Mine is too big to open in Windows.... unfortunately. On Wed, Jul 11, 2012 at 11:38 AM, ics <i...@ics-base.net> wrote:
> I think i'm seeing a pattern which causes the overflows and there's > nothing *I* can do about these things. This is just 3 clients from 2 > different servers but i suspect the rest will be showing the same stuff. > The rest of the data is just plain small compared to these on those > snapshots. > > StringTable soundprecache : 8257 bits (1032.125 bytes) > StringTable instancebaseline : 160672 bits (20084.000 bytes) > StringTable userinfo : 11919 bits (1489.875 bytes) > StringTable DynamicModels : 7128 bits ( 891.000 bytes) > Total Delta : 130135 bits (16266.875 bytes) > > StringTable soundprecache : 11173 bits (1396.625 bytes) > StringTable instancebaseline : 192452 bits (24056.500 bytes) > StringTable userinfo : 7610 bits ( 951.250 bytes) > StringTable DynamicModels : 8030 bits (1003.750 bytes) > Total Delta : 100317 bits (12539.625 bytes) > > StringTable soundprecache : 10887 bits (1360.875 bytes) > StringTable instancebaseline : 176476 bits (22059.500 bytes) > StringTable userinfo : 8675 bits (1084.375 bytes) > StringTable DynamicModels : 11910 bits (1488.750 bytes) > Total Delta : 110850 bits (13856.250 bytes) > > -ics > > 11.7.2012 20:40, Fletcher Dunn kirjoitti: > > Ah, if you are seeing it mostly on the saxton servers, then that could be >> a clue. There's could be some big array or object or something in the >> saxton entities being networked inefficiently. >> >> The netspike file should make it obvious where the bandwidth is going. >> But if you need some help analyzing it, email it to me directly. >> >> -----Original Message----- >> From: >> hlds_linux-bounces@list.**valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com>[mailto: >> hlds_linux-bounces@**list.valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com>] >> On Behalf Of Erik-jan Riemers >> Sent: Wednesday, July 11, 2012 10:30 AM >> To: Half-Life dedicated Linux server mailing list >> Subject: Re: [hlds_linux] netspike.txt >> >> When you update, put in the notes the cvars or whatever you can setup for >> those option. Since I only see it on a couple of servers (saxton servers >> mostly, but hey I can understand) its actually a nice feedback to know that >> clients are having issues and it could be related too a plugin too. >> >> -----Original Message----- >> From: >> hlds_linux-bounces@list.**valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com> >> [mailto:hlds_linux-bounces@**list.valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com>] >> On Behalf Of Fletcher Dunn >> Sent: woensdag 11 juli 2012 18:58 >> To: Half-Life dedicated Linux server mailing list; ics >> Subject: Re: [hlds_linux] netspike.txt >> >> The netspike file has long existed in the Source engine as a way to track >> which entities were causing large spikes of network traffic. There's a >> convar you can use to configure a threshold when it will get dumped. (I >> think by default it's off.) Recently there was a change where, if a client >> was dropped to the infamous "snapshot overflow" error, it would re-run the >> network packing code for that client, forcing the netspike file to be >> dumped, to help figure out what entities are the cause of the problem. >> That could definitely cause CPU spikes. I didn't realize we had shipped >> with that debugging mode on. We'll make it configurable by convar for the >> next release. >> >> In the meantime, each time it dumps a network trace, it means you dropped >> a client. It needed to send them a full snapshot of the game state, but >> the snapshot was too big, so it had to drop the client. You might want to >> see which entities are responsible for so much traffic, because you are >> dropping players. >> >> If there's something particular to your server, this trace will help you >> tune it. If you find a problem you think is global to the game, please >> report it here. >> >> Your humble servant, >> Fletch >> >> -----Original Message----- >> From: >> hlds_linux-bounces@list.**valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com> >> [mailto:hlds_linux-bounces@**list.valvesoftware.com<hlds_linux-boun...@list.valvesoftware.com>] >> On Behalf Of Thorsten Knoll >> Sent: Wednesday, July 11, 2012 8:39 AM >> To: ics; Half-Life dedicated Linux server mailing list >> Subject: Re: [hlds_linux] netspike.txt >> >> i only have it on my registered servers with quickplay. >> on my not registered servers there´s no netspike.txt. >> >> -moss >> >> Am 11.07.2012 12:47, schrieb ics: >> >>> I have that file on 4 servers from 0.5 to 2.17 gb in filesize. I guess >>> opening and writing to that file could cause the cpu spikes some are >>> having. What is this file for? Can someone from valve enlighten the >>> matter? >>> >>> -ics >>> ----- Alkuperäinen viesti ----- >>> >>>> yes it looks like debuggin info of some sort. My two servers have >>>> those files to and both are 2.0Gb each.... >>>> >>>> On 2012-07-11 11:20, Jesse Molina wrote: >>>> >>>>> Interesting. >>>>> >>>>> This file has indeed appeared on some servers on a host which I manage. >>>>> >>>>> In one case, the file is now 1.3GB in size. >>>>> >>>>> I suspect Valve has noticed the same thing I noticed. >>>>> >>>>> When the Pyromania update came out, I noticed that my host was using >>>>> much more bandwidth than usual. There seemed to be a spike happening, >>>>> intermittently, for limited periods of time. I observed a 30% traffic >>>>> in/out increase for 30-60 seconds at a time. >>>>> >>>>> All clients on all servers on that particular host, and all servers >>>>> on that host, would suddenly start sending much more data, for no >>>>> apparent reason. >>>>> >>>>> I only have a 10base-T uplink on this host, so I am limited to 10Mbps. >>>>> All four of the servers were full that day. However, due to the >>>>> traffic spikes, we had to shut one of them down to prevent exceeding >>>>> the circuit limitation. This is how the issue first came to my >>>>> attention. >>>>> >>>>> I did a tcpdump of the traffic but whatever the issue was, it was >>>>> embedded in the game traffic itself and was being represented by all >>>>> clients on all four servers at the exact same time. >>>>> >>>>> If I was to guess, something like an authentication request or >>>>> item-server related activity was suddenly causing all clients and the >>>>> server to suddenly transmit much more data. Whatever it was, it would >>>>> have been something that affected all clients across those four >>>>> servers on the same host. >>>>> >>>>> Valve would have noticed huge spikes like this since ALL of their >>>>> servers and clients would suddenly start transmitting 20-30% more >>>>> traffic. >>>>> >>>>> I am guessing they are trying to debug the problem by collecting >>>>> evidence. >>>>> >>>>> That's just a guess though. >>>>> >>>>> >>>>> >>>>> Russell Smith wrote: >>>>> >>>>>> What is this file? I haven't noticed it before, but it's showing up >>>>>> in my tf folder. Looks like a log of packet information being sent >>>>>> to clients. >>>>>> >>>>>> Why is this showing up now, and how can this logging be disabled? >>>>>> >>>>>> 40602.961200/2703847 Player [Player.X][7][adr:XX.XXX.XXX.**XX:46611] >>>>>> was sent a datagram 320000 bits (40000.000 bytes) NET_Tick >>>>>> : 70 bits ( 8.750 bytes) >>>>>> [soundprecache] 3745:)weapons/scatter_gun_**double_shoot.wav : 323 >>>>>> bits ( 40.375 bytes) >>>>>> [soundprecache] 3746:)weapons/scatter_gun_**double_shoot_crit.wa : >>>>>> 112 >>>>>> bits ( 14.000 bytes) >>>>>> [soundprecache] 3747:)weapons/pickaxe_swing1.**wav : 168 >>>>>> bits ( 21.000 bytes) >>>>>> [soundprecache] 3748:)weapons/pickaxe_swing2.**wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3749:)weapons/pickaxe_swing3.**wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3750:weapons/blade_slice_2.wav : 214 >>>>>> bits ( 26.750 bytes) >>>>>> [soundprecache] 3751:weapons/blade_slice_3.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3752:weapons/blade_slice_4.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3753:)weapons\sniper_railgun_**dry_fire.wav : 248 >>>>>> bits ( 31.000 bytes) >>>>>> [soundprecache] 3754:)weapons\sniper_railgun_**charged_shot_01.w : >>>>>> 176 >>>>>> bits ( 22.000 bytes) >>>>>> [soundprecache] 3755:)weapons\sniper_railgun_**charged_shot_02.w : >>>>>> 120 >>>>>> bits ( 15.000 bytes) >>>>>> [soundprecache] 3756:)weapons\sniper_railgun_**charged_shot_crit : >>>>>> 160 >>>>>> bits ( 20.000 bytes) >>>>>> [soundprecache] 3757:)weapons\sniper_railgun_**charged_shot_crit : >>>>>> 160 >>>>>> bits ( 20.000 bytes) >>>>>> [soundprecache] 3758:)weapons\sniper_railgun_**world_reload.wav : 152 >>>>>> bits ( 19.000 bytes) >>>>>> [soundprecache] 3759:)weapons\sniper_railgun_**no_fire.wav : 112 >>>>>> bits ( 14.000 bytes) >>>>>> [soundprecache] 3760:)weapons\sniper_railgun_**single_01.wav : 128 >>>>>> bits ( 16.000 bytes) >>>>>> [soundprecache] 3761:)weapons\sniper_railgun_**single_02.wav : 72 >>>>>> bits ( 9.000 bytes) >>>>>> [soundprecache] 3762:)weapons/flame_thrower_**bb_start.wav : 232 >>>>>> bits ( 29.000 bytes) >>>>>> [soundprecache] 3763:)weapons/flame_thrower_**bb_loop_crit.wav : 128 >>>>>> bits ( 16.000 bytes) >>>>>> [soundprecache] 3764:)weapons/flame_thrower_**bb_loop.wav : 56 >>>>>> bits ( 7.000 bytes) >>>>>> [soundprecache] 3765:)weapons/ambassador_**shoot.wav : 184 >>>>>> bits ( 23.000 bytes) >>>>>> [soundprecache] 3766:)weapons/ambassador_**shoot_crit.wav : 96 >>>>>> bits ( 12.000 bytes) >>>>>> [soundprecache] 3767:)weapons/demo_sword_hit_**world1.wav : 224 >>>>>> bits ( 28.000 bytes) >>>>>> [soundprecache] 3768:)weapons/demo_sword_hit_**world2.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3769:vo/sword_hit01.wav : 158 >>>>>> bits ( 19.750 bytes) >>>>>> [soundprecache] 3770:vo/sword_hit02.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3771:vo/sword_hit03.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3772:vo/sword_hit04.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3773:vo/sword_hit05.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3774:vo/sword_hit06.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3775:vo/sword_hit07.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3776:vo/sword_hit08.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3777:vo/sword_hit09.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3778:vo/sword_hit10.wav : 72 >>>>>> bits ( 9.000 bytes) >>>>>> [soundprecache] 3779:vo/sword_idle01.wav : 104 >>>>>> bits ( 13.000 bytes) >>>>>> [soundprecache] 3780:vo/sword_idle02.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3781:vo/sword_idle03.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3782:vo/sword_idle04.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3783:vo/sword_idle05.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3784:vo/sword_idle06.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3785:vo/sword_idle07.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3786:vo/sword_idle08.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3787:vo/sword_idle09.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3788:vo/sword_idle10.wav : 72 >>>>>> bits ( 9.000 bytes) >>>>>> [soundprecache] 3789:vo/sword_idle11.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3790:vo/sword_idle12.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3791:vo/sword_idle13.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3792:vo/sword_idle14.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3793:vo/sword_idle15.wav : 64 >>>>>> bits ( 8.000 bytes) >>>>>> [soundprecache] 3794:)weapons/letranger_shoot.**wav : 176 >>>>>> bits ( 22.000 bytes) >>>>>> [soundprecache] 3795:)weapons/letranger_shoot_**crit.wav : 96 >>>>>> bits ( 12.000 bytes) >>>>>> >>>>>> >>>>>> 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