[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
Re: [hlds] Improved engine handling of server queries ?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Improved engine handling of server queries ?
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? ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Improved engine handling of server queries ?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Improved engine handling of server queries ?
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Improved engine handling of server queries ?
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Improved engine handling of server queries ?
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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? ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Improved engine handling of server queries ?
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Improved engine handling of server queries ?
*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? ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds