I do hope the "should" will turn into "will". That thread on SPUF is running 
almost a year now with over 500 replies or w/e, unless thats a separate issue...




>________________________________
> From: Fletcher Dunn <[email protected]>
>To: Half-Life dedicated Linux server mailing list 
><[email protected]> 
>Sent: Tuesday, 7 February 2012, 19:01
>Subject: Re: [hlds_linux] No Steam Logon - massive lag
> 
>Yes, I believe that a crash affecting several clients at once would produce 
>very similar behavior.  The Steam client could detect a broken pipe with the 
>game process, inform Steam backend, and Steam notifies your gameserver, all 
>before the gameserver times out the client.
>
>It goes without saying that we should fix the crashes.
>
>-----Original Message-----
>From: [email protected] 
>[mailto:[email protected]] On Behalf Of ics
>Sent: Tuesday, February 07, 2012 6:23 AM
>To: Half-Life dedicated Linux server mailing list
>Subject: Re: [hlds_linux] No Steam Logon - massive lag
>
>Thanks for the very clear response. The message about steam logon was infact 
>very confusing, so there was no way for a regular player like me to know if 
>they disconnected due to Steam or themselves. There still isn't, except i know 
>now it isn't Steam's fault like everyone seems to assume.
>
>On a matter of what might be causing clients to leave or quit, there an issue 
>that might cause this and the latest client crashes that everyone on SPUF 
>complains about are related. Infact just hour ago, i saw majority of the 
>people on one of my server timed out and was wondering why that happens. Then 
>those folks came back, told that their game crashed. I said not everyone did 
>and soon after that, i also had a crash. So whatever happened there, i don't 
>know and also the server log didn't said anything odd when i looked at it.
>
>It looks to me according the logs that the guy airblasted against me and had a 
>crash. Then bunch of others had crash too.
>
>-ics
>
>
>6.2.2012 19:20, Fletcher Dunn kirjoitti:
>> "Ticket canceled" means (almost all of the time) that the *client* told 
>> Steam that they were leaving your server.
>>
>> This is the sequence of events that we think is happening:
>>
>> 1.) Network disruption begins on the gameserver.
>> 2.) Client drops, or leaves the game.  (This is obviously a common thing 
>> that players do when their experience is suddenly degraded.)  The client 
>> isn't experiencing any network problems on his end, so he tells Steam he is 
>> leaving the gameserver, and Steam immediately receives this message and 
>> cancels the auth ticket for the client on that gameserver.
>> 3.) Gameserver restores network connectivity.  It hasn't heard anything back 
>> from the client, but has not timed the client out, either.
>> 4.) Gameserver receives message from steam auth that the client canceled 
>> their ticket.
>>
>> So Steam auth system in this case is just the messenger telling your server 
>> that the client dropped, it is not actually "kicking" the client.  The 
>> client-server is UDP, so there's no TIME_WAIT state to immediately notify 
>> the gameserver and terminate the connection if the server tries to contact 
>> the client soon after connectivity is restored.  The client will simply 
>> discard such communications --- so the server has to rely on a (relatively 
>> generous) timeout.
>>
>> We did fix a problem with the auth system around the New Year, but it would 
>> only account for problems surrounding the relatively infrequent occasion 
>> that we prop all of our servers.  The reports we have investigated have not 
>> shown anything unusual on the back end.  So this is our current theory.  We 
>> think that steam auth has been getting the blame for "kicking" players, when 
>> in fact it's just the first mechanism by which the game server is notified 
>> that the player left.
>>
>> I think we should stop trying to debug auth problems, and instead look at 
>> what sorts of basic network disruption might cause clients to leave or 
>> quit.  Obviously, this could most definitely be in the realm of a Source 
>> dedicated server bug or design flaw --- but it could also be a plugin 
>> blocking.  I'm working on some suggestions for the best ways to debug this.  
>> I think it's basically just "use vprof", but I want to get specific 
>> instructions and know that they work.
>>
>> Your humble servant,
>> - Fletch
>>
>>
>> -----Original Message-----
>> From: [email protected] 
>> [mailto:[email protected]] On Behalf Of ics
>> Sent: Saturday, February 04, 2012 10:25 AM
>> To: Half-Life dedicated Linux server mailing list
>> Subject: Re: [hlds_linux] No Steam Logon - massive lag
>>
>> In relation to this, i've previously seen major lagging time to time that 
>> hits when the round starts. At this time, one or more players drop off with 
>> message "no steam logon" (everyone propably remembers the case when server 
>> basically emptied out due to this) but due to recent change, it now says:
>>
>> Player Herra Troot left the game (Client left game (Steam auth ticket 
>> has been canceled)) Player Oliolli left the game (Client left game 
>> (Steam auth ticket has been canceled))
>>
>> The lagging (timeout timer comes up) only lasts about 2-10 seconds and 
>> immediately ends when one or more players drop off and everything is back to 
>> normal.
>>
>> My question is, can a client that has issues cause the whole server to lag 
>> untill it gets the reply from steam to drop the player off and why do these 
>> players drop off  in the first place as they have been on the game like 
>> every other guy next to them for couple of maps before this?
>> Shouldn't those tickets automatically renew during gameplay? Atleast thats 
>> what i think my game is sometimes doing when it does a 1-2 seconds 
>> screenjam&  soundloop.
>>
>> -ics
>>
>> 31.1.2012 2:20, Fletcher Dunn kirjoitti:
>>> Steam auth sometimes gets the blame when in fact the problem is just a 
>>> plain-old-fashioned client timeout.  We have changed the messaging recently 
>>> to make this more clear, but if you are running old binaries.
>>>
>>> I do seem to remember that we fixed a similar DoS attack recently.
>>>
>>> Can you confirm that you are running the latest binaries?  When you boot 
>>> your server, does it spit out your public IP next to the message when your 
>>> server connects to Steam?  Can you verify your files and make sure it 
>>> doesn't pull anything down?
>>>
>>> Your humble servant,
>>> - Fletch
>>>
>>> -----Original Message-----
>>> From: [email protected] 
>>> [mailto:[email protected]] On Behalf Of 
>>> Michael Johansen
>>> Sent: Saturday, January 28, 2012 7:25 AM
>>> To: [email protected]
>>> Subject: [hlds_linux] No Steam Logon - massive lag
>>>
>>>
>>> Hi guys,
>>> I'm running 6 TF2 servers which are quite popular. Anyhow, my server laggs, 
>>> badly sometimes, and right after the spike a lot of players d/c with the 
>>> "No Steam Logon" message. This is not related to a machine or any plugins I 
>>> am running. This has happened a lot of times now, and I'm sick of it. What 
>>> is wrong and why is it happening? Me and a friend were playing on two of 
>>> our servers when we both lag out (red message in the top right corner) and 
>>> then it stops and returns to normal, but half of the players are now gone.
>>> Help?                         
>>> _______________________________________________
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>>
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