Thanks for the info. I've patched up the file and awaiting feedback.

Saint K.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of [email protected]
Sent: 09 May 2011 21:10
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2: Still massive lag spikes with replay enabled

The local publish job is executed into server's main thread instead of being 
executed in a different one.

 This is not such a huge problem because the files are small, but the 
CLocalPublishJob::DoExecute function contains a ThreadSleep(500) call, which 
simply blocks the server for 0.5 seconds. This every 10-30 seconds.

 I have no idea why Valve did this (the sleep is called after a file is deleted 
and before is verified if the file still exists), but until they fix the 
problem you can patch the replay.so library.

 Use a hex editor (http://mh-nexus.de/en/hxd/  for example) and search for

 C7 04 24 F4 01 00 00 E8 45 EB FD FF

 Replace the bytes with

 90 90 90 90 90 90 90 90 90 90 90 90

 This should fix the lag problem for Linux servers. I don't guarantee that 
there are no side effects, but seems to work ok on my public server.

As I understood from SPUF they know that for Linux servers the job is executed 
into main thread and will provide a fix next week. But is Valve, next week is a 
relative term...

----- Original Message -----
From: Ronny Schedel
Sent: 05/07/11 10:44 AM
To:  [email protected] 
Subject: [hlds_linux] TF2: Still massive lag spikes with replay enabled

 Hi, look at the picture: http://www.ronny-schedel.de/tf2replaylag.jpg  This is 
taken from an empty server, just me standing still and taking a replay. The 
replay is recorded locally, no FTP transfer. You can see the lag spike in the 
net graph clearly. Best regards Ronny Schedel 
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