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On Thu, Jun 30, 2011 at 12:25 PM, [email protected] <[email protected]
> wrote:

> 30.06.2011 10:41, 
> hlds_linux-request@list.**valvesoftware.com<[email protected]>пишет:
>
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>>
>> Today's Topics:
>>
>>    1. Re: fps changes in the last patch (Marco Padovan)
>>    2. Re: New Replay feature listening on 27040 (Jesse Molina)
>>    3. Re: fps changes in the last patch (Saint K.)
>>    4. Re: New Replay feature listening on 27040 (Eric Riemers)
>>
>>
>> ------------------------------**------------------------------**
>> ----------
>>
>> Message: 1
>> Date: Wed, 29 Jun 2011 23:02:45 +0200
>> From: Marco Padovan<[email protected]>
>> To: [email protected].**com<[email protected]>
>> Subject: Re: [hlds_linux] fps changes in the last patch
>> Message-ID:<4E0B92F5.2060907@**evcz.tk <[email protected]>>
>> Content-Type: text/plain; charset=KOI8-R
>>
>> which kind CPU are we talking about?
>>
>> is the server running only the official maps? stv disabled (stv is still
>> resource intensive)?
>>
>> Il 29/06/2011 16:43, Saint K. ha scritto:
>>
>>> This is really strange.
>>>
>>> Our servers show an increase, rather than a decrease in server load!
>>>
>>> Before F2P a full 24 slots TF2 server would take up around 80% of a
>>> single core, topping to 90% leaving still 10% free for those cases where it
>>> peaks extra high.
>>>
>>> Currently, after the F2P update, our servers show a 95-100% CPU load per
>>> single core on a server, with fps drops below 50 as result.
>>>
>>> Help. What happened here?!
>>>
>>> Saint K.
>>> ______________________________**__________
>>> From: 
>>> hlds_linux-bounces@list.**valvesoftware.com<[email protected]>[
>>> hlds_linux-bounces@list.**valvesoftware.com<[email protected]>]
>>> On Behalf Of ?????? ?????? [Nikita Bulaev] [[email protected]]
>>> Sent: 28 June 2011 11:47
>>> To: [email protected].**com<[email protected]>
>>> Subject: Re: [hlds_linux] fps changes in the last patch
>>>
>>> That is really good news! Thank you!
>>>
>>> I am really glad. I'm really thick and tired to play that "fps-game"
>>> with clients and other hosters.
>>>
>>> 2011/6/28<hlds_linux-request@**list.valvesoftware.com<[email protected]>
>>> >:
>>>
>>>> ------------------------------
>>>>
>>>> Message: 6
>>>> Date: Tue, 28 Jun 2011 08:16:45 +0000
>>>> From: Henry Goffin<henryg@valvesoftware.**com<[email protected]>
>>>> >
>>>> To: "hlds_linux@list.**valvesoftware.com<[email protected]>
>>>> "
>>>>        
>>>> <hlds_linux@list.**valvesoftware.com<[email protected]>
>>>> >
>>>> Subject: [hlds_linux] fps changes in the last patch
>>>> Message-ID:<501EF4F8-E424-**4340-B194-9BF243029CF1@**valvesoftware.com<[email protected]>
>>>> >
>>>> Content-Type: text/plain; charset="us-ascii"
>>>>
>>>> Hi all -
>>>>
>>>> Free to Play brought a huge influx of new users to Team Fortress. To
>>>> help server counts scale up to match the demand, we are reworking the
>>>> dedicated server for performance. We want to improve player responsiveness
>>>> as well as to reduce CPU usage so that hosts can run more servers per
>>>> physical server.
>>>>
>>>> Some of those changes addressing CPU usage went out last night. Server
>>>> operators should see a big decrease in CPU load and can potentially run 
>>>> more
>>>> instances per physical box now. However, a side effect that many of you 
>>>> have
>>>> noticed is that server FPS has an effective cap of 500 instead of the
>>>> previous 1000, or possibly even lower than 500 depending on your Linux
>>>> kernel HZ setting. This should not have a noticeable impact on gameplay as
>>>> the tick rate is still locked (well, mostly locked) at 66 updates per 
>>>> second
>>>> and the frames that are being dropped are "empty" frames that do not
>>>> actually run a server tick.
>>>>
>>>> We're going to address this further in another set of performance
>>>> improvements. Sorry for the temporary confusion, but we wanted to get these
>>>> CPU load reduction changes out quickly to help with the Free to Play user
>>>> crush.
>>>>
>>>> Longer term, we want to move away from FPS as a measure of performance
>>>> and instead show actual load and responsiveness (jitter/latency) 
>>>> statistics.
>>>> The difference between a tick and a frame is complicated, and fps_max
>>>> sometimes affects performance in counter-intuitive ways. We would like to
>>>> retire fps_max for servers and replace it with a more obvious server
>>>> performance setting. We'll give you all a heads up before we do so.
>>>>
>>>> Henry G.
>>>>
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>>>
>>
>> ------------------------------
>>
>> Message: 2
>> Date: Wed, 29 Jun 2011 15:14:23 -0700
>> From: Jesse Molina<[email protected]>
>> To: Half-Life dedicated Linux server mailing list
>>        
>> <hlds_linux@list.**valvesoftware.com<[email protected]>
>> >
>> Subject: Re: [hlds_linux] New Replay feature listening on 27040
>> Message-ID:<4E0BA3BF.1050805@**opendreams.net<[email protected]>
>> >
>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>
>>
>> Follow-up on this issue.
>>
>> I noticed that css and hl2mp now respect the -strictportbind option too.
>>   I've updated my control script.
>>
>> One thing that I noticed is that unless the -norestart option is also
>> given, the server will loop forever, trying to start.  This was verified
>> with TF2, CSS, and HL2MP.  That's not good because of the benchmark
>> going before the ports resource check and whatnot.  Good thing for the
>> ten second sleep.
>>
>> I would propose that the desired behavior is that for any startup error,
>> the error should be given on stderr and an appropriate exit code be
>> given.  The server process should only restart if it has reached a
>> certain point of validity, where it can be considered up and running.
>> After all, I imagine that the auto-restart function is intended as a
>> crash recovery option for valid runnable servers.
>>
>> I guess could always use -norestart in my own control script and write
>> my own while loop to restart on crashes...  See, this is where exit
>> codes are useful.  That srcds_run script could trap that easily in the
>> while loop you've got there.  Oh well, I'll think about it.
>>
>>
>>
>> l4d and l4d2 do not seem to know about "-strictportbind" yet.  I realize
>> there is the -fork option that makes it more complicated.  I would just
>> assume to make the two options incompatible together.
>>
>>
>>
>> Jesse Molina wrote:
>>
>>> Thank you very much for implementing this. I hope this gets implemented
>>> in the other Valve srcds games too.
>>>
>>> I've got a host with two IPs and eleven srcds games that could all
>>> potentially be running at the same time.
>>>
>>> So, I tested by copying one of my TF2 server directories to make a clone
>>> of it, started up the first one, then started up the clone.
>>>
>>> Here's what the ports in my config file looks like;
>>> CLIENTPORT="27013"
>>> HOSTPORT="27113"
>>> TVPORT="27213"
>>> STEAMPORT="26013"
>>> REPLAYPORT="27413"
>>>
>>> The default behavior was that the clone clobbered the next positive
>>> incremental available port.
>>>
>>> This was on the console;
>>>
>>> WARNING: Port 27113 was unavailable - bound to port 27114 instead
>>> WARNING: Port 27013 was unavailable - bound to port 27014 instead
>>> WARNING: Port 27213 was unavailable - bound to port 27214 instead
>>> WARNING: Port 27413 was unavailable - bound to port 27414 instead
>>> Network: IP 66.113.99.100, mode MP, dedicated Yes, ports 27114 SV /
>>> 27014 CL
>>>
>>> Verified with lsof.
>>>
>>>
>>>
>>> When I added the "-strictportbind" argument to the command, it did
>>> indeed bail out and this was on the console;
>>>
>>> ERROR: Port 27113 was unavailable - quitting due to "-strictportbind"
>>> command-line flag!
>>>
>>> "echo $?" returned exit code 100 from srcds_run. As someone else
>>> mentioned, exit codes are great for those of us who have written control
>>> wrappers.
>>>
>>> The command line used was;
>>>
>>> sudo -H -u hlds sh -c cd
>>> /home/hlds/srcds-servers/**server-tf2-JMOMOTEST/orangebox ;
>>> /home/hlds/srcds-servers/**server-tf2-JMOMOTEST2/**orangebox/srcds_run
>>> -game
>>> tf -ip 10.10.99.100 +clientport 27013 +hostport 27113 +tv_port 27213
>>> -steamport 26013 +replay_port 27413 -strictportbind -norestart -pidfile
>>> /home/hlds/srcds-servers/**server-tf2-JMOMOTEST/server.**pid -maxplayers
>>> 24
>>> +map pl_goldrush
>>>
>>> One thing to note is that I had to stty sane/reset my terminal after it
>>> failed because local echo was messed up. It's not like I normally run it
>>> interactively anyway, but that could annoy some noob.
>>>
>>>
>>>
>>> Steven Hartland wrote:
>>>
>>>> Thanks Jon, just what the doctor ordered :)
>>>>
>>>> ----- Original Message ----- From: "Jon Lippincott"
>>>> <[email protected]>
>>>>
>>>>
>>>>  Good idea.
>>>>>
>>>>> I added a check for "-strictportbind." Without this, the engine will
>>>>> print a warning, otherwise it will print an error and quit.
>>>>>
>>>>
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>>>
>
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