A fix for this issue and the memory leak should not be too far off now.

-Jon

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Octo
Sent: Thursday, May 26, 2011 4:08 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Replay issues

I've had this happen anytime its trying to offload and is unable to connect to 
the
remote server.  A large message on console and everything else just freezes,
its unresponsive to any input on console also.  I had it happen twice today when
the server the replays are ftp'd to had some short network outages.

-octo

On Fri, May 27, 2011 at 12:31:08AM +0200, Eric Riemers wrote:
> I can confirm with some other test, that if you have replay with ftp and it
> was working.. if your ftp server goes down at some point then your servers
> will start to hang and will not continue to load. Last thing in console is
> some text about replay that it fails and it stops there.
> 
> Can anybody confirm this too? Just to make sure.
> 
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Eric Riemers
> Sent: donderdag 26 mei 2011 17:13
> To: 'Half-Life dedicated Linux server mailing list'
> Subject: Re: [hlds_linux] Replay issues
> 
> Also, i've seen several times that if something goes with replay (for
> instance that the ftp server is no longer reachable) that it says "replay
> disabled" but then fails to start normally. It just hangs there.. have more
> seen this?
> 
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of [email protected]
> Sent: dinsdag 24 mei 2011 0:18
> To: Half-Life dedicated Linux server mailing list
> Subject: Re: [hlds_linux] Replay issues
> 
> There are two methods to enable the replay system:
> 
> a) From server's command line (using -replay or +exec replay.cfg). The
> advantage is that the replay is enabled for the first map, but the
> disadvantage is that the bot is not visible to outside world (is not
> included into A2S_INFO response packets).
> b) From server's config file. The disadvantage in this case is that the
> replay is not enabled for the first map (so you must reload the map after
> the server is started), but the bot is visible to outside world (is included
> into A2S_INFO response packets).
> 
> 
> There are two problems with the first method:
> 
> a) The bot is connected to server, it is using a slot, but is not visible to
> outside world. This cause problems to any plugin which manage the reserved
> slots, because it adjusts the sv_visiblemaxplayers cvar thinking that the
> outside clients see X connected players, while in reality they see X-1
> connected players.
> 
> b) The bot is not visible to outside world, but the number of bots is
> reported correctly. So when there's a player + replay bot, from outside a
> TF2 client sees only the player, but knows that there's one bot => the
> player is a bot :D And in TF2 bots are not visible (a 24 slot server with 10
> bots is displayed as having 0 players and 14 slots).
> 
>   ----- Original Message -----
>   From: Saint K.
>   Sent: 05/23/11 07:29 PM
>   To: Half-Life dedicated Linux server mailing list
>   Subject: [hlds_linux] Replay issues
>  
>    
> Hi,
> 
> I might have missed this, but I can't find the current status on the
> reported replay issues.
> 
> We still experience the issue when the replay bot is not recording, and a
> user joins, the user it placed in the replay slot and made invisible to the
> server browser. In effect, a server with 1 user not recording will show 0/0.
> 
> Also the slot doesn't hide properly, so we're currently unable to use our
> reserved slots properly(we have them hidden and have our users console
> connect, and non-reserved slot users can still use the auto join feature).
> 
> Anyone know what the status is on this, or did I miss a few work-arounds?
> 
> Cheers,
> 
> Saint K.
> 
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