for all your help, guys!
>
> On Mon, May 17, 2010 at 3:51 PM, ics <[email protected]> wrote:
>
>> As a matter of fact, i've seen one case like this with the lobby res and
>> then alarm clock right after on one of our 5 L4D2 servers. Then the
>> server crashed. It has not done that never before. Perhaps there was
>> something within the latest mutation update.
>>
>> -ics
>>
>> 17.5.2010 23:43, Arthur Lin kirjoitti:
>> > Alright, so we know that my ip is alright since I'm able to run a  
>> game a
>> > game with three other friends. So maybe SIGALRM means something?
>> >
>> > Summary:
>> > I'm able to run a regular coop game from start to finish with three  
>> other
>> > friends on my server and it runs really well. Any other mode,  
>> including
>> > 4-player realism mode, causes the server to reset. Friends are able to
>> > connect to my public IP perfectly fine, the load up requires the IP  
>> that
>> is
>> > internally provided by my router (those ports have been properly
>> forwarded.
>> >
>> > Crash info in debug mode:
>> > ->  Reservation cookie 1840725eaf53800:  reason  
>> ReplyReservationRequest
>> > Alarm clock
>> > cat: hlds.22250.pid: No such file or directory
>> > email debug.log to [email protected]
>> > Sun May 16 05:21:11 CDT 2010: Server restart in 10 seconds
>> > (debug.log only contains a note that the crash happened with no
>> additional
>> > info)
>> >
>> > OS and Hardware Setup:
>> > Ubuntu Linux 10.04 Desktop
>> > Pentium 4 2.66 ghz
>> > 512 MB RAM
>> >
>> > On Mon, May 17, 2010 at 3:37 PM, Joonas Lehtolahti<
>> > [email protected]>  wrote:
>> >
>> >
>> >> Nice to know that someone else also gets Alarm clocks with L4D2  
>> (signal
>> >> SIGALRM). Sometime last year I got these very frequently, then I  
>> haven't
>> >> seen them until last week when the server went down once with SIGALRM
>> >> right after lobby tried connecting.
>> >>
>> >>
>> >> On Mon, 17 May 2010 23:32:41 +0300, Arthur Lin<[email protected]>
>> >> wrote:
>> >>
>> >>
>> >>> Alarm clock
>> >>>
>> >>
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