Re: [hlds] Who do we send netspike.txt log too?

2013-05-16 Thread Peter Jerde
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?

2013-05-16 Thread AeroliteGaming.com

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?

2013-05-15 Thread Essay Tew Phaun
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?

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Fletcher Dunn
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?

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread D Bauhmz
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


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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Fletcher Dunn
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?

___
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___
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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread DragonLight
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?


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archives, please visit:

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread D Bauhmz
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?

 __**_
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 please visit:
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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Steven Hartland

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?

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread DragonLight

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:
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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Kyle Sanderson
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?

2013-05-15 Thread DragonLight
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?


___
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archives, please visit:

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Re: [hlds] Who do we send netspike.txt log too?

2013-05-15 Thread Peter Jerde
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?

2013-05-15 Thread Jeff Sugar
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?

2013-05-15 Thread Charlie
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?

2013-05-15 Thread Jeff Sugar
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?

2013-05-15 Thread Fletcher Dunn
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?

2013-05-15 Thread DragonLight

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?

2013-05-15 Thread Kyle Sanderson
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?

2013-05-15 Thread DragonLight
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?

2013-05-15 Thread scott biszmaier
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?

2013-05-15 Thread scott biszmaier
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?

2013-05-15 Thread DragonLight

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?

2013-05-15 Thread Fletcher Dunn
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?

2013-05-15 Thread scott biszmaier
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?

2013-05-15 Thread D Bauhmz
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?

2013-05-15 Thread DragonLight
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?

2013-05-15 Thread Jeff Sugar
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?

2013-05-15 Thread DragonLight
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