Re: [Csgo_servers] Huge loss problem

2013-11-25 Thread arnold lam
So the support did another speed test for me. Uploaded a file, shows 72mbps, I 
don't get why my server lags…

Sent from my iPhone

 On 24 Nov, 2013, at 11:51 pm, arnold lam arnoldla...@hotmail.com wrote:
 
 I guess this is a bandwidth tmr, I've semt them an email about this issue, 
 hope they will bring some good news. 
 
 Since today is Sunday so they will respond tomorrow.
 
 On 24 Nov, 2013, at 11:34 pm, ics i...@ics-base.net wrote:
 
 There's only 3 possible reasons
 
 1. Insufficient bandwidth
 2. Hardware issue (your server end or network hardware)
 3. Issue within the game.
 
 That being said, in CSS, zombie escape servers never ran without choke or 
 loss of tickrate when they were over 40+ slots or more full. Didn't matter 
 if you were behind 1Gbps or how powerfull the system was. When 1 core where 
 the server runs is saturated, then it's lag time.
 
 -ics
 
 arnold lam kirjoitti:
 Server starts to lag when it uses 10mbps, where did the 8mbps went? I 
 rented this just for 1 of my csgo servers.
 
 
 Date: Sun, 24 Nov 2013 16:22:30 +0100
 From: e...@evcz.tk
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Huge loss problem
 
 18.20mbit is very low... so maybe that's the issue
 
 
 On Sun, Nov 24, 2013 at 4:17 PM, arnold lam arnoldla...@hotmail.com 
 mailto:arnoldla...@hotmail.com wrote:
 
   Here is the result. I tested it at 23:17pm.
 
 
   root@arnold:~# speedtest-cli
   Retrieving speedtest.net http://speedtest.net configuration...
   Retrieving speedtest.net http://speedtest.net server list...
   Testing from SunnyVision Limited (124.248.225.130)...
   Selecting best server based on ping...
   Hosted by Telin (Hong Kong) [3.25 km]: 11.285 ms
   Testing download speed
   Download: 45.09 Mbit/s
   Testing upload speed..
   Upload: 18.20 Mbit/s
   root@arnold:~#
 
 
   
   Date: Sun, 24 Nov 2013 07:06:14 -0800
   From: rit...@vsritual.com mailto:rit...@vsritual.com
 
   To: csgo_servers@list.valvesoftware.com
   mailto:csgo_servers@list.valvesoftware.com
   Subject: Re: [Csgo_servers] Huge loss problem
 
   You have some good hardware so I doubt it is the problem. About
   how many players does it choke at?
 
   I also suggest running a speed test yourself to verify the speeds
   you're receiving. 100Mb is good but more is preferred.
 
   You can check out a cli version of the speedtest from Github since
   you (hopefully) aren't running X in the background. Make sure you
   run the test without the DS running.
 
   Good luck https://github.com/sivel/speedtest-cli
 
   On Nov 24, 2013 7:01 AM, Marco Padovan e...@evcz.tk
   mailto:e...@evcz.tk wrote:
 
   Ah ok... 30 on 32 is fine then...
 
   You should ask your system administrator to review what's the
   bottleneck.
 
   Could be either CPU or network if that happens only when
   crossing a certain amount of players/load
 
   Marco Padovan
   Chief Technical Officer
   http://www.hiperz.com
 
 
   On Sun, Nov 24, 2013 at 3:55 PM, arnold lam
   arnoldla...@hotmail.com mailto:arnoldla...@hotmail.com wrote:
 
   Yes I have been running Ubuntu 12.04 since I have s tarted
   this server.
   Also, I made it run on 32 tick. My server simply cannot
   handle 64 tick. But I can handle 32 tick perfectly.
 
 
   
 
   Date: Sun, 24 Nov 2013 15:51:59 +0100
 
   From: e...@evcz.tk mailto:e...@evcz.tk
   To: csgo_servers@list.valvesoftware.com
   mailto:csgo_servers@list.valvesoftware.com
   Subject: Re: [Csgo_servers] Huge loss problem
 
   As, that should never ever go below 64 or 128 (based on
   the tickrate your are using) for long time...
 
   Make sure you server is properly setup to handle that
   load... where you running it on ubuntu 12.04 even while
   you were hosting at home?
 
   Marco Padovan
   Chief Technical Officer
   http://www.hiperz.com http://www.hiperz.com/
 
 
   On Sun, Nov 24, 2013 at 3:48 PM, arnold lam
   arnoldla...@hotmail.com mailto:arnoldla...@hotmail.com
   wrote:
 
   The SV is the value that counts the tickrate in
   net_graph 1. If it is throttled, what should I do to
   reduce this lag/choke?
   Thanks.
 
   
 
   Date: Sun, 24 Nov 2013 15:31:04 +0100
   From: e...@evcz.tk mailto:e...@evcz.tk
   To: csgo_servers@list.valvesoftware.com
   mailto:csgo_servers@list.valvesoftware.com
   Subject: Re: 

Re: [Csgo_servers] Huge loss problem

2013-11-25 Thread Vitor F. - Killall
Maybe it's just a firewall limiting the number of packages per seconds,
very common solution to block DDOS.

You can check the status of udp sockets throgth this command: cat
/proc/net/udp

Then convert the local_address column to int(hex-int) match your server
port, if you are using the default config(port 27015), will be something
like this: X:6987. Then check the drops column in the same line.

If is low(less than 2000 running at least 1 hour, with players), probably
isn't a server problem, maybe a firewall, ddos protecion false positive,
etc. If is too high, you have a problem in your dedicated server
configuration. Check your firewall rules( sudo iptables -L).


2013/11/25 arnold lam arnoldla...@hotmail.com

 So the support did another speed test for me. Uploaded a file, shows
 72mbps, I don't get why my server lags…

 Sent from my iPhone

  On 24 Nov, 2013, at 11:51 pm, arnold lam arnoldla...@hotmail.com
 wrote:
 
  I guess this is a bandwidth tmr, I've semt them an email about this
 issue, hope they will bring some good news.
 
  Since today is Sunday so they will respond tomorrow.
 
  On 24 Nov, 2013, at 11:34 pm, ics i...@ics-base.net wrote:
 
  There's only 3 possible reasons
 
  1. Insufficient bandwidth
  2. Hardware issue (your server end or network hardware)
  3. Issue within the game.
 
  That being said, in CSS, zombie escape servers never ran without choke
 or loss of tickrate when they were over 40+ slots or more full. Didn't
 matter if you were behind 1Gbps or how powerfull the system was. When 1
 core where the server runs is saturated, then it's lag time.
 
  -ics
 
  arnold lam kirjoitti:
  Server starts to lag when it uses 10mbps, where did the 8mbps went? I
 rented this just for 1 of my csgo servers.
 
 
 
  Date: Sun, 24 Nov 2013 16:22:30 +0100
  From: e...@evcz.tk
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] Huge loss problem
 
  18.20mbit is very low... so maybe that's the issue
 
 
  On Sun, Nov 24, 2013 at 4:17 PM, arnold lam 
  arnoldla...@hotmail.commailto:
 arnoldla...@hotmail.com wrote:
 
Here is the result. I tested it at 23:17pm.
 
 
root@arnold:~# speedtest-cli
Retrieving speedtest.net http://speedtest.net configuration...
Retrieving speedtest.net http://speedtest.net server list...
Testing from SunnyVision Limited (124.248.225.130)...
Selecting best server based on ping...
Hosted by Telin (Hong Kong) [3.25 km]: 11.285 ms
Testing download speed
Download: 45.09 Mbit/s
Testing upload
 speed..
Upload: 18.20 Mbit/s
root@arnold:~#
 
 
 
 
Date: Sun, 24 Nov 2013 07:06:14 -0800
From: rit...@vsritual.com mailto:rit...@vsritual.com
 
To: csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Huge loss problem
 
You have some good hardware so I doubt it is the problem. About
how many players does it choke at?
 
I also suggest running a speed test yourself to verify the speeds
you're receiving. 100Mb is good but more is preferred.
 
You can check out a cli version of the speedtest from Github since
you (hopefully) aren't running X in the background. Make sure you
run the test without the DS running.
 
Good luck https://github.com/sivel/speedtest-cli
 
On Nov 24, 2013 7:01 AM, Marco Padovan e...@evcz.tk
mailto:e...@evcz.tk wrote:
 
Ah ok... 30 on 32 is fine then...
 
You should ask your system administrator to review what's the
bottleneck.
 
Could be either CPU or network if that happens only when
crossing a certain amount of players/load
 
Marco Padovan
Chief Technical Officer
http://www.hiperz.com
 
 
On Sun, Nov 24, 2013 at 3:55 PM, arnold lam
arnoldla...@hotmail.com mailto:arnoldla...@hotmail.com
 wrote:
 
Yes I have been running Ubuntu 12.04 since I have s tarted
this server.
Also, I made it run on 32 tick. My server simply cannot
handle 64 tick. But I can handle 32 tick perfectly.
 
 
 
 
Date: Sun, 24 Nov 2013 15:51:59 +0100
 
From: e...@evcz.tk mailto:e...@evcz.tk
To: csgo_servers@list.valvesoftware.com
mailto:csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Huge loss problem
 
As, that should never ever go below 64 or 128 (based on
the tickrate your are using) for long time...
 
Make sure you server is properly setup to handle that
load... where you running it on ubuntu 12.04 even while
you were hosting at home?
 

Re: [Csgo_servers] Huge loss problem

2013-11-25 Thread arnold lam
iptables:root@arnold:~# iptables -LChain INPUT (policy ACCEPT)target prot 
opt source   destination
Chain FORWARD (policy ACCEPT)target prot opt source   
destination
Chain OUTPUT (policy ACCEPT)target prot opt source   destination
cat /proc/net/udp 

  sl  local_address rem_address   st tx_queue rx_queue tr tm-when retrnsmt   
uid  timeout inode ref pointer drops  816: :6915 : 07 
: 00:   10000 27068500 2 
880213985080 0  920: :697D : 07 : 
00:   10000 27068478 2 880213982300 0  930: 
:6987 : 07 :1680 00:   1000 
   0 27068477 2 880213980380 615  951: :699C : 07 
: 00:   10000 27068499 2 
880213983100 0 2640: 017F:0035 : 07 : 
00:  00 13057 2 880212031180 0



Is this normal?



Date: Mon, 25 Nov 2013 10:19:03 -0200
From: x30...@gmail.com
To: csgo_servers@list.valvesoftware.com
Subject: Re: [Csgo_servers] Huge loss problem

Maybe it's just a firewall limiting the number of packages per seconds, very 
common solution to block DDOS.
You can check the status of udp sockets throgth this command: cat /proc/net/udp

Then convert the local_address column to int(hex-int) match your server port, 
if you are using the default config(port 27015), will be something like this: 
X:6987. Then check the drops column in the same line.

If is low(less than 2000 running at least 1 hour, with players), probably isn't 
a server problem, maybe a firewall, ddos protecion false positive, etc. If is 
too high, you have a problem in your dedicated server configuration. Check your 
firewall rules( sudo iptables -L).



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Re: [Csgo_servers] CSGO ticrate problems

2013-11-25 Thread Ejziponken
Well its running 128tic with 20 slots now. Not 32.. :/

Date: Sat, 23 Nov 2013 18:10:55 -0800
From: ml-node+s1073505n5862...@n5.nabble.com
To: sza...@hotmail.com
Subject: RE: CSGO ticrate problems



Hey ~  Ejziponken 


Did you fix performance issue ?

I went to your DM Server. and I checked tickrate.

no problem 128 tic ??

What is your server spec ?  

about 3.0g,  Can this cpu do capable 128tic with 20players ?? Or Did you 
upgrade cpu ?










If you reply to this email, your message will be added to the 
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NAML
  



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[Csgo_servers] Update problems

2013-11-25 Thread Charalampos Galanis
Occasionaly , there are times that  a csgo update overwrites my
mapcycle.txt (I use  it because SM reads maps from there) and
pure_server_whitelist.txt , both located in csgo folder. How to prevent
steamcmd overwritting the above files , or any file I want? Is there a
special parameter I have to set on the steamcmd_script file?

Also , how to prevent steamcmd from downloading the
ugc_collection_cache.txt file , it is known that this file messes up
workshop collections.

Thank you in advance!!
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Re: [Csgo_servers] Update problems

2013-11-25 Thread Absurd Minds
You can edit sourcemod to read from a different map file instead. I don't
remember what file that's located in, but one of the sourcemod config files
allows you to designate a different file. Change it to something like
mymapcycle.txt or whatever.

I don't know the answer to your other questions.
On Nov 25, 2013 9:09 AM, Charalampos Galanis xngala...@gmail.com wrote:

 Occasionaly , there are times that  a csgo update overwrites my
 mapcycle.txt (I use  it because SM reads maps from there) and
 pure_server_whitelist.txt , both located in csgo folder. How to prevent
 steamcmd overwritting the above files , or any file I want? Is there a
 special parameter I have to set on the steamcmd_script file?

 Also , how to prevent steamcmd from downloading the
 ugc_collection_cache.txt file , it is known that this file messes up
 workshop collections.

 Thank you in advance!!






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Re: [Csgo_servers] Csgo server issues

2013-11-25 Thread c0m4r

I can cofirm that this happening on Debian 6 i 7.

Sometimes it helps to remove the ~/Steam and the platform 
directories, then update the installation. In another situation, it 
started only after the system reboot.


W dniu 2013-11-24 23:42, squallfxx napisał(a):

I Had also posted about this issue..

I have the same exact problem with debian 6 and debian 7.2. Also.. on a 
3rd
machine with debian 6 I don't have any problem running csgo with sudo 
-u

/user/ ..

I've been trying to solve this problem since Nov 17, with no success..



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Re: [Csgo_servers] Update problems

2013-11-25 Thread Aleksandar Petrov
A workaround is to have these files on a different location and restore
them with a script after the update. The same is with
ugc_collection_cache.txt and other files you might want to delete. We are
deleting such files in the same script.


On Mon, Nov 25, 2013 at 3:17 PM, Absurd Minds goabs...@absurdminds.netwrote:

 You can edit sourcemod to read from a different map file instead. I don't
 remember what file that's located in, but one of the sourcemod config files
 allows you to designate a different file. Change it to something like
 mymapcycle.txt or whatever.

 I don't know the answer to your other questions.
 On Nov 25, 2013 9:09 AM, Charalampos Galanis xngala...@gmail.com
 wrote:

 Occasionaly , there are times that  a csgo update overwrites my
 mapcycle.txt (I use  it because SM reads maps from there) and
 pure_server_whitelist.txt , both located in csgo folder. How to prevent
 steamcmd overwritting the above files , or any file I want? Is there a
 special parameter I have to set on the steamcmd_script file?

 Also , how to prevent steamcmd from downloading the
 ugc_collection_cache.txt file , it is known that this file messes up
 workshop collections.

 Thank you in advance!!






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Re: [Csgo_servers] Huge loss problem

2013-11-25 Thread arnold lam
It has hardware firewall, that's why ip tables is not needed. Btw basically I'm 
the system administrator, they can't do much.

Sent from my iPhone

 On 25 Nov, 2013, at 11:17 pm, Marco Padovan e...@evcz.tk wrote:
 
 You are running without any firewall rule?!? O.o
 
 To me that is not good, nor normal.
 
 Ask your system administrator to setup a proper firewall ruleset and then to 
 debug your performance issues, probably it's just something not 
 setup/properly setup
 
 Marco Padovan
 Chief Technical Officer
 http://www.hiperz.com
 
 
 On Mon, Nov 25, 2013 at 2:33 PM, arnold lam arnoldla...@hotmail.com wrote:
 iptables:
 root@arnold:~# iptables -L
 Chain INPUT (policy ACCEPT)
 target prot opt source   destination
 
 Chain FORWARD (policy ACCEPT)
 target prot opt source   destination
 
 Chain OUTPUT (policy ACCEPT)
 target prot opt source   destination
 
 cat /proc/net/udp 
 
 
   sl  local_address rem_address   st tx_queue rx_queue tr tm-when retrnsmt  
  uid  timeout inode ref pointer drops
   816: :6915 : 07 : 00:  
  10000 27068500 2 880213985080 0
   920: :697D : 07 : 00:  
  10000 27068478 2 880213982300 0
   930: :6987 : 07 :1680 00:  
  10000 27068477 2 880213980380 615
   951: :699C : 07 : 00:  
  10000 27068499 2 880213983100 0
  2640: 017F:0035 : 07 : 00:  
 00 13057 2 880212031180 0
 
 
 
 
 Is this normal?
 
 
 
 
 Date: Mon, 25 Nov 2013 10:19:03 -0200
 From: x30...@gmail.com
 
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Huge loss problem
 
 Maybe it's just a firewall limiting the number of packages per seconds, very 
 common solution to block DDOS.
 
 You can check the status of udp sockets throgth this command: cat 
 /proc/net/udp
 
 Then convert the local_address column to int(hex-int) match your server 
 port, if you are using the default config(port 27015), will be something 
 like this: X:6987. Then check the drops column in the same line.
 
 If is low(less than 2000 running at least 1 hour, with players), probably 
 isn't a server problem, maybe a firewall, ddos protecion false positive, 
 etc. If is too high, you have a problem in your dedicated server 
 configuration. Check your firewall rules( sudo iptables -L).
 
 
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Re: [Csgo_servers] Update problems

2013-11-25 Thread Charalampos Galanis
In fact , I was using another script , which made exactly that work , with
a separate update screen , but sometimes it caused problems (duplicated
server screens) , now I use an older script from hldsupdatetool era , which
is not causing the duplication issue , because I recently introduced the
-autoupdate , -steam_dir and -steamcmd_script lines (they are required
for the automatic steam update SM plugin) in the command line parameter line
.


2013/11/25 Aleksandar Petrov geniu...@gmail.com

 A workaround is to have these files on a different location and restore
 them with a script after the update. The same is with
 ugc_collection_cache.txt and other files you might want to delete. We are
 deleting such files in the same script.


 On Mon, Nov 25, 2013 at 3:17 PM, Absurd Minds goabs...@absurdminds.netwrote:

 You can edit sourcemod to read from a different map file instead. I don't
 remember what file that's located in, but one of the sourcemod config files
 allows you to designate a different file. Change it to something like
 mymapcycle.txt or whatever.

 I don't know the answer to your other questions.
 On Nov 25, 2013 9:09 AM, Charalampos Galanis xngala...@gmail.com
 wrote:

 Occasionaly , there are times that  a csgo update overwrites my
 mapcycle.txt (I use  it because SM reads maps from there) and
 pure_server_whitelist.txt , both located in csgo folder. How to prevent
 steamcmd overwritting the above files , or any file I want? Is there a
 special parameter I have to set on the steamcmd_script file?

 Also , how to prevent steamcmd from downloading the
 ugc_collection_cache.txt file , it is known that this file messes up
 workshop collections.

 Thank you in advance!!






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Re: [Csgo_servers] Huge loss problem

2013-11-25 Thread Marco Padovan
Maybe then the issue relies on the hardware firewall.

Post the specs and rulesets in use

Marco Padovan
Chief Technical Officer
http://www.hiperz.com


On Mon, Nov 25, 2013 at 4:29 PM, arnold lam arnoldla...@hotmail.com wrote:

 It has hardware firewall, that's why ip tables is not needed. Btw
 basically I'm the system administrator, they can't do much.

 Sent from my iPhone

 On 25 Nov, 2013, at 11:17 pm, Marco Padovan e...@evcz.tk wrote:

 You are running without any firewall rule?!? O.o

 To me that is not good, nor normal.

 Ask your system administrator to setup a proper firewall ruleset and then
 to debug your performance issues, probably it's just something not
 setup/properly setup

 Marco Padovan
 Chief Technical Officer
 http://www.hiperz.com


 On Mon, Nov 25, 2013 at 2:33 PM, arnold lam arnoldla...@hotmail.comwrote:

 iptables:
 root@arnold:~# iptables -L
 Chain INPUT (policy ACCEPT)
 target prot opt source   destination

 Chain FORWARD (policy ACCEPT)
 target prot opt source   destination

 Chain OUTPUT (policy ACCEPT)
 target prot opt source   destination

 cat /proc/net/udp


   sl  local_address rem_address   st tx_queue rx_queue tr tm-when
 retrnsmt   uid  timeout inode ref pointer drops
   816: :6915 : 07 : 00:
   10000 27068500 2 880213985080 0
   920: :697D : 07 : 00:
   10000 27068478 2 880213982300 0
   930: :6987 : 07 :1680 00:
   10000 27068477 2 880213980380 615
   951: :699C : 07 : 00:
   10000 27068499 2 880213983100 0
  2640: 017F:0035 : 07 : 00:
  00 13057 2 880212031180 0




 Is this normal?




 --
 Date: Mon, 25 Nov 2013 10:19:03 -0200
 From: x30...@gmail.com

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Huge loss problem

 Maybe it's just a firewall limiting the number of packages per seconds,
 very common solution to block DDOS.

 You can check the status of udp sockets throgth this command: cat
 /proc/net/udp

 Then convert the local_address column to int(hex-int) match your server
 port, if you are using the default config(port 27015), will be something
 like this: X:6987. Then check the drops column in the same line.

 If is low(less than 2000 running at least 1 hour, with players), probably
 isn't a server problem, maybe a firewall, ddos protecion false positive,
 etc. If is too high, you have a problem in your dedicated server
 configuration. Check your firewall rules( sudo iptables -L).


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Re: [Csgo_servers] Csgo server issues

2013-11-25 Thread squallfxx
Same result after your suggestions.. 



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Re: [Csgo_servers] Csgo server issues

2013-11-25 Thread mundo . alterno
no hope in the next update I solved


Enviado de Samsung Mobile

 Mensaje original 
De: squallfxx squall...@gmail.com 
Fecha: 26/11/2013  1:49  (GMT+01:00) 
Para: csgo_servers@list.valvesoftware.com 
Asunto: Re: [Csgo_servers] Csgo server issues 
 
Same result after your suggestions.. 



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Re: [Csgo_servers] Huge loss problem

2013-11-25 Thread arnold lam
So there is a firewall in between. But it shouldn't slow traffic down because 
if there is incoming DDOS, it will Blackhole/null route the ip. Basically it 
won't reach my server. Therefore it is still a bandwidth issue. 

I want to know what is restricting the bandwidth. I can download upload files 
at a high speed. 1 gig download 100mbps upload. But srcds can only use 
13.5mbps. Basically everyone has the same amount lag no matter they are 
overseas or locally.

Sent from my iPhone

 On 26 Nov, 2013, at 6:19 am, ritual rit...@vsritual.com wrote:
 
 To be honest it's a bit of a cop-out answer as most script-kiddie DDOS 
 attacks are from UDP SYN Flooding which are can be stopped by hardware 
 firewalls.  If it was a firewall issue, there would be more than one system 
 affected and therefore more people complaining. I think we've narrowed down 
 the problem here to limited bandwidth and that it is now up to his vendor to 
 see if it is possible for them to provide more. Lowering tick and limiting 
 players are all temporary fixes to the over-arching problem.
 
 Good luck with the vendor.
 
 
 
 
 
 On Mon, Nov 25, 2013 at 12:01 PM, Marco Padovan e...@evcz.tk wrote:
 Maybe then the issue relies on the hardware firewall.
 
 Post the specs and rulesets in use
 
 Marco Padovan
 Chief Technical Officer
 http://www.hiperz.com
 
 
 On Mon, Nov 25, 2013 at 4:29 PM, arnold lam arnoldla...@hotmail.com wrote:
 It has hardware firewall, that's why ip tables is not needed. Btw basically 
 I'm the system administrator, they can't do much.
 
 Sent from my iPhone
 
 On 25 Nov, 2013, at 11:17 pm, Marco Padovan e...@evcz.tk wrote:
 
 You are running without any firewall rule?!? O.o
 
 To me that is not good, nor normal.
 
 Ask your system administrator to setup a proper firewall ruleset and then 
 to debug your performance issues, probably it's just something not 
 setup/properly setup
 
 Marco Padovan
 Chief Technical Officer
 http://www.hiperz.com
 
 
 On Mon, Nov 25, 2013 at 2:33 PM, arnold lam arnoldla...@hotmail.com 
 wrote:
 iptables:
 root@arnold:~# iptables -L
 Chain INPUT (policy ACCEPT)
 target prot opt source   destination
 
 Chain FORWARD (policy ACCEPT)
 target prot opt source   destination
 
 Chain OUTPUT (policy ACCEPT)
 target prot opt source   destination
 
 cat /proc/net/udp 
 
 
   sl  local_address rem_address   st tx_queue rx_queue tr tm-when 
 retrnsmt   uid  timeout inode ref pointer drops
   816: :6915 : 07 : 00: 
   10000 27068500 2 880213985080 0
   920: :697D : 07 : 00: 
   10000 27068478 2 880213982300 0
   930: :6987 : 07 :1680 00: 
   10000 27068477 2 880213980380 615
   951: :699C : 07 : 00: 
   10000 27068499 2 880213983100 0
  2640: 017F:0035 : 07 : 00: 
  00 13057 2 880212031180 0
 
 
 
 
 Is this normal?
 
 
 
 
 Date: Mon, 25 Nov 2013 10:19:03 -0200
 From: x30...@gmail.com
 
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Huge loss problem
 
 Maybe it's just a firewall limiting the number of packages per seconds, 
 very common solution to block DDOS.
 
 You can check the status of udp sockets throgth this command: cat 
 /proc/net/udp
 
 Then convert the local_address column to int(hex-int) match your server 
 port, if you are using the default config(port 27015), will be something 
 like this: X:6987. Then check the drops column in the same line.
 
 If is low(less than 2000 running at least 1 hour, with players), probably 
 isn't a server problem, maybe a firewall, ddos protecion false positive, 
 etc. If is too high, you have a problem in your dedicated server 
 configuration. Check your firewall rules( sudo iptables -L).
 
 
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