I run a set of MvM servers on Debian Wheezy x64, and have been
experiencing a problem with net buffer overflows partway into long
rounds of 30+ waves after the SteamPipe update.  I recently discovered
via SPUF that other server owners running comparable popfiles have also
been having this problem, which gives random users net buffer overflows
during the round, and keeps them from re-entering the server.

Unfortunately, despite using every available remedy (increasing rates on
both client and server, trying to cap currency via plugins, etc), we're
all still receiving this issue, so I'd like to hear if there's any way
to help the devs debug this.  There are no unusual log entries to
report, even with -debug, as the users disconnected just show up as
"Disconnect by user".  I'd be happy to provide Wireshark packet
captures, but I suspect that the packets involved are encrypted and
wouldn't do much good without the relevant keys.  The client's log
merely shows these two entries:

  Disconnect: Buffer overflow in net message.

  Host_EndGame: Buffer overflow in net message

This is a huge problem for our servers, and on my end, many users are
beginning to leave, as the only way to "fix" it is to restart the server
process or change map, both of which cause a disappointing loss of
progress into a long mission.

The popfiles we use are here on my github, if needed:
https://github.com/N3X15/failtrain-30wave-popfiles  The engineers do
spawn and do their thing on our end, since we use an add-on to spawn the
relevant hint entities, but it should work fine beyond that on any other
server.

Thanks in advance.

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