I run in updatefirst mode. Updating srcds tends to use a lot of system
resources lately, so the load average will spike up. This doesn't seem to
affect the performance of the server at all (especially since I force
servers to a core, and force the update script to it's own), but it will
cause map changes to take forever. I've only seen it cause issues in a few
rare cases, namely when it updates a map that is currently being played, or
if it's updating a binary mid map change.

I'm not sure why updating uses so many resources, even if it's waiting for
an hour (or more!) to actually start downloading the file. I don't believe
it's nemrun's fault, though. I've never bothered looking into it.

On Mon, Dec 19, 2011 at 7:41 AM, PharaohsPaw <[email protected]> wrote:

> > It is "nicer" on the content delivery system if we only do one download
> > per cluster for the hundreds of machines we run. It is also easier to
> deal
> > with failures when they occur, since they only occur on the root server
> > (what Fletcher called the master) of each cluster. We also do a bunch of
> > config management and templating from these root servers. The system
> > scales better this way and is more robust than each server doing their
> own
> > updates. Also, there are complications with running multiple games from a
> > single directory and using -autoupdate. This currently isn't possible to
> > do without breaking your servers. The -autoupdate isn't designed for
> > people running games this way. Maybe it ought to?
>
> all of the above are why running nemrun (if you are using it this way, it
> can be used in different ways) is a lot better for everybody.  speaking of
> folks who do run multiple games from one server install tree.  You only
> have to pester the steam content servers to update the game ONCE.  The
> update daemon nemrun instance writes a lock file into the tree and sends a
> quit to each running server, which, since they are also running the nemrun
> script instead of srcds_run, check for existence of that lock file.  Since
> it is there, they stay down until the lock is removed (while the update
> daemon nemrun instance updates the tree).  Once nemrun has "verified the
> update" (particuarly, verifying a steam.inf file exists), it removes the
> lock and the servers come back up.
>
> It has another mode where it updates the tree first (without taking the
> games down) but I've never been adventurous enough to try it.  Seems to be
> asking for weird probs for those connected players, at least depending on
> what the update contains.
>
> Speaking of nemrun, I have just finished making a bunch of changes to the
> script (v1.8.5) which hopefully at least some of which some other people
> might consider useful and maybe even some could be included in a future
> version.  Will post to the list as a separate topic with a couple example
> .cfg files for alerting connected players.
>
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

Reply via email to