I have on 5 gig netspike file and one 3 gig. :/

On Thu, Jul 12, 2012 at 10:36 AM, DontWannaName! <ad...@topnotchclan.com>wrote:

> 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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>>>>>>>
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>>
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