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) >>>>>>> >>>>>>> >>>>>>> ______________________________**_________________ >>>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>>> archives, please visit: >>>>>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** >>>>>>> hlds_linux<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<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> >>>>> >>>> ______________________________**_________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> 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