Re: [hlds] Who do we send netspike.txt log too?
I did a controlled test using tr_walkway and a sentry, killing an endless stream of running bots. I used tcpdump to capture all traffic to/from the server and my client, with these results: 300 seconds with both compress flags on: 7653096 bytes (25510 bytes per second) 300 seconds with both compress flags off: 7613287 bytes (25378 bytes per second) My client ran perfectly smoothly during both tests, with net_graph showing no choke at all during the full 5 minutes. Server is on a dedicated box running Windows Server 2008. Srcds instance is a virgin beta-prerelease with nothing custom added except the map I used. Client is on Mac OS X. I restarted both the server and the client before each test. That's almost NO difference. This makes me wonder: we've had none of the lag issues reported on the list. Does that mean that our servers, for some reason, are not compressing to begin with? What else could explain why some folks have issues on their servers while others don't? So strange. - Peter On May 15, 2013, at 22:54 PM, DragonLight ad...@ponyfortress2.com wrote: Do not know specifically, but from watching the numbers seems about 1.5x more going out then normal. Really other then a little bit more bandwidth it was hardly noticeable. Thats a real rough guess from sitting in a 32 player server and watching what I was receiving from the server. Some low bandwidth folks had a hard time playing though, but there was very few of them. Most of our players have high bandwidth connections though so wasn't noticeable. CPU usage was lower, was kind of nice actually :) Should make that a normal option in Source games to let owners decided to compress snapshots or not to save CPU cycles at the expense of a little more bandwidth. Quoting Jeff Sugar jeffsu...@gmail.com: Out of curiosity, how much more is it? I know we can handle it, since the server's been running fine with no complaints, but I'm away from the PC, so I thought one of you had done a comparison of the bandwith reqs. On May 15, 2013 4:51 PM, DragonLight ad...@ponyfortress2.com wrote: Thats great news, our servers have been running great still. Hopefully we'll see a mandatory patch for all source games that fixes the issue soon. Anyone else out there who is running TF2 I would recommend getting the prerelease and putting the new cvars in your server.cfg for now until a patch is released to officially fix it. Just make sure your bandwidth can cope with uncompressed snapshots. steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit sv_compressfragments 0 sv_**compressstringtablebaselines 0 Quoting D Bauhmz sc2p...@gmail.com: DragonLight the the commands worked for us as well. Hopefully while they're pursuing these issues they'll fix up the player join thing too. Maybe we'll wind up coming out better off than we were before the issue! :) *crosses fingers* On Wed, May 15, 2013 at 5:59 PM, scott biszmaier sc...@aol.jp wrote: perfect! thanks for the prompt reply, got it working and the commands are working fine now... will report shortly with results! -- scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:47 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_**compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\**orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version
Re: [hlds] Who do we send netspike.txt log too?
Hey, I've been running the pre-release for a few hours and it definitely seems better although I am noticing the very slightest spikes every so often, maybe this is either a fix and it's just me or this new method lowers the CPU usage to the point where the spikes are hardly noticeably affecting gameplay anymore. Do not know specifically, but from watching the numbers seems about 1.5x more going out then normal. Really other then a little bit more bandwidth it was hardly noticeable. Thats a real rough guess from sitting in a 32 player server and watching what I was receiving from the server. Some low bandwidth folks had a hard time playing though, but there was very few of them. Most of our players have high bandwidth connections though so wasn't noticeable. CPU usage was lower, was kind of nice actually :) Should make that a normal option in Source games to let owners decided to compress snapshots or not to save CPU cycles at the expense of a little more bandwidth. Quoting Jeff Sugar jeffsu...@gmail.com: Out of curiosity, how much more is it? I know we can handle it, since the server's been running fine with no complaints, but I'm away from the PC, so I thought one of you had done a comparison of the bandwith reqs. On May 15, 2013 4:51 PM, DragonLight ad...@ponyfortress2.com wrote: Thats great news, our servers have been running great still. Hopefully we'll see a mandatory patch for all source games that fixes the issue soon. Anyone else out there who is running TF2 I would recommend getting the prerelease and putting the new cvars in your server.cfg for now until a patch is released to officially fix it. Just make sure your bandwidth can cope with uncompressed snapshots. steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit sv_compressfragments 0 sv_**compressstringtablebaselines 0 Quoting D Bauhmz sc2p...@gmail.com: DragonLight the the commands worked for us as well. Hopefully while they're pursuing these issues they'll fix up the player join thing too. Maybe we'll wind up coming out better off than we were before the issue! :) *crosses fingers* On Wed, May 15, 2013 at 5:59 PM, scott biszmaier sc...@aol.jp wrote: perfect! thanks for the prompt reply, got it working and the commands are working fine now... will report shortly with results! -- scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:47 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_**compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\**orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch
Re: [hlds] Who do we send netspike.txt log too?
fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.comwrote: Been catching the spikes with the new commands, should we email them to someone? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. ** ** For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. ** ** There are also occasionally mini-spikes when a player spawns, but I don’t think that’s new. ** ** I have a new “prerelease” beta that adds two convars that can be used to totally disable compression: ** ** sv_compressfragments – defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines – default OFF (new beahvior to turn off compression by default) ** ** You can switch these at any time, but sv_compressfragments is “sticky” --- it takes effect on a per-client basis, at the time when a client connects. ** ** You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. ** ** If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I’d recommend the following netspike / vprof settings: ** ** vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 ** ** *From:* hlds-boun...@list.valvesoftware.com [mailto: hlds-boun...@list.valvesoftware.com] *On Behalf Of *Essay Tew Phaun *Sent:* Wednesday, May 15, 2013 12:15 AM *To:* Half-Life dedicated Win32 server mailing list *Subject:* Re: [hlds] Who do we send netspike.txt log too? ** ** fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. ** ** On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ** ** ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
Is there an ETA when the two new SV commands will be available? I have no problems with the extra bandwidth to verify if it does help or not. Also I know some people use: sv_parallel_sendsnapshot 0 sv_parallel_packentities 0 Would those have anything to do with causing the new issues? We've used them forever, and it is a snapshot issue. Just trying to put 2 and 2 together. -DL Quoting Fletcher Dunn fletch...@valvesoftware.com: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
Yes, those 2 server variables are a part of the beta prerelease right now. You can learn how to grab that update from the link below. https://developer.valvesoftware.com/wiki/SteamCMD On Wed, May 15, 2013 at 12:55 PM, DragonLight ad...@ponyfortress2.comwrote: Is there an ETA when the two new SV commands will be available? I have no problems with the extra bandwidth to verify if it does help or not. Also I know some people use: sv_parallel_sendsnapshot 0 sv_parallel_packentities 0 Would those have anything to do with causing the new issues? We've used them forever, and it is a snapshot issue. Just trying to put 2 and 2 together. -DL Quoting Fletcher Dunn fletch...@valvesoftware.com: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_**compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Been catching the spikes with the new commands, should we email them to someone? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
If your considering a new compression algorithm, I would strongly suggest looking at lz4:- https://code.google.com/p/lz4/ Regards Steve - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, May 15, 2013 5:51 PM Subject: Re: [hlds] Who do we send netspike.txt log too? These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it. In the event of misdirection, illegible or incomplete transmission please telephone +44 845 868 1337 or return
Re: [hlds] Who do we send netspike.txt log too?
Totally forgot about the prerelease command line, thank you very much. Quoting D Bauhmz sc2p...@gmail.com: Yes, those 2 server variables are a part of the beta prerelease right now. You can learn how to grab that update from the link below. https://developer.valvesoftware.com/wiki/SteamCMD On Wed, May 15, 2013 at 12:55 PM, DragonLight ad...@ponyfortress2.comwrote: Is there an ETA when the two new SV commands will be available? I have no problems with the extra bandwidth to verify if it does help or not. Also I know some people use: sv_parallel_sendsnapshot 0 sv_parallel_packentities 0 Would those have anything to do with causing the new issues? We've used them forever, and it is a snapshot issue. Just trying to put 2 and 2 together. -DL Quoting Fletcher Dunn fletch...@valvesoftware.com: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_**compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Been catching the spikes with the new commands, should we email them to someone? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
Probably horrible to do, but +1 for not using Snappy... There are definitely better/faster algorithms available. Thanks, Kyle. On Wed, May 15, 2013 at 9:57 AM, Steven Hartland kill...@multiplay.co.ukwrote: If your considering a new compression algorithm, I would strongly suggest looking at lz4:- https://code.google.com/p/lz4/ Regards Steve - Original Message - From: Fletcher Dunn fletch...@valvesoftware.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wednesday, May 15, 2013 5:51 PM Subject: Re: [hlds] Who do we send netspike.txt log too? These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_**compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com ** [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com **] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Been catching the spikes with the new commands, should we email them to someone? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.commailto:fletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Been catching the spikes with the new commands, should we email them to someone? ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman
Re: [hlds] Who do we send netspike.txt log too?
I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.comwrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_**compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com ** [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com **] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Been catching the spikes with the new commands, should we email them to someone? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds
Re: [hlds] Who do we send netspike.txt log too?
Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.comwrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_**compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com ** [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com **] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Been catching the spikes with the new commands, should we email them to someone? __**_ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hldshttps://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds __**_ To unsubscribe
Re: [hlds] Who do we send netspike.txt log too?
I'm relatively sure it is just TF2 right now. I'm sure it'll make its way to the other games once the fix is confirmed to work, but whether it's brought sooner (in its current workaround-y form /w these cvars) or later (once the issue itself is genuinely fixed) is anybody's guess. On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.com wrote: Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.comwrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_**compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com ** [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com **] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com I'm not sure if they're still wanting logs or not. I think they've kind of found where the problem is. I don't know what it would hurt though. On Wed, May 15, 2013 at 1:59 AM, DragonLight ad...@ponyfortress2.com* *mailto:ad...@ponyfortress2.com** wrote: Been catching the spikes with the new commands, should we email them
Re: [hlds] Who do we send netspike.txt log too?
We’ll confirm the fix in TF2. Then release with the other games soon after. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Wednesday, May 15, 2013 11:45 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I'm relatively sure it is just TF2 right now. I'm sure it'll make its way to the other games once the fix is confirmed to work, but whether it's brought sooner (in its current workaround-y form /w these cvars) or later (once the issue itself is genuinely fixed) is anybody's guess. On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sprayp...@gmail.com wrote: Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto:jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds
Re: [hlds] Who do we send netspike.txt log too?
Hey Fletcher, On my TF2 servers I did update all of them to the prerelease and used: sv_compressfragments 0 sv_compressstringtablebaselines 0 And the SV spike issues went away, even up to 32 players its smooth as butter again like it was pre-steampipe. While it uses more bandwidth, its a small sacrifice to get gameplay smooth again. Very happy and so are the players :) -DL Quoting Fletcher Dunn fletch...@valvesoftware.com: We?ll confirm the fix in TF2. Then release with the other games soon after. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Wednesday, May 15, 2013 11:45 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I'm relatively sure it is just TF2 right now. I'm sure it'll make its way to the other games once the fix is confirmed to work, but whether it's brought sooner (in its current workaround-y form /w these cvars) or later (once the issue itself is genuinely fixed) is anybody's guess. On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sprayp...@gmail.com wrote: Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto:jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0
Re: [hlds] Who do we send netspike.txt log too?
Is there any chance we can get the shim too? CS:S has been on Steam| for two weeks longer, so any test to fix the problem would be appreciated. Thanks, Kyle. On 15 May 2013 13:45, DragonLight ad...@ponyfortress2.com wrote: Hey Fletcher, On my TF2 servers I did update all of them to the prerelease and used: sv_compressfragments 0 sv_**compressstringtablebaselines 0 And the SV spike issues went away, even up to 32 players its smooth as butter again like it was pre-steampipe. While it uses more bandwidth, its a small sacrifice to get gameplay smooth again. Very happy and so are the players :) -DL Quoting Fletcher Dunn fletch...@valvesoftware.com: We?ll confirm the fix in TF2. Then release with the other games soon after. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Wednesday, May 15, 2013 11:45 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I'm relatively sure it is just TF2 right now. I'm sure it'll make its way to the other games once the fix is confirmed to work, but whether it's brought sooner (in its current workaround-y form /w these cvars) or later (once the issue itself is genuinely fixed) is anybody's guess. On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sp** rayp...@gmail.com sprayp...@gmail.com wrote: Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto: je**ffsu...@gmail.com jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@** valvesoftware.com fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com ** [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com **] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com mailto:flet**ch...@valvesoftware.com fletch...@valvesoftware.com** mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_**compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch
Re: [hlds] Who do we send netspike.txt log too?
Theres still slight hitches during player joins, but thats always been there and not noticeable unless your watching the net graph. Has anyone else tried the temp fix and has it worked? Quoting Kyle Sanderson kyle.l...@gmail.com: Is there any chance we can get the shim too? CS:S has been on Steam| for two weeks longer, so any test to fix the problem would be appreciated. Thanks, Kyle. On 15 May 2013 13:45, DragonLight ad...@ponyfortress2.com wrote: Hey Fletcher, On my TF2 servers I did update all of them to the prerelease and used: sv_compressfragments 0 sv_**compressstringtablebaselines 0 And the SV spike issues went away, even up to 32 players its smooth as butter again like it was pre-steampipe. While it uses more bandwidth, its a small sacrifice to get gameplay smooth again. Very happy and so are the players :) -DL Quoting Fletcher Dunn fletch...@valvesoftware.com: We?ll confirm the fix in TF2. Then release with the other games soon after. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Wednesday, May 15, 2013 11:45 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I'm relatively sure it is just TF2 right now. I'm sure it'll make its way to the other games once the fix is confirmed to work, but whether it's brought sooner (in its current workaround-y form /w these cvars) or later (once the issue itself is genuinely fixed) is anybody's guess. On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sp** rayp...@gmail.com sprayp...@gmail.com wrote: Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto: je**ffsu...@gmail.com jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@** valvesoftware.com fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com ** [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com **] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com mailto:flet**ch...@valvesoftware.com fletch...@valvesoftware.com** mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try
Re: [hlds] Who do we send netspike.txt log too?
thanks for reporting back - ill be updating my servers to the prerelease in hopes to make the issue go away until they release the update to resolve it. has anyone else tested the new sv_ commands with success? scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:11 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Theres still slight hitches during player joins, but thats always been there and not noticeable unless your watching the net graph. Has anyone else tried the temp fix and has it worked? Quoting Kyle Sanderson kyle.l...@gmail.com: Is there any chance we can get the shim too? CS:S has been on Steam| for two weeks longer, so any test to fix the problem would be appreciated. Thanks, Kyle. On 15 May 2013 13:45, DragonLight ad...@ponyfortress2.com wrote: Hey Fletcher, On my TF2 servers I did update all of them to the prerelease and used: sv_compressfragments 0 sv_**compressstringtablebaselines 0 And the SV spike issues went away, even up to 32 players its smooth as butter again like it was pre-steampipe. While it uses more bandwidth, its a small sacrifice to get gameplay smooth again. Very happy and so are the players :) -DL Quoting Fletcher Dunn fletch...@valvesoftware.com: We?ll confirm the fix in TF2. Then release with the other games soon after. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com[mailto: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com] On Behalf Of Jeff Sugar Sent: Wednesday, May 15, 2013 11:45 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I'm relatively sure it is just TF2 right now. I'm sure it'll make its way to the other games once the fix is confirmed to work, but whether it's brought sooner (in its current workaround-y form /w these cvars) or later (once the issue itself is genuinely fixed) is anybody's guess. On May 15, 2013 11:40 AM, Charlie sprayp...@gmail.commailto:sp** rayp...@gmail.com sprayp...@gmail.com wrote: Was this prerelease just pushed for TF2 or all Steampipe converted Source games? Will the new compression scheme (if switched) be rolled out to all? On Wed, May 15, 2013 at 11:26 AM, Jeff Sugar jeffsu...@gmail.commailto: je**ffsu...@gmail.com jeffsu...@gmail.com wrote: I just updated mine, and both commands are showing up fine. Try doing a validate on the server you updated to make sure it didn't miss anything Also, I'm not sure how many other people are trying out this prerelease, but if I find anything out from my regulars before others get some idea whether this works/helps or not, I'll definitely contribute the info. On Wed, May 15, 2013 at 11:12 AM, DragonLight ad...@ponyfortress2.com** mailto:ad...@ponyfortress2.com** wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@** valvesoftware.com fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com ** [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com mailto:hlds-**boun...@list.valvesoftware.comhlds-boun...@list.valvesoftware.com **] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.com**mailto:fletcherd@**valvesoftware.comfletch...@valvesoftware.com mailto:flet**ch...@valvesoftware.com fletch...@valvesoftware.com** mailto:fletcherd@**valvesoftware.com fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables
Re: [hlds] Who do we send netspike.txt log too?
so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof settings: vprof_on vprof_dump_spikes 20 sv_netspike 0 sv_netspike_sendtime_ms 2 sv_netspike_output 2 From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Essay Tew Phaun Sent: Wednesday, May 15, 2013 12:15 AM To: Half-Life dedicated Win32 server mailing list Subject: Re
Re: [hlds] Who do we send netspike.txt log too?
Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off and see how performance changes or if any problems occur. Of course, this will increase bandwidth. But it would help to confirm that this is indeed the problem. If anybody wants to do their own data gathering to see where the time is going, without the data gathering itself causing spikes that might not have otherwise occurred, I'd recommend the following netspike / vprof
Re: [hlds] Who do we send netspike.txt log too?
That command line isn't syncing to the beta. The -beta switch is being interpreted as a switch to steamcmd, and not to the app_update command. It needs to be quoted. Using a script avoids this complication. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of scott biszmaier Sent: Wednesday, May 15, 2013 2:43 PM To: hlds@list.valvesoftware.com Subject: Re: [hlds] Who do we send netspike.txt log too? so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.netmailto:peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.commailto:hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.commailto:ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.commailto:hlds-boun...@list.valvesoftware.com?] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.commailto:fletch...@valvesoftware.com? wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when a client connects. You might try turning both of those off
Re: [hlds] Who do we send netspike.txt log too?
perfect! thanks for the prompt reply, got it working and the commands are working fine now... will report shortly with results! scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:47 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also occasionally mini-spikes when a player spawns, but I don't think that's new. I have a new prerelease beta that adds two convars that can be used to totally disable compression: sv_compressfragments - defaults ON (existing behavior to try to compress all fragments by default) sv_compressstringtablebaselines - default OFF (new beahvior to turn off compression by default) You can switch these at any time, but sv_compressfragments is sticky --- it takes effect on a per-client basis, at the time when
Re: [hlds] Who do we send netspike.txt log too?
DragonLight the the commands worked for us as well. Hopefully while they're pursuing these issues they'll fix up the player join thing too. Maybe we'll wind up coming out better off than we were before the issue! :) *crosses fingers* On Wed, May 15, 2013 at 5:59 PM, scott biszmaier sc...@aol.jp wrote: perfect! thanks for the prompt reply, got it working and the commands are working fine now... will report shortly with results! -- scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:47 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com hlds-boun...@list.valvesoftware.com?] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com fletch...@valvesoftware.com? wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free to do so. For some reason the servers are spending huge amounts of time in compression code. The data from the traces and vprof is very consistent. Specifically, compressing string tables and fragments can sometimes take a very large amount of time. The LZSS compression code has not changed in ages. The contents of the string tables, as far as I can tell, did not change significantly in the SteamPipe update. I am still at a loss to explain what changed in the SteamPipe update. There are also
Re: [hlds] Who do we send netspike.txt log too?
Thats great news, our servers have been running great still. Hopefully we'll see a mandatory patch for all source games that fixes the issue soon. Anyone else out there who is running TF2 I would recommend getting the prerelease and putting the new cvars in your server.cfg for now until a patch is released to officially fix it. Just make sure your bandwidth can cope with uncompressed snapshots. steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit sv_compressfragments 0 sv_compressstringtablebaselines 0 Quoting D Bauhmz sc2p...@gmail.com: DragonLight the the commands worked for us as well. Hopefully while they're pursuing these issues they'll fix up the player join thing too. Maybe we'll wind up coming out better off than we were before the issue! :) *crosses fingers* On Wed, May 15, 2013 at 5:59 PM, scott biszmaier sc...@aol.jp wrote: perfect! thanks for the prompt reply, got it working and the commands are working fine now... will report shortly with results! -- scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:47 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com hlds-boun...@list.valvesoftware.com?] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way? Are player spawns causing a spike (Which I've always thought was normal, heh) something that is planned to be fixed/optimized as well? Thanks On Wed, May 15, 2013 at 12:24 PM, Fletcher Dunn fletch...@valvesoftware.commailto:fletch...@valvesoftware.com fletch...@valvesoftware.com? wrote: No need to send any netspike files. We have enough good data and further netspike files or vprof files are not likely to help right now. It anybody wants to send in more windows traces, however, feel free
Re: [hlds] Who do we send netspike.txt log too?
Out of curiosity, how much more is it? I know we can handle it, since the server's been running fine with no complaints, but I'm away from the PC, so I thought one of you had done a comparison of the bandwith reqs. On May 15, 2013 4:51 PM, DragonLight ad...@ponyfortress2.com wrote: Thats great news, our servers have been running great still. Hopefully we'll see a mandatory patch for all source games that fixes the issue soon. Anyone else out there who is running TF2 I would recommend getting the prerelease and putting the new cvars in your server.cfg for now until a patch is released to officially fix it. Just make sure your bandwidth can cope with uncompressed snapshots. steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit sv_compressfragments 0 sv_**compressstringtablebaselines 0 Quoting D Bauhmz sc2p...@gmail.com: DragonLight the the commands worked for us as well. Hopefully while they're pursuing these issues they'll fix up the player join thing too. Maybe we'll wind up coming out better off than we were before the issue! :) *crosses fingers* On Wed, May 15, 2013 at 5:59 PM, scott biszmaier sc...@aol.jp wrote: perfect! thanks for the prompt reply, got it working and the commands are working fine now... will report shortly with results! -- scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:47 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_**compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\**orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com [mailto:hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com hlds-bounces@list.**valvesoftware.comhlds-boun...@list.valvesoftware.com ?] On Behalf Of D Bauhmz Sent: Wednesday, May 15, 2013 9:51 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Who do we send netspike.txt log too? I forgot to ask you Fletcher. Will sv_compressfragments and sv_**compressstringtablebaselines serve as a permanent fix for this issue or is there more optimizations and a different fix for this on the way
Re: [hlds] Who do we send netspike.txt log too?
Do not know specifically, but from watching the numbers seems about 1.5x more going out then normal. Really other then a little bit more bandwidth it was hardly noticeable. Thats a real rough guess from sitting in a 32 player server and watching what I was receiving from the server. Some low bandwidth folks had a hard time playing though, but there was very few of them. Most of our players have high bandwidth connections though so wasn't noticeable. CPU usage was lower, was kind of nice actually :) Should make that a normal option in Source games to let owners decided to compress snapshots or not to save CPU cycles at the expense of a little more bandwidth. Quoting Jeff Sugar jeffsu...@gmail.com: Out of curiosity, how much more is it? I know we can handle it, since the server's been running fine with no complaints, but I'm away from the PC, so I thought one of you had done a comparison of the bandwith reqs. On May 15, 2013 4:51 PM, DragonLight ad...@ponyfortress2.com wrote: Thats great news, our servers have been running great still. Hopefully we'll see a mandatory patch for all source games that fixes the issue soon. Anyone else out there who is running TF2 I would recommend getting the prerelease and putting the new cvars in your server.cfg for now until a patch is released to officially fix it. Just make sure your bandwidth can cope with uncompressed snapshots. steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit sv_compressfragments 0 sv_**compressstringtablebaselines 0 Quoting D Bauhmz sc2p...@gmail.com: DragonLight the the commands worked for us as well. Hopefully while they're pursuing these issues they'll fix up the player join thing too. Maybe we'll wind up coming out better off than we were before the issue! :) *crosses fingers* On Wed, May 15, 2013 at 5:59 PM, scott biszmaier sc...@aol.jp wrote: perfect! thanks for the prompt reply, got it working and the commands are working fine now... will report shortly with results! -- scott biszmaier -Original Message- From: DragonLight ad...@ponyfortress2.com To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 2:47 pm Subject: Re: [hlds] Who do we send netspike.txt log too? Had the exact same problem, had to add the quotes to get it to work. Example: steamcmd.exe +login anonymous +force_install_dir C:\yourserver\server1 +app_update 232250 -beta prerelease validate quit Notice the quotes between app_update and prerelease section, thats what I was missing. It should only download like 1 or 2 small files, start it up and try the commands again. -DragonLight Quoting scott biszmaier sc...@aol.jp: so i've updated my server to the pre-release version and i'm getting this when i try to test the new commands; Unknown command sv_compressfragments Unknown command sv_**compressstringtablebaselines i get this when i run the version command; Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) which is the pre-release version according to Peter this in the command line i used to update the tf2 server; steamcmd.exe +login anonymous +force_install_dir c:\games\tf2\test\SRCDS\**orangebox +app_update 232250 -beta prerelease +quit suggestions? scott biszmaier -Original Message- From: Peter Jerde peter-h...@jerde.net To: Half-Life dedicated Win32 server mailing list hlds@list.valvesoftware.com Sent: Wed, May 15, 2013 11:26 am Subject: Re: [hlds] Who do we send netspike.txt log too? Are you sure you actually updated it? cvarlist comp should show you the two variables if you have the prerelease version. Use the version command to make sure you're actually running the prerelease version. My Windows test server shows this on the pre-release version: Protocol version 24 Exe version 1756932 (tf) Exe build: 10:36:54 May 14 2013 (5287) (440) whereas my production servers show: Protocol version 24 Exe version 1756932 (tf) Exe build: 12:02:13 May 7 2013 (5287) (440) If you used the all-on-one-line method of invoking steamcmd, maybe you didn't quote the beta flag properly? The command line I used was: steamcmd +login anonymous +force_install_dir c:\path +app_update 232250 -beta prerelease +quit - Peter On May 15, 2013, at 13:12 PM, DragonLight ad...@ponyfortress2.com wrote: Updated one of my servers to the prerelease beta version but its not recognizing the new sv_ commands. Quoting Fletcher Dunn fletch...@valvesoftware.com: These are temporary measures to help diagnose and workaround the problem. Once we confirm that this is the issue, we'll switch to Snappy or some other fast compression library. Our own hand-rolled LZSS compressor is known to be slow. From: hlds-bounces@list