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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