[hlds] Improved engine handling of server queries ?

2011-01-31 Thread steve grout
Since valve tried to do this we're still having issues if we do not hide 
the servers.  Where as before the server was under attack it used to 
timeout for everyone it now, so it seems, just stops responding the the 
ping (still can be queried using status).  That's great in that is 
doesn't kill a game however one side effect is that, when the server 
goes into this 'mode', if someone should have a network problem and 
disconnect for any reason, they cannot rejoin the server, in fact no one 
can join the server until it's been restarted.


This happens on both our windows and linux servers. Are other people 
experiencing the same thing?


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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Saul Rennison
You can't help it. Tradeoff some players not being able to connect for
your server not going down.

On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
 Since valve tried to do this we're still having issues if we do not hide the 
 servers.  Where as before the server was under attack it used to timeout for 
 everyone it now, so it seems, just stops responding the the ping (still can 
 be queried using status).  That's great in that is doesn't kill a game 
 however one side effect is that, when the server goes into this 'mode', if 
 someone should have a network problem and disconnect for any reason, they 
 cannot rejoin the server, in fact no one can join the server until it's been 
 restarted.

 This happens on both our windows and linux servers. Are other people 
 experiencing the same thing?

 ___
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-- 

Thanks,
 - Saul.

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread steve grout
yeah i see your point but it's not some players that have the problem 
when the server goes into this mode it's every player until the server 
instance has been restarted so in short they still succeed in disrupting 
the server as no one can join it.  This only happens to our match 
servers as well so i can on speculate that if the same is true for all 
servers they would also still be successful in emptying a server due to 
new people not being able to join.


most annoying in matches having to swap servers all the time!  Well not 
all the time now as the match servers have been hidden again.


On 31/01/2011 13:37, Saul Rennison wrote:

You can't help it. Tradeoff some players not being able to connect for
your server not going down.

On Monday, 31 January 2011, steve groutsteve.gr...@gmail.com  wrote:

Since valve tried to do this we're still having issues if we do not hide the 
servers.  Where as before the server was under attack it used to timeout for 
everyone it now, so it seems, just stops responding the the ping (still can be 
queried using status).  That's great in that is doesn't kill a game however one 
side effect is that, when the server goes into this 'mode', if someone should 
have a network problem and disconnect for any reason, they cannot rejoin the 
server, in fact no one can join the server until it's been restarted.

This happens on both our windows and linux servers. Are other people 
experiencing the same thing?

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Harry Strongburg
On Mon, Jan 31, 2011 at 09:20:02AM +, steve grout wrote:
 when the server goes into this 'mode', if someone should have a 
 network problem and disconnect for any reason, they cannot rejoin the 
 server

Does `connect ip:port' in the console work fine? It works fine for me. 
It just won't work via the server browser because the server browser 
attempts to grab a user-list/map/etc before attempting a connect.

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread steve grout
Nope, cant connect using the connect string in the console either when 
it's gone into this mode.  Yeah we have to use the connect string to 
connect to the servers when they are hidden so...


On 31/01/2011 14:09, Harry Strongburg wrote:

On Mon, Jan 31, 2011 at 09:20:02AM +, steve grout wrote:

when the server goes into this 'mode', if someone should have a
network problem and disconnect for any reason, they cannot rejoin the
server

Does `connect ip:port' in the console work fine? It works fine for me.
It just won't work via the server browser because the server browser
attempts to grab a user-list/map/etc before attempting a connect.

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Saul Rennison
You can't help it. Tradeoff some players not being able to connect for
your server not going down.

On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
 Since valve tried to do this we're still having issues if we do not hide the 
 servers.  Where as before the server was under attack it used to timeout for 
 everyone it now, so it seems, just stops responding the the ping (still can 
 be queried using status).  That's great in that is doesn't kill a game 
 however one side effect is that, when the server goes into this 'mode', if 
 someone should have a network problem and disconnect for any reason, they 
 cannot rejoin the server, in fact no one can join the server until it's been 
 restarted.

 This happens on both our windows and linux servers. Are other people 
 experiencing the same thing?

 ___
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 visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


-- 

Thanks,
 - Saul.

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Kevin b er
Well if it stays in that mode until restarting, then it IS a denial of
service attack.

On Mon, Jan 31, 2011 at 9:51 AM, Saul Rennison saul.renni...@gmail.comwrote:

 You can't help it. Tradeoff some players not being able to connect for
 your server not going down.

 On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
  Since valve tried to do this we're still having issues if we do not hide
 the servers.  Where as before the server was under attack it used to timeout
 for everyone it now, so it seems, just stops responding the the ping (still
 can be queried using status).  That's great in that is doesn't kill a game
 however one side effect is that, when the server goes into this 'mode', if
 someone should have a network problem and disconnect for any reason, they
 cannot rejoin the server, in fact no one can join the server until it's been
 restarted.
 
  This happens on both our windows and linux servers. Are other people
 experiencing the same thing?
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 

 --

 Thanks,
  - Saul.

 ___
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 please visit:
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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Dominik Friedrichs
He should just analyze his darn network traffic to see if there is an attack 
taking place at all, then try to filter the packets.
If that doesnt work then neither wont anything from Valve's side, on which I 
wouldnt count anyway given the daily crashes on my servers which they are 
unwilling to fix. At best they are only going to break more parts of srcds 
in their miserable attempts at fixing things.


But lets face it, you just cannot run a service smoothly with an ongoing 
attack.

You have to fight the cause and not the symptoms.

- Original Message - 
From: Kevin b er kevin-b...@starmen.net
To: Half-Life dedicated Win32 server mailing list 
hlds@list.valvesoftware.com

Sent: Monday, January 31, 2011 17:58
Subject: Re: [hlds] Improved engine handling of server queries ?



Well if it stays in that mode until restarting, then it IS a denial of
service attack.

On Mon, Jan 31, 2011 at 9:51 AM, Saul Rennison 
saul.renni...@gmail.comwrote:



You can't help it. Tradeoff some players not being able to connect for
your server not going down.

On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
 Since valve tried to do this we're still having issues if we do not 
 hide
the servers.  Where as before the server was under attack it used to 
timeout
for everyone it now, so it seems, just stops responding the the ping 
(still
can be queried using status).  That's great in that is doesn't kill a 
game
however one side effect is that, when the server goes into this 'mode', 
if

someone should have a network problem and disconnect for any reason, they
cannot rejoin the server, in fact no one can join the server until it's 
been

restarted.

 This happens on both our windows and linux servers. Are other people
experiencing the same thing?

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds


--

Thanks,
 - Saul.

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Alfred Reynolds
Try increasing the sv_max_queries_sec_global variable, its currently 3000/sec, 
try 10k or more. This will effectively disable apart of the DoS protection 
(making only the per-ip part work) but it should prevent squelching of the 
connect packet.

- Alfred

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of steve grout
 Sent: Monday, January 31, 2011 1:20 AM
 To: Half-Life dedicated Win32 server mailing list
 Subject: [hlds] Improved engine handling of server queries ?
 
 Since valve tried to do this we're still having issues if we do not
 hide
 the servers.  Where as before the server was under attack it used to
 timeout for everyone it now, so it seems, just stops responding the the
 ping (still can be queried using status).  That's great in that is
 doesn't kill a game however one side effect is that, when the server
 goes into this 'mode', if someone should have a network problem and
 disconnect for any reason, they cannot rejoin the server, in fact no
 one
 can join the server until it's been restarted.
 
 This happens on both our windows and linux servers. Are other people
 experiencing the same thing?
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread steve grout
many thanks for that Alfred im changing the setting after i send this 
email..


Regards

Steve

On 31/01/2011 23:52, Alfred Reynolds wrote:

Try increasing the sv_max_queries_sec_global variable, its currently 3000/sec, 
try 10k or more. This will effectively disable apart of the DoS protection 
(making only the per-ip part work) but it should prevent squelching of the 
connect packet.

- Alfred


-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of steve grout
Sent: Monday, January 31, 2011 1:20 AM
To: Half-Life dedicated Win32 server mailing list
Subject: [hlds] Improved engine handling of server queries ?

Since valve tried to do this we're still having issues if we do not
hide
the servers.  Where as before the server was under attack it used to
timeout for everyone it now, so it seems, just stops responding the the
ping (still can be queried using status).  That's great in that is
doesn't kill a game however one side effect is that, when the server
goes into this 'mode', if someone should have a network problem and
disconnect for any reason, they cannot rejoin the server, in fact no
one
can join the server until it's been restarted.

This happens on both our windows and linux servers. Are other people
experiencing the same thing?

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please visit:
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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread gameadmin
Curious... if this is a per-second thing, how come once this happens the
server never recovers?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
 Sent: 31 January 2011 23:53
 To: 'steve.gr...@gmail.com'; 'Half-Life dedicated Win32 server mailing
 list'
 Subject: Re: [hlds] Improved engine handling of server queries ?
 
 Try increasing the sv_max_queries_sec_global variable, its currently
 3000/sec, try 10k or more. This will effectively disable apart of the
 DoS protection (making only the per-ip part work) but it should prevent
 squelching of the connect packet.
 
 - Alfred
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of steve grout
  Sent: Monday, January 31, 2011 1:20 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: [hlds] Improved engine handling of server queries ?
 
  Since valve tried to do this we're still having issues if we do not
  hide
  the servers.  Where as before the server was under attack it used to
  timeout for everyone it now, so it seems, just stops responding the
 the
  ping (still can be queried using status).  That's great in that is
  doesn't kill a game however one side effect is that, when the server
  goes into this 'mode', if someone should have a network problem and
  disconnect for any reason, they cannot rejoin the server, in fact no
  one
  can join the server until it's been restarted.
 
  This happens on both our windows and linux servers. Are other people
  experiencing the same thing?
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Alfred Reynolds
After sending this I did some digging in the games engine code and found both a 
bug fix around this (causing the server to stop replying to connects when it 
shouldn't) and an optimization opportunity, so the next update should improve 
this behavior so that you won't need to play with that cvar's value.

- Alfred

 -Original Message-
 From: steve grout [mailto:steve.gr...@gmail.com]
 Sent: Monday, January 31, 2011 5:04 PM
 To: Alfred Reynolds; Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] Improved engine handling of server queries ?
 
 many thanks for that Alfred im changing the setting after i send this
 email..
 
 Regards
 
 Steve
 
 On 31/01/2011 23:52, Alfred Reynolds wrote:
  Try increasing the sv_max_queries_sec_global variable, its currently
 3000/sec, try 10k or more. This will effectively disable apart of the
 DoS protection (making only the per-ip part work) but it should prevent
 squelching of the connect packet.
 
  - Alfred
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of steve grout
  Sent: Monday, January 31, 2011 1:20 AM
  To: Half-Life dedicated Win32 server mailing list
  Subject: [hlds] Improved engine handling of server queries ?
 
  Since valve tried to do this we're still having issues if we do not
  hide
  the servers.  Where as before the server was under attack it used to
  timeout for everyone it now, so it seems, just stops responding the
 the
  ping (still can be queried using status).  That's great in that is
  doesn't kill a game however one side effect is that, when the server
  goes into this 'mode', if someone should have a network problem and
  disconnect for any reason, they cannot rejoin the server, in fact no
  one
  can join the server until it's been restarted.
 
  This happens on both our windows and linux servers. Are other people
  experiencing the same thing?
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds

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Re: [hlds] Improved engine handling of server queries ?

2011-01-31 Thread Alfred Reynolds
*cough*bugs*cough*

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
 boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org
 Sent: Monday, January 31, 2011 4:54 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] Improved engine handling of server queries ?
 
 Curious... if this is a per-second thing, how come once this happens
 the
 server never recovers?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
  boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
  Sent: 31 January 2011 23:53
  To: 'steve.gr...@gmail.com'; 'Half-Life dedicated Win32 server
 mailing
  list'
  Subject: Re: [hlds] Improved engine handling of server queries ?
 
  Try increasing the sv_max_queries_sec_global variable, its currently
  3000/sec, try 10k or more. This will effectively disable apart of the
  DoS protection (making only the per-ip part work) but it should
 prevent
  squelching of the connect packet.
 
  - Alfred
 
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
   boun...@list.valvesoftware.com] On Behalf Of steve grout
   Sent: Monday, January 31, 2011 1:20 AM
   To: Half-Life dedicated Win32 server mailing list
   Subject: [hlds] Improved engine handling of server queries ?
  
   Since valve tried to do this we're still having issues if we do not
   hide
   the servers.  Where as before the server was under attack it used
 to
   timeout for everyone it now, so it seems, just stops responding the
  the
   ping (still can be queried using status).  That's great in that is
   doesn't kill a game however one side effect is that, when the
 server
   goes into this 'mode', if someone should have a network problem and
   disconnect for any reason, they cannot rejoin the server, in fact
 no
   one
   can join the server until it's been restarted.
  
   This happens on both our windows and linux servers. Are other
 people
   experiencing the same thing?
  
   ___
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  archives,
   please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlds
 
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 archives,
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