Re: [Csgo_servers] After updating to 1.37.7.8, the server crashes after setting the priority to srcds_linux

2021-01-29 Thread Marco Padovan
yeah, should be the same if you do like

changelevel de_dust2

On Fri, 29 Jan 2021 at 09:35, YUAN RUI - number201724 at me.com (via
csgo_servers list)  wrote:

> After debugging, if you start the csgo server, and then modify the
> priority through "chrt -ar -p 98 $pid", and enter exit after the
> modification, it will crash under the void CModelLoader::UnloadModel(
> model_t *pModel) function.
>
> https://prnt.sc/xstfpi
>
> But he will not generate coredump but will be killed directly by
> kill(SIGKILL).
>
>
> On 1/29/2021 1:37 AM, Marco Padovan wrote:
>
> Possibly related to libSDL2-2.0.so.0 when scheduler is not SCHED_OTHER?
>
> I didn't test much but from a quick lock crash seems to happen when doing
> a changelevel
>
> try with just the renice to confirm it's related to the scheduler in use
>
> On Thu, 28 Jan 2021 at 13:40, YUAN RUI - number201724 at me.com (via
> csgo_servers list)  wrote:
>
>> After updating to 1.37.7.8, the server crashes after setting the priority
>> to srcds_linux <https://steamdb.info/patchnotes/6148716/>
>>
>>
>> #!/bin/bash
>> #
>> __
>> PROCESS_NAMES=(
>>   srcds_linux
>> );
>>
>> for pid in $(for executable in ${PROCESS_NAMES[@]}; do pgrep
>> ${executable} ;done) ;do
>>   chrt -r -p 98 $pid
>>   renice 1 -p $pid
>> done
>>
>>
>> The srcds_linux process will inexplicably prompt Killed
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> https://list.valvesoftware.com/
>>
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Re: [Csgo_servers] After updating to 1.37.7.8, the server crashes after setting the priority to srcds_linux

2021-01-28 Thread Marco Padovan
Possibly related to libSDL2-2.0.so.0 when scheduler is not SCHED_OTHER?

I didn't test much but from a quick lock crash seems to happen when doing a
changelevel

try with just the renice to confirm it's related to the scheduler in use

On Thu, 28 Jan 2021 at 13:40, YUAN RUI - number201724 at me.com (via
csgo_servers list)  wrote:

> After updating to 1.37.7.8, the server crashes after setting the priority
> to srcds_linux 
>
>
> #!/bin/bash
> #
> __
> PROCESS_NAMES=(
>   srcds_linux
> );
>
> for pid in $(for executable in ${PROCESS_NAMES[@]}; do pgrep ${executable}
> ;done) ;do
>   chrt -r -p 98 $pid
>   renice 1 -p $pid
> done
>
>
> The srcds_linux process will inexplicably prompt Killed
>
> ___
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> please visit:
> https://list.valvesoftware.com/
>
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Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol

2020-11-18 Thread Marco Padovan
What is being tackled here is the amplification factor

https://github.com/Phenomite/AMP-Research/tree/master/Port%2027015%20(%2B%20more%20ports)%20-%20SRCDS%20(Arma3%2C%20Gmod%2C%20CSGO%2C%20etc)

that means an attacker with a 100mbps connection at hand that allows
spoofing could use srcds servers to achieve a 500mbps reflected attack
towards a target

big packets means the same attacker with a 100mbps connection would end up
being able to only attack the target with potentially even less mbps then
what he already had access to

On Wed, 18 Nov 2020 at 04:23, David Parker  wrote:

> Moving the server side of the query handling to the GMS would solve all of
> the issues for GSPs and others hosting the games.  That makes perfect sense
> to me.
>
> However, regarding the increased packet size (option #1), I'm a little
> confused.  If the idea here is that the servers expect really big packets
> and reject anything too small, couldn't the asshats who launch these
> attacks just update their existing code to pad the requests with zeros, and
> we're back to the same problem?  There's probably a piece to this that I'm
> missing, and I apologize for my ignorance.
>
> Thanks!
> Dave
>
> On Tue, Nov 17, 2020 at 4:53 PM Fletcher Dunn - fletcherd at
> valvesoftware.com (via csgo_servers list) <
> csgo_servers@list.valvesoftware.com> wrote:
>
>> >It depends now on what you're doing with SDR ;-).
>>
>> Yes, there are mechanisms to measure the latency to servers in known data
>> centers, as well as to arbitrary hosts on the Internet using SDR P2P
>> functionality.  I was referring to the ordinary servers.
>>
>> -Original Message-
>> From: Kyle Sanderson 
>> Sent: Tuesday, November 17, 2020 1:15 PM
>> To: Fletcher Dunn 
>> Cc: csgo_servers@list.valvesoftware.com
>> Subject: Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol
>>
>> > I think some ping will always be necessary to measure the latency and
>> > confirm UDP connectivity
>>
>> It depends now on what you're doing with SDR ;-).
>>
>> If you're planning on opening this up for optimized PoPs you already have
>> the latency from the client, and the latency from the PoP to the server so
>> you can return the sum there. One of the no-steam guys did this in like
>> 2003 with his browser but he didn't control the PoPs. The latency was still
>> off because he did addition of the requesting client
>> + his master latency to the server then divided by two - with SDR you
>> control the network (and the paths).
>>
>> > that the server is running
>>
>> Tweaking steamclient to be more happy with sharing alive updates (30s
>> heartbeats) with the GMS would probably do the trick for stale
>> information. It's not like it needs to be super up to date (although it
>> could impact the "wait for a server slot" feature).
>>
>> Just a thought, anyway.
>>
>> Kyle.
>>
>> On Tue, Nov 17, 2020 at 12:23 PM Fletcher Dunn <
>> fletch...@valvesoftware.com> wrote:
>> >
>> > The GMS does indeed have all of this information.
>> >
>> > Let me investigate moving more data to be in the GMS reply, instead of
>> being returned in A2S_INFO.
>> >
>> > I think some ping will always be necessary to measure the latency and
>> confirm UDP connectivity and that the server is running.  But there are
>> probably some simple changes that can be made to reduce the size of these
>> replies significantly and move them to the GMS.
>> >
>> > -Original Message-
>> > From: Kyle Sanderson 
>> > Sent: Tuesday, November 17, 2020 11:38 AM
>> > To: csgo_servers@list.valvesoftware.com
>> > Cc: Fletcher Dunn 
>> > Subject: Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol
>> >
>> > >  However, I am currently working on integrating SDR functionality
>> > > with the server browser, and so while I am touching this code, it
>> seemed like the right time to address this longstanding issue.
>> >
>> > Ahha! If we're already in there making other changes - I'd like to
>> propose something else then.
>> >
>> > 1. Lets promote the GMS (if this still exists) to have all server
>> information (players, rules, etc).
>> > 2. Have steamclient default to leaving old queries enabled, but the
>> games themselves with a convar to disable old queries by default.
>> > 3. This way technically the client doesn't have to ping the server (I
>> mean - it should still A2A_PING at some point), and tiny GSPs won't have to
>> deal with conntrack as much.
>> >
>> > I think this is what was done with the old master > GMS flip(?) - same
>> idea here. There can be a huge win because the GMS can immediately return
>> all these results to the client (or pages - whatever), without destroying
>> the conntrack table on bad home appliances. Simple stream, challenge,
>> response with the full rendered list. "Steam Desktop Client" can still do
>> the full query in the favourites list, but do a GMS query first for results
>> and if it's missing try hitting it directly.
>> >
>> > WDYT?
>> >
>> > Kyle.
>> >
>> > On Tue, Nov 17, 2020 at 

Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol

2020-11-17 Thread Marco Padovan
Nice

the padding option for all the connectionless packets looks indeed
interesting.

Will defeat the amplification abuse and will allow inspecting/filtering at
network level without having to worry about the magic packets tracking,
either pass or not pass :)

On Tue, 17 Nov 2020 at 18:59, Fletcher Dunn - fletcherd at valvesoftware.com
(via csgo_servers list)  wrote:

> John!  Good to hear from all old folks from years ago!
>
>
>
> TL/DR: New proposal: the server requires *all* 3 connectionless packets
> from clients to be at least 1200 bytes.
>
>
>
> I’ve gotten similar feedback from a few people now.  The only reason to
> consider allowing a smaller packet with a challenge is to give the client a
> way to reduce the bandwidth sent when pinging a ton of servers.  But doing
> this would impair the ability to filter out these packets further out, and
> it is also more complicated to implement.  (I wasn’t planning on changing
> the server browser in steamclient.dll to do it, I was just going to do the
> simple thing of padding the packet.)  Given that it is 2020 The Year of Our
> Lord Gaben, probably the extra bandwidth needed to ping a bunch of servers
> is just not significant.
>
>
>
> Regarding 1200: although this technically maybe not OK according to RFCs
> from the mid 90’s, being larger than the absurdly small minimum IPv4 MTU, I
> believe it is OK in practice in 2020 TYOOLG, especially since the minimum
> MTU for IPv6 is 1280.  In the SDR protocol used by CSGO and Dota, clients
> always initiate their communication with a 1200 byte packet, and that has
> not caused any problems.
>
>
>
> To Kyle Sanderson’s point: I realize that this is not the most pressing
> issue facing the Internet today.  However, I am currently working on
> integrating SDR functionality with the server browser, and so while I am
> touching this code, it seemed like the right time to address this
> longstanding issue.  However, Valve is very sensitive to breaking old
> games.  It’s my understanding that this plan allows old games to continue
> to operate, even if the code cannot be updated.  If I’m mistaken, let me
> know.
>
>
>
> *From:* John 
> *Sent:* Tuesday, November 17, 2020 9:38 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Cc:* Fletcher Dunn 
> *Subject:* Re: [Csgo_servers] RFC: Changes to the A2S_INFO protocol
>
>
>
> Fletcher,
>
> This sounds like a reasonable idea.
>
> Of the two, requiring a large request (#1) might be best. Both #1 and #2
> help with reflection attacks, but #1 also helps to mitigate directly
> spoofed query attacks on game servers. There is less overhead involved on
> the server side with rejecting an improperly sized packet than in
> generating a randomized challenge response and having to locally store that
> state; and, should the spoofer generate *properly*-sized packets, they
> would be limited to a lower overall packet rate (which also drastically
> reduces overhead on the server side). Further, an external firewall could
> easily drop improperly-formatted packets based on size, cutting out many
> attacks.
>
> (By the same token, connection and all other unsolicited packets should
> probably also be required to be large.)
>
> The only real downside would be that tools would need to be updated. I
> don't see a blocker there.
>
> The specific size of the packets isn't too important as long as it beats
> lowest-common-denominator MTUs. 800-1200 should be fine.
>
> One other consideration here is whether this can be coupled with changes
> designed to mitigate the negatives of proxied responses (some hosts have
> taken to advertising their prefixes from multiple PoPs and proxying query
> responses in order to fake lower latencies, which degrades the player
> experience). I can't immediately think of a good mechanism for that in the
> query protocol itself; the primary way to deal with it would seem to be at
> the global level, by penalizing servers whose latencies are measured to be
> low from multiple locations in an impossible way.
>
> -John
>
> On 11/16/2020 5:21 PM, Fletcher Dunn - fletcherd at valvesoftware.com
> (via csgo_servers list) wrote:
>
> Hello!
>
>
>
> Over the next couple of months we will be releasing some changes to how
> servers and clients using steamclent.so/dll handle the venerable Source
> engine A2S_INFO message used by the server browser.  This includes the
> Steam client server browser, all Source engine games, and all Steam games
> using the ISteamMatchmaking API.  The purpose of these changes is a long
> overdue fix for a reflection attack vulnerability.
>
>
>
> This email is to let you know what those plans are and to solicit your
> feedback.  Fixing the vulnerability requires changing the protocol and will
> necessarily break existing third party utilities that speak the protocol.
>
>
>
> Currently, the A2S_INFO packet looks like this:
>
> 4 bytes: 0x
>
> 1 byte: 0x54  (A2S_INFO packet type identifier)
>
> 20 bytes: "Source Engine Query\0"
>
>
>
> The 

[Csgo_servers] CS:GO - net_chan_limit_msec suggested values

2019-07-26 Thread Marco Padovan
Hi guys,

the most recent CS:GO update introduced net_chan_limit_msec cvar.

Is any of you experimenting with some values that could be a good starting
point on 128 tickservers?

For now I'm just looking at net_chan_stats_dump on disconnections to keep
track what are the worst values there I usually see.
Don't want to kick everybody from the server in case there's some
processing issue/delay, after I'gathered some data will start experimenting
a bit with that limit.

cheers
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Re: [Csgo_servers] 1.36.8.5-rc1

2019-03-23 Thread Marco Padovan
Thank you for the heads up, appreciate the availability of new builds on
beta branch :)

cheers

On Sat, Mar 23, 2019 at 1:23 AM Vitaliy Genkin 
wrote:

> In addition to the pre-release changes announced in update notes for the
> "1.36.8.5-rc1" beta branch, server operators should also be aware that
> minor changes to engine.so interface tables are included in this
> pre-release update.
>
> This beta branch is available for community dedicated servers on all
> platforms. If you are using SteamCMD, please refer to the following
> documentation section for using app_update command to download this beta
> branch:
> https://developer.valvesoftware.com/wiki/SteamCMD#Downloading_an_app
>
> We hope that this beta branch will allow community server operators to
> have their server plug-ins and mods compatible by the time the update is
> released to everybody.
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> https://list.valvesoftware.com/
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Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-01-30 Thread Marco Padovan
Hi,

after past night (EU time) update we stil see
libstdc++.so.6
libsteam.so

apparently on
libtier0_s.so
libvstdlib_s.so

were deleted during the update, is this ok and expected?

On Mon, Jan 29, 2018 at 10:47 PM, Absurd Minds 
wrote:

> I am a small time community owner running about 5 servers on a dedicate
> machine in a data center. I have no idea what any of this stuff means. Does
> that make it likely that I will have to do nothing when the update rolls
> through? Is this going to be a seamless update or will this change the way
> I have to configure or manage an extremely vanilla setup?
>
> On Dec 6, 2017 8:16 PM, "Fletcher Dunn" 
> wrote:
>
>> Hello!  I’m back for another test.
>>
>>
>>
>> We're planning on updating the method that CSGO servers uses to talk to
>> Steam in the week or two.  We'd appreciate your help testing this change in
>> advance to identify any potential problems.  When we ran this test before,
>> we didn’t have a mechanism to bind the new websocket connection to a
>> particular IP.  We realized that this was a necessary feature, and so the
>> binaries in this test should include that functionality.  The method to
>> select the IP to bind to is the same, so basically your current
>> configuration should just work.
>>
>>
>>
>> To see if this change will cause any problems with your setup, download
>> this zip and follow the instructions in the readme.txt.  (Also pasted
>> below.)
>>
>>
>>
>> http://media.steampowered.com/apps/730/steam_bins_test_20171206.zip
>>
>>
>>
>> Thanks for your help.  Post a reply here if you have any issues.  We're
>> especially interested in hearing your results if you are running an older
>> distribution of linux or have a complicated network environment.
>> (Multi-homed, NAT, etc.)
>>
>>
>>
>> This change will also be coming to the older Source games, as well.  The
>> binaries in this zip *should* be compatible with those games, although I
>> haven't tested it specifically so there might be an issue.  We'll send a
>> similar announcement to operators of those servers on the appropriate
>> mailing list when we get closer to updating those games.
>>
>>
>>
>> - Fletch
>>
>>
>>
>>
>>
>>
>>
>> README.TXT:
>>
>>
>>
>> Thanks for helping test compatibility with these new Steam binaries for
>> the
>>
>> dedicated server.
>>
>>
>>
>> Place the files for your platform into your "bin" folder.  They should
>> replace
>>
>> files with the same name.  (steamerrorreporter.exe on Win32 is new.)
>>
>>
>>
>> **PLEASE DELETE** the files listed below, if they are present:
>>
>>
>>
>> Linux:
>>
>> libstdc++.so.6
>>
>> libtier0_s.so
>>
>> libvstdlib_s.so
>>
>> libsteam.so
>>
>>
>>
>> Windows:
>>
>> steam.dll
>>
>>
>>
>> We believe that they are no longer be needed and we will no longer be
>> shipping them.
>>
>> Please let us know if this is not the case.
>>
>>
>>
>> These binaries will communicate with Steam using the new WebSockets
>> protocol. Previously
>>
>> a bespoke UDP protocol was used.  You should see a TCP connection to a
>> Valve server on
>>
>> port 443, bound to a local ephemeral port.  There is currently no
>> mechanism to control
>>
>> what local port this connection is bound to.  However, it should obey
>> your IP binding,
>>
>> as before, and that is one of the main things we want to confirm with
>> this test.
>>
>> (The master server may refuse to list your server if the public IP used
>> to talk
>>
>> to Steam does not match the IP you are advertising for game traffic.)  It
>> also should
>>
>> obey HTTP_PROXY.  You also should be able to add "-udpforce" on the
>> command line
>>
>> to disable websockets and force the use of the old UDP protocol.  But
>> please don't do this
>>
>> unless you absolutely have to.  In the future WebSockets will be the
>> preferred (and
>>
>> better-supported) protocol.  The UDP protocol will likely be around for
>> some time, but
>>
>> eventually we'll phase it out.
>>
>>
>>
>> Note that there is no change to the UDP protocols used to talk to
>> clients, either game
>>
>> traffic or for server browser pings.  This only changes how the
>> gameserver talks to Steam.
>>
>> For that purpose the local port has never been relevant.  As mentioned
>> above, we do
>>
>> require that the public IP match.
>>
>>
>>
>>
>>
>> Things to test:
>>
>> * Does the server boot with those files deleted.
>> (Especially on old distros.)
>>
>> * Does the server have any trouble talking to Steam using
>> websockets.
>>
>>
>>
>> The connection_log[_xxx].txt file is also a potentially interesting
>> source of
>>
>> information about how your server is talking to Steam.
>>
>>
>>
>> We will make a special announcement when we release the update that makes
>> this change.
>>
>> 

Re: [Csgo_servers] Compatibility test for incoming change (again)

2018-01-29 Thread Marco Padovan
Hi,

Can you also confirm that -udpforce will work as was said initially?

For now we do have servers running with that option set and will slowly
take it out once the update has gone live

PS: tested latest zip file (steam_bins_test_20180111) after deleting the
mentioned files on updated centos 7.4 with multiple public IPs and server
started fine and status shown the correct binded IP address (same machines
with older test instead it was taking just the main machine IP)

thanks

On Mon, Jan 29, 2018 at 8:32 PM, Fletcher Dunn 
wrote:

> This is happening today.
>
>
>
> You shouldn’t have to take any action.  The update should automatically
> replace all the files that are changing.
>
>
>
> *From:* Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com] *On
> Behalf Of *David Parker
> *Sent:* Wednesday, December 20, 2017 11:52 AM
> *To:* csgo_servers@list.valvesoftware.com
> *Subject:* Re: [Csgo_servers] Compatibility test for incoming change
> (again)
>
>
>
> Hi Fletch,
>
> If we have these test binaries in place, is it safe to continue to update
> via steamcmd or will an update overwrite these files and break something?
>
> Thanks,
>
> Dave
>
>
>
> On Thu, Dec 7, 2017 at 10:30 AM, David Parker  wrote:
>
> Hi Fletcher,
>
>
>
> Seems to work fine on 64-bit Debian 8 (Jessie).  Haven't had any players
> join yet so I'm not sure if connections or gameplay will be affected, but
> the server itself started up just fine.  I'm running 6 instances of SRCDS
> on different IPs on the same box, and CS:GO still is bound to the correct
> IP.
>
>
>
> On Wed, Dec 6, 2017 at 8:16 PM, Fletcher Dunn 
> wrote:
>
> Hello!  I’m back for another test.
>
>
>
> We're planning on updating the method that CSGO servers uses to talk to
> Steam in the week or two.  We'd appreciate your help testing this change in
> advance to identify any potential problems.  When we ran this test before,
> we didn’t have a mechanism to bind the new websocket connection to a
> particular IP.  We realized that this was a necessary feature, and so the
> binaries in this test should include that functionality.  The method to
> select the IP to bind to is the same, so basically your current
> configuration should just work.
>
>
>
> To see if this change will cause any problems with your setup, download
> this zip and follow the instructions in the readme.txt.  (Also pasted
> below.)
>
>
>
> http://media.steampowered.com/apps/730/steam_bins_test_20171206.zip
>
>
>
> Thanks for your help.  Post a reply here if you have any issues.  We're
> especially interested in hearing your results if you are running an older
> distribution of linux or have a complicated network environment.
> (Multi-homed, NAT, etc.)
>
>
>
> This change will also be coming to the older Source games, as well.  The
> binaries in this zip *should* be compatible with those games, although I
> haven't tested it specifically so there might be an issue.  We'll send a
> similar announcement to operators of those servers on the appropriate
> mailing list when we get closer to updating those games.
>
>
>
> - Fletch
>
>
>
>
>
>
>
> README.TXT:
>
>
>
> Thanks for helping test compatibility with these new Steam binaries for the
>
> dedicated server.
>
>
>
> Place the files for your platform into your "bin" folder.  They should
> replace
>
> files with the same name.  (steamerrorreporter.exe on Win32 is new.)
>
>
>
> **PLEASE DELETE** the files listed below, if they are present:
>
>
>
> Linux:
>
> libstdc++.so.6
>
> libtier0_s.so
>
> libvstdlib_s.so
>
> libsteam.so
>
>
>
> Windows:
>
> steam.dll
>
>
>
> We believe that they are no longer be needed and we will no longer be
> shipping them.
>
> Please let us know if this is not the case.
>
>
>
> These binaries will communicate with Steam using the new WebSockets
> protocol. Previously
>
> a bespoke UDP protocol was used.  You should see a TCP connection to a
> Valve server on
>
> port 443, bound to a local ephemeral port.  There is currently no
> mechanism to control
>
> what local port this connection is bound to.  However, it should obey your
> IP binding,
>
> as before, and that is one of the main things we want to confirm with this
> test.
>
> (The master server may refuse to list your server if the public IP used to
> talk
>
> to Steam does not match the IP you are advertising for game traffic.)  It
> also should
>
> obey HTTP_PROXY.  You also should be able to add "-udpforce" on the
> command line
>
> to disable websockets and force the use of the old UDP protocol.  But
> please don't do this
>
> unless you absolutely have to.  In the future WebSockets will be the
> preferred (and
>
> better-supported) protocol.  The UDP protocol will likely be around for
> some time, but

Re: [Csgo_servers] Penalise and remove servers you can not join via server list (faceit and the like)

2018-01-27 Thread Marco Padovan
Hi,

the issue right now with nomaster is that it disables server queries (I may
be wrong but I do not thing there's a way around that)

I'm sure that if there was a way to keep server queries working but
disabling the publishing to the list many people would make use of that and
that would cleanup the list

On Sat, Jan 27, 2018 at 9:05 AM, Erik-jan Riemers  wrote:

> Ha, this is so golden. You mail the mailing list and you instantly get a
> reply from somebody..  maybe we can hook this person up with a nigerian
> prince.
>
>
> Amy Lopez 
> Thanks Erik-jan for the reply :)
>
> i got a divorce a year ago after i found my husband cheating on me. He
> feels bad so he still sends me cash but no way in hell i'm taking him
> back!!! Maybe we can talk a bit... maybe even meetup? It's been some time
> since i've slept with someone i need it so bad... Where do you live?
>
> If I send some pic <
>
> 2018-01-27 3:22 GMT+01:00 Frederique :
>
>> Dear Valve,
>>
>> Please add a penalty system for servers that kick players upon joining. I
>> believe such a system was in place in Team Fortress 2 at one point.
>>
>> The server list is currently hell. The skin offering servers are not just
>> the only problem. The worst part is that these servers randomise their
>> ports so blacklisting them only causes comfort for a few hours.
>>
>> Servers like faceit that use external lobby systems do not need to be on
>> the server list (and instead of disabling server list broadcasting, they
>> use it to advertise their website via the server list, while kicking anyone
>> that joins).
>>
>> Sincerely yours,
>> Fred
>>
>> PS: https://i.imgur.com/kdzBwAd.png
>>
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Re: [Csgo_servers] RES: Updating CS:GO server should "use" GSLT

2018-01-25 Thread Marco Padovan
Based on my experience lately servers are quit every 12 hours even
if sv_maxuptimelimit & sv_memlimit are set to 0...

This is some new behaviour that I don't remember seeing before... If not in
your case you could enable autorestart and set sv_maxuptimelimit to a small
amount (like 24hours max) so you are sure it will restart and get online at
lease every 12 hours

On Thu, Jan 25, 2018 at 1:21 AM, dedimark  wrote:

> Valve ?
>
> On Thu, Jan 25, 2018 at 2:18 AM, Nomaan Ahmad  wrote:
>
>> Same here, I think you should restart servers more often.
>>
>> On 24 January 2018 at 22:09, dedimark  wrote:
>>
>>> http://steamcommunity.com/discussions/forum/14/1327844097130217686/
>>>
>>> On Wed, Jan 24, 2018 at 9:36 PM, TecnoHard 
>>> wrote:
>>>
 Same problem here.



 *De:* Csgo_servers [mailto:csgo_servers-boun...@list.valvesoftware.com]
 *Em nome de *dedimark
 *Enviada em:* quarta-feira, 24 de janeiro de 2018 17:24
 *Para:* csgo_servers@list.valvesoftware.com
 *Assunto:* Re: [Csgo_servers] Updating CS:GO server should "use" GSLT



 Yes same problem.



 On Wed, Jan 24, 2018 at 7:05 PM, Casper Alant 
 wrote:

 We run a number of CS:GO servers that are available on demand. While
 the server updates regularly, it may go unused for a significant amount of
 time. We now had a situation where our user couldn't connect to the server
 because the GSLT expired.

 Could we please change it so updating the server would refresh the GSLT
 and thus cause it to not expire?



 Kind Regards,

 Casper Alant

 Billosoft


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[Csgo_servers] meltdown / spectre patches performance impact

2018-01-07 Thread Marco Padovan
Hi,

what are you seeing as performance impacts after updating the kernel and
microcode to patch against those two hardware vulnerabilities?

On our test before/after we are not seeing negligible difference (if none
at all), is this common to everybody and therefore csgo code didn't benefit
much from the speculative predictions?

Cheers,
Marco
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[Csgo_servers] TV not working after last update

2017-09-27 Thread Marco Padovan
Hi,

we are experiencing widespread issues related to TV not working.

Everything seems to be fine from the gameserver side (and tv_status show
the tv as working properly) but nobody can connect

Server using 'public' lobbies, requiring pw no, lobby id 
#Valve_Reject_Connect_From_Lobby

Anyone else?

This is on linux

Thanks,
Marco
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Re: [Csgo_servers] Compatibility test for incoming change

2017-08-17 Thread Marco Padovan
Hi,

centos 7, uploaded the binaries, removed the files mentioned in the readme,
added -udpforce to the cmd line (as all our servers are multihomed) but it
seems to still be showing the wrong public IP:

version : 1.35.9.7/13597 558/6816 secure  [G:1: xxx]
udp/ip  : xx.xxx.x.227:27015  (public ip: xx.xxx.x.226)

on other servers with current steam binaries it reads as:
udp/ip  : xx.xxx.x.227:27015  (public ip: xx.xxx.x.227)

so the public ip is wrong here... with the new binary it uses the main
machine ip instead of the one it should be assigned to.

connection_log.txt

[2017-08-17 09:56:12] Log session started
[2017-08-17 09:56:12] [0,0] SetSteamID( [G:1:0] )
[2017-08-17 09:56:12] [0,0] Server says 0% of connections should be
websockets, we rolled 3 - using UDP as default.
[2017-08-17 09:56:12] CCMInterface::YieldingConnect -- no CMs cached
locally, calling ISteamDirectory/GetCMList web api. . .
[2017-08-17 09:56:12] CCMInterface::YieldingConnect -- got 180 CMs and 100
WebSocket CMS from ISteamDirectory/GetCMList.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm01-ord.cm.steampowered.com:27021) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm04-ord.cm.steampowered.com:27021) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm04-ord.cm.steampowered.com:443) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm02-ord.cm.steampowered.com:27021) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm02-ord.cm.steampowered.com:443) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm01-ord.cm.steampowered.com:443) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm03-ord.cm.steampowered.com:443) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm03-ord.cm.steampowered.com:27021) starting...
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm04-ord.cm.steampowered.com:443) results: 18.4207ms + load 28.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() stopping early for good host (
cm04-ord.cm.steampowered.com:443)
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm02-ord.cm.steampowered.com:27021) results: 18.4138ms + load 24.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm01-ord.cm.steampowered.com:443) results: 18.4076ms + load 26.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm03-ord.cm.steampowered.com:443) results: 18.1608ms + load 25.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm02-ord.cm.steampowered.com:443) results: 18.4035ms + load 25.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm01-ord.cm.steampowered.com:27021) results: 20.6122ms + load 25.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm04-ord.cm.steampowered.com:27021) results: 38.0018ms + load 23.
[2017-08-17 09:56:12] [0,0] PingWebSocketCM() (
cm03-ord.cm.steampowered.com:27021) results: 20.0670ms + load 25.
[2017-08-17 09:56:12] [1,3] Connect() starting connection
(eNetQOSLevelMedium, cm02-ord.cm.steampowered.com:27021, WebSocket)
[2017-08-17 09:56:12] [1,3] ConnectionCompleted() (162.254.193.7:27021,
WebSocket)
[2017-08-17 09:56:12] [1,3] RecvMsgClientLogOnResponse() : [G:1:xxx]
'OK'

On Sat, Aug 12, 2017 at 9:15 AM, Ejziponken  wrote:

> Hi.
>
> My machines have multiple IPs and this is not working for me. I cant
> connect. Also the "-udpforce" in the command line does not fix anything,
> still cant connect.
>
> Im on Gentoo. Not sure what information you need from me.
>
>
>
> --
> View this message in context: http://csgo-servers.1073505.
> n5.nabble.com/Compatibility-test-for-incoming-change-tp12479p12486.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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Re: [Csgo_servers] GOTV cpu usage up to 100% after 6/20/2017 update

2017-06-25 Thread Marco Padovan
add

tv_delay1 105

to your config and it will take care of high memory usage

On Sat, Jun 24, 2017 at 11:51 AM, spyrek10  wrote:

> https://scr.hu/dRwqM3
> CPU i5-7600K @ 3.8GHz
> csgo2 is server with 10 players and tv_enable 1 and tv_enable1 1
> csgo1 is server with 10 players and gotv disabled
>
> No sourcemod on both servers.
> GOTV config:
> tv_advertise_watchable "1"
> tv_allow_camera_man "0"
> tv_allow_static_shots "1"
> tv_autorecord "0"
> tv_autoretry "1"
> tv_chatgroupsize "0"
> tv_chattimelimit "8"
> tv_debug "0"
> tv_delay "105"
> tv_delaymapchange "1"
> tv_deltacache "2"
> tv_dispatchmode "1"
> tv_maxclients "256"
> tv_maxrate "128000"
> tv_name "gotv"
> tv_title "gotv"
> tv_nochat "1"
> tv_overridemaster "0"
> tv_relaypassword ""
> tv_relayvoice "0"
> tv_snapshotrate "128"
> tv_timeout "60"
> tv_transmitall "1"
>
>
>
> --
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Re: [Csgo_servers] GOTV cpu usage up to 100% after 6/20/2017 update

2017-06-22 Thread Marco Padovan
We are experiencing identical issues.

Gameservers that were perfectly fine before are having issues now due to
high memory and high cpu.

nothing changed on the configs on our side, and we are not making use of
the second TV

On Thu, Jun 22, 2017 at 12:52 PM, spyrek10  wrote:

> Yes, it may be related. Servers may be running out of memory, each 14 slots
> srcds can eat up to 4GB RAM, servers usually got 16GB so it's impossible to
> host 7-8 srcds instances. SWAP is not enough. So it can lead to crash.
> Additionally some gameserver providers can limit max memory usage per srcds
> instance
>
>
>
> --
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> update-tp12437p12439.html
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>
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Re: [Csgo_servers] DDoS Attack (VSE)

2017-03-23 Thread Marco Padovan
Hi,

you should ratelimit that traffic

On Thu, Mar 23, 2017 at 10:44 PM, John 
wrote:

> If you're seeing packets from port 28960, you're most likely seeing a
> reflected query DDoS that is coming from CoDx servers (you can tell for
> certain by looking at the contents of captured packets -- look for the
> string 'statusResponse') -- not a direct query/connection flood, and likely
> not spoofed. You can safely block traffic from port 28960, or do a more
> thorough filter to block that traffic. This is an example rule to just
> block the port.
>
> iptables -I INPUT -p udp --sport 28960 -j DROP
>
> -John
>
>
> On 3/23/2017 2:33 PM, Mathias wrote:
>
> Thanks John.
>
> Could you guide/send me the Iptables?
>
> My server is on port 27115 and the attack comes in on port 28960 - But it
> wont work block the port (Have tried)
>
> "IP rate limit sustained 79085 distributed packets at 2636.2 pps (1246
> buckets).
>
> IP rate limit under distributed packet load (1205 buckets, 15001 global 
> count), rejecting 8.59.18.221:28960.
>
> IP rate limit sustained 78411 distributed packets at 2613.7 pps (943 buckets).
>
> IP rate limit under distributed packet load (1210 buckets, 15001 global 
> count), rejecting 154.112.126.3:28960.
>
> IP rate limit sustained 104375 distributed packets at 3479.2 pps (968 
> buckets).
>
> IP rate limit under distributed packet load (1152 buckets, 15001 global 
> count), rejecting 84.3.222.161:28960.
>
> IP rate limit sustained 78941 distributed packets at 2631.4 pps (795 buckets).
>
> IP rate limit under distributed packet load (1176 buckets, 16663 global 
> count), rejecting 88.131.51.148:28960."
>
>
> 2017-03-23 22:27 GMT+01:00 John :
>
>> On 3/23/2017 1:34 PM, Mathias wrote:
>>
>>> My server's getting flood with VSE DDoS Attack. My server have DDoS
>>> Protection but it wont take it. any other DDoS Attack does it takes so what
>>> can i do? i'm on Linux Ubuntu 16.04.
>>>
>>> Here is server logs - http://pastebin.com/Q2dbcEMt
>>>
>>> I also got how the script works (VSE DDoS Attack) - Found on a forum via
>>> Google
>>>
>>> Any idea to stop it with Iptables? Packet limit?
>>>
>>
>> The term "VSE" ("Valve Source Exploit") that the attackers like to use is
>> a misnomer because there isn't an exploit involved. These attacks just
>> flood a server with spoofed queries and/or connection attempts from random
>> sources, and Source can't handle the volume.
>>
>> Currently the most effective general-purpose way to deal with these is to
>> whitelist real player IPs and rate-limit queries and connection attempts
>> from all other sources (down to around 1000/s). This can be done with
>> iptables using a combination of the ipset, hashlimit, and bpf/u32/string
>> modules.
>>
>> Ideally, the game would be redesigned to using TCP for queries and the
>> very first part of the connection, offloading the first-contact tasks to
>> the OS, which has established methods for combating high-rate spoofed TCP
>> SYN floods. Internally, it could then straight drop all UDP packets that
>> don't correspond to a currently connected player.
>>
>> -John
>>
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Re: [Csgo_servers] poor performance of CS:GO server on Ubuntu 16.10

2016-12-12 Thread Marco Padovan
To be 100% sure of the real running freq (csgo recommends a 3.4ghz+ base
frequency cpu!) use i7z:

https://code.google.com/archive/p/i7z/

On Mon, Dec 12, 2016 at 3:43 PM, Robin Groppe  wrote:

> Sorry, totally overread the specs.
>
> In this case I am pretty sure its a governor problem.
>
> grep MHz /proc/cpuinfo  ;)  will confirm that.
> Am 12.12.2016 um 15:38 schrieb Absurd Minds:
>
> What's the output of
>
> cat /proc/cpuinfo |grep "MHz"
>
> On Dec 12, 2016 9:25 AM, "Md. Sazid Hossain" 
> wrote:
>
>> Hello,
>> I have been running CS:GO servers on windows all this time. After failing
>> to reduce server var from 0.3xx to lower, I switched to ubuntu 16.10 with
>> 4.9 low latency kernel. Sadly, the server is performing poorly while
>> running a 20 slot 128 tick server. The sv fluctuates a lot. Sv jumps to as
>> high as 20. While the var jumps to 2.0 ms. Any idea where is the problem?
>> My server configuration:
>> i7 6770
>> Asus P10s-WS
>> 16GB DDR4 2133
>>
>> Regards
>>
>>
>>
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Re: [Csgo_servers] Steam datagram relay

2016-10-21 Thread Marco Padovan
Nice analysis, hoping too to see relays available to us

On Fri, Oct 21, 2016 at 7:00 PM, Ragnos <ragnos.utz...@gmail.com> wrote:

> It's 1am here, so no proof-reading. Cheers folks...
>
> I've experimented a bit with it. I got to the point where srcds actually
> listened to incoming proxied traffic (by setting
> +sv_steamdatagramtransport_port xy) but the relays won't forward my
> connection attempts. You can verify your srcds is configured "correctly"
> by checking your "status" printout for the following line:
>
> sdt : =[G:1:n] on port xy
>
> The only issue i found (besides it's not working at all, but thats the
> relays "fault") is that the additional SDT port is not respecting the ip
> or ip_steam cvars. That port listens to all interfaces, which could
> cause problems on multihomed hosts. There are no cvars to control this
> behaviour, including hidden cvars. I think that should be fixed by
> either go after the "ip" cvar or giving it it's own like it has been
> done with ip_tv and ip_tv1 for that additional gotv-instance. I propose
> "ip_sdt".
>
> I think the relays have to be configured to acknowledge either certain
> gameserver steamid's or predefined ip ranges, since Valve doesn't
> applies GSLT restrictions to their own server version. (The clientside
> sdt debug logging shows their servers run anonymous SteamID's) Steam
> already knows which steamid belongs to which ip:port, it has to be the
> relay then.
>
> If Valve want's to use SDT globally, there are only two ways to do so:
> Option one would be routing every single bit of traffic from and to
> community servers through their clusters. That means HUGE amounts of
> traffic, way to inefficient, no way they are doing that. Also, ping
> times and overall networking quality to everything else than Valve
> servers would most likely get worse because the routing would be
> optimized for their own data centers. Option two, obviously, is to give
> us access to the relay software. Assuming the relays have to sign in
> into steam like srcds, it would be easy to feed the clients with
> information about which server is connected to which relay cluster. That
> also could replace the current masterserver system and by that the old
> server browser, and lays foundation for future changes like IPv6. That
> option also suggests we could be able to construct our own relay
> clusters to generate some kind of redundancy, just like Valve does.
>
> Wild theory: I think the only reason we can't use SDT with our servers
> right now is that valve isn't done with the part where the client get's
> the information which relay(cluster) to use with community servers.
> Right now it's done via matchmaking, but that won't work for everything
> non-valve. With DotA2 they had no need to work on that because there is
> no offical community srcds. But then again it was easy to port the
> existing DotA2-code over since our matchmaking originates from there.
> Would be great to get some kind of confirmation on that from Valve, but
> not getting one would match their corporate identity...
>
> **tl;dr:** community srcds is already to able to work with SDT, but
> valve's relays just don't want to. imho best and most efficient way to
> utilize SDT with community srcds would be to make the software generally
> available, feed all needed info from community relays into steam and
> back to the clients, and replace the old server browser while you're at
> it. Only reason we can't utilize SDT right now is most likely good ol'
> "not done yet".
>
> Cheers!
> Ragnos
>
> Am 10/18/2016 um 2:23 PM schrieb Marco Padovan:
> > I've personally been playing with "multiple ingress points" (nats and
> > network forwads) many times...
> >
> > They works properly con call of duty/quake3 netcode but they were not
> > working on sourceds netcode...
> >
> > We can provide both the edge servers, and the gameservers themself as
> > long as the game is able to digest NAT / ip forward... having
> > something running natively like valve does on the official servers
> > would be even better.
> >
> > Hoping they will come forward with some details for the general public
> > to set them up too
> >
> > On Tue, Oct 18, 2016 at 10:32 AM, wickedplayer494
> > <wickedplayer...@gmail.com <mailto:wickedplayer...@gmail.com>> wrote:
> >
> > The Steam Datagram relay system only deals with how clients
> > connect to Valve's own server network, so for community server
> > operators, it will be irrelevant. Also, today's update didn't
> > affect the server version, so even if the Steam Datagram system
> 

Re: [Csgo_servers] Steam datagram relay

2016-10-18 Thread Marco Padovan
I've personally been playing with "multiple ingress points" (nats and
network forwads) many times...

They works properly con call of duty/quake3 netcode but they were not
working on sourceds netcode...

We can provide both the edge servers, and the gameservers themself as long
as the game is able to digest NAT / ip forward... having something running
natively like valve does on the official servers would be even better.

Hoping they will come forward with some details for the general public to
set them up too

On Tue, Oct 18, 2016 at 10:32 AM, wickedplayer494 <wickedplayer...@gmail.com
> wrote:

> The Steam Datagram relay system only deals with how clients connect to
> Valve's own server network, so for community server operators, it will be
> irrelevant. Also, today's update didn't affect the server version, so even
> if the Steam Datagram system was made available to community servers, the
> relevant commands would not work because of that.
>
> On 10/18/2016 3:07 AM, Marco Padovan wrote:
>
> Hi,
>
> How can we setup steam datagram relays on community servers? Is there any
> documentation out there?
>
>
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[Csgo_servers] Steam datagram relay

2016-10-18 Thread Marco Padovan
Hi,

How can we setup steam datagram relays on community servers? Is there any
documentation out there?
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[Csgo_servers] tokens expiring for inactivity

2016-08-08 Thread Marco Padovan
Hi,

I had a few tokens generated that I had yet to use for our servers...
discovered only today that the time came to be used they they have been
disabled for inactivity

Before going to recreate the whole set again: are there specific timings
about that?

Thanks
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Re: [Csgo_servers] How to use server-sided avatars?

2016-08-03 Thread Marco Padovan
That command needs to be run on a windows client

On Wed, Aug 3, 2016 at 3:23 AM, Ákos Szép  wrote:

> I wanted to use custom avatars on my server but after turning
> sv_reliableavatardata 2 on my client said that cl_convert_avatar_rgb
> command does not exist. What happened?
>
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Re: [Csgo_servers] tv_autorecord GOTV demos can't be replayed

2016-05-15 Thread Marco Padovan
Hi,

it has been in this way since many many months

nothing new here..



On Sun, May 15, 2016 at 8:37 PM, Walentin Lamonos 
wrote:

> I guess that issue has been around for a couple of years now. Autorecorded
> GOTV demos can't be replayed with startdemo and result in a game crash.
> The only info I can provide is that my menu net_graph (which usually shows
> 128 as update/cmdrate) switches to 64 update/cmdrate before the game
> crashes, so apparently something goes wrong when or after the config
> settings are loaded.
> Would be nice if the issue could finally be fixed, so I'm not forced to
> use Metamod & Sourcemod as a workaround.
>
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Re: [Csgo_servers] Servers on Linux crashing after 50th round

2016-04-24 Thread Marco Padovan
The problem is still persisting after the latest small update.

Apparently it's crashing at buy time of the 51th round. Not 100% times, but
we had multiple occurrences, is it something someone else have observerd /
experienced?

Thanks
Il 23 apr 2016 1:30 AM, "Marco Padovan" <e...@evcz.tk> ha scritto:

> Hi,
>
> Since the latest update we are seeing hundreds of servers crash when round
> count goes above 50 (like 25-26 in overtime)
>
> Is this a known bug?
>
> Thanks
>
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[Csgo_servers] Servers on Linux crashing after 50th round

2016-04-22 Thread Marco Padovan
Hi,

Since the latest update we are seeing hundreds of servers crash when round
count goes above 50 (like 25-26 in overtime)

Is this a known bug?

Thanks
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Re: [Csgo_servers] Can't connect to steamcmd

2016-02-28 Thread Marco Padovan
Still having issues?

I see everything still broken... Now can login to steam but unable to get
license... you too?

On Fri, Feb 26, 2016 at 12:59 AM, Felipe Teruo 
wrote:

> I did, they told they are looking what's wrong, but still didn't give us
> any answer.
>
>
>
>
> --
> Date: Thu, 25 Feb 2016 22:41:10 +0100
>
> From: e...@evcz.tk
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] Can't connect to steamcmd
>
> That's what I thought, seeing identical issues on machines hosted on
> maxihost, did you contacted them about it? when did the issue started?
>
> Based on my findings the issue started like 22 hours and a half ago
>
> On Thu, Feb 25, 2016 at 10:05 PM, Felipe Teruo 
> wrote:
>
> I am at MaxiHost, located in Sao Paulo
>
>
>
>
> --
> Date: Thu, 25 Feb 2016 19:04:09 +0100
> From: e...@evcz.tk
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] Can't connect to steamcmd
>
>
> I've seen some servers in sau paolo showing that behaviour.
>
> What datacenter are you at?
>
> On Thu, Feb 25, 2016 at 3:30 PM, Felipe Teruo 
> wrote:
>
> Hello, I can't connect to steamcmd to download the latest updates.
>
> Error: Failed with result code 3
>
> I could login to steamcmd, but when I tried the app_update, it stopped
> arround 40%, then I could never download or connect anymore.
>
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Re: [Csgo_servers] Can't connect to steamcmd

2016-02-25 Thread Marco Padovan
That's what I thought, seeing identical issues on machines hosted on
maxihost, did you contacted them about it? when did the issue started?

Based on my findings the issue started like 22 hours and a half ago

On Thu, Feb 25, 2016 at 10:05 PM, Felipe Teruo 
wrote:

> I am at MaxiHost, located in Sao Paulo
>
>
>
>
> --
> Date: Thu, 25 Feb 2016 19:04:09 +0100
> From: e...@evcz.tk
> To: csgo_servers@list.valvesoftware.com
> Subject: Re: [Csgo_servers] Can't connect to steamcmd
>
>
> I've seen some servers in sau paolo showing that behaviour.
>
> What datacenter are you at?
>
> On Thu, Feb 25, 2016 at 3:30 PM, Felipe Teruo 
> wrote:
>
> Hello, I can't connect to steamcmd to download the latest updates.
>
> Error: Failed with result code 3
>
> I could login to steamcmd, but when I tried the app_update, it stopped
> arround 40%, then I could never download or connect anymore.
>
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Re: [Csgo_servers] Can't connect to steamcmd

2016-02-25 Thread Marco Padovan
I've seen some servers in sau paolo showing that behaviour.

What datacenter are you at?

On Thu, Feb 25, 2016 at 3:30 PM, Felipe Teruo 
wrote:

> Hello, I can't connect to steamcmd to download the latest updates.
>
> Error: Failed with result code 3
>
> I could login to steamcmd, but when I tried the app_update, it stopped
> arround 40%, then I could never download or connect anymore.
>
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Re: [Csgo_servers] [ GSLT ] - User accounts will also receive a temporary cooldown when their Game Server Login Token gets banned.

2016-02-24 Thread Marco Padovan
Is this real? What about NAT?

On Thu, Feb 25, 2016 at 4:43 AM, Max Krivanek  wrote:

> It looks like they're banning people that share the same IP at home.
> Probably trying to target those who created multiple Steam accounts.
>
> On Wed, Feb 24, 2016 at 4:54 PM, Team LANII  wrote:
>
>> And according to that post other accounts on the same IP are banned too,
>> that is my concern. I.e. they ban the GSLT, but the IP is affected too:
>>
>> https://www.reddit.com/r/GlobalOffensive/comments/47d4dj/got_my_server_token_banned_fun_fact_i_dont_host/
>>
>> https://www.reddit.com/r/GlobalOffensive/comments/47achw/headsup_to_those_with_a_gslt_ban/
>>
>> On Wed, Feb 24, 2016 at 11:47 PM, Neuro Toxin 
>> wrote:
>>
>>> The very first ban wave was ip based.
>>>
>>> It was a massive fail.
>>>
>>> Valve setup the GSLT system before the second wave.
>>>
>>> Now bans waves are GSLT based.
>>>
>>> --
>>> * From: * Kristaps Kusiņš ;
>>> * To: * ;
>>> * Subject: * Re: [Csgo_servers] [ GSLT ] - User accounts will also
>>> receive a temporary cooldown when their Game Server Login Token gets
>>> banned.
>>> * Sent: * Wed, Feb 24, 2016 10:32:57 PM
>>>
>>> They wont say anything, it's their policy...
>>>
>>>
>>> 2016-02-25 0:29 GMT+02:00, Team LANII :
>>> > The question is not if it is a good thing to do, or the best way to do
>>> it.
>>> > The fact alone that there are hosters out there that do it this way is
>>> > problematic enough to discuss it, as it is a potential problem for
>>> innocent
>>> > customers. All I'd like to have is some clarity on the banning scheme,
>>> I
>>> > hope Valve can say something about it.
>>> >
>>> > On Wed, Feb 24, 2016 at 11:23 PM, Charalampos Galanis <
>>> xngala...@gmail.com>
>>> > wrote:
>>> >
>>> >> Not trying to insult you but it is not recommended to host
>>> gameservers in
>>> >> VPS , unless you love server fps drops and high variance
>>> >> Στις 25 Φεβ 2016 00:22, ο χρήστης "Kristaps Kusiņš"
>>> >> 
>>> >> έγραψε:
>>> >>
>>> >>> A normal hosting will not do that, I simply setup personalized vps
>>> >>> machines for 8€ for 24 slot servers, which have their own reserved
>>> >>> stats. Those who do that are useless hostings...
>>> >>>
>>> >>>
>>> >>> 2016-02-25 0:06 GMT+02:00, Team LANII :
>>> >>> > That's the point, hosters use the same IP with different ports for
>>> the
>>> >>> same
>>> >>> > game for different customers.
>>> >>> >
>>> >>> > On Wed, Feb 24, 2016 at 10:59 PM, Christopher F.
>>> >>> > >> >>> >> wrote:
>>> >>> >
>>> >>> >> Read what the reddit post said; many shared hosts distribute a
>>> single
>>> >>> >> IPv4
>>> >>> >> address to all of the severs running on it.
>>> >>> >>
>>> >>> >> Theoretically, if one server on this address got a GLST ban, all
>>> >>> servers
>>> >>> >> on that address would receive one.
>>> >>> >>
>>> >>> >> ___
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>>> >>> >>
>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
>>> >>> >>
>>> >>> >
>>> >>>
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>>> >>
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Re: [Csgo_servers] GOTV unable to directly connect to Master IP

2016-02-20 Thread Marco Padovan
Add

tv_advertise_watchable 1

to your config and it will work



Marco Padovan
CTO hiperz.com professional gameservers - specialistic consultancy

On Sat, Feb 20, 2016 at 7:28 AM, raiden <royy...@hotmail.com> wrote:

> Erm, that ip is an example. My GameServer IP starts with
> 119.XXX.XXX.XX:27015, while the GOTV IP is the same as the GameServer just
> that the port used is 27020.
>
>
>
> --
> View this message in context:
> http://csgo-servers.1073505.n5.nabble.com/GOTV-unable-to-directly-connect-to-Master-IP-tp11451p11454.html
> Sent from the CSGO_Servers mailing list archive at Nabble.com.
>
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Re: [Csgo_servers] source tv not working since 9th update

2015-12-15 Thread Marco Padovan
Having

tv_password ""
tv_relaypassword ""
tv_advertise_watchable 1


into the configs fixes it.

webkit is not involved in this case.

On Wed, Dec 16, 2015 at 12:16 AM, Absurd Minds <goabs...@absurdminds.net>
wrote:

> I can't connect to GOTV even when connecting to the server first and then
> connecting to the GOTV.
>
> On Thu, Dec 10, 2015 at 1:25 PM, Marco Padovan <e...@evcz.tk> wrote:
>
>> Apparently it works only if first you try to connect to the gameserver,
>> and then connect to the gotv port
>>
>> On Thu, Dec 10, 2015 at 6:49 PM, Marco Padovan <e...@evcz.tk> wrote:
>>
>>> Hi,
>>>
>>> apparently since yesterday update people cannot connect to our TVs
>>> anymore (linux).
>>>
>>> No matter if the TVs are password protected or not, they always try to
>>> join a 0xfff lobby then fail.
>>>
>>> Is this happening to anyone else?
>>>
>>>
>>
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Re: [Csgo_servers] source tv not working since 9th update

2015-12-15 Thread Marco Padovan
I guess it works with a password too (didn't test was in hurry for a fix)
as long as you have

tv_advertise_watchable 1

Despite of the description when using that cvar you can still have the tv
password protected IIRC

On Wed, Dec 16, 2015 at 12:54 AM, Absurd Minds <goabs...@absurdminds.net>
wrote:

> So I can't have a TV password anymore? Hopefully that's fixed soon! In the
> meantime I'll just disable the password.
> On Dec 15, 2015 6:48 PM, "Marco Padovan" <e...@evcz.tk> wrote:
>
>> Having
>>
>> tv_password ""
>> tv_relaypassword ""
>> tv_advertise_watchable 1
>>
>>
>> into the configs fixes it.
>>
>> webkit is not involved in this case.
>>
>> On Wed, Dec 16, 2015 at 12:16 AM, Absurd Minds <goabs...@absurdminds.net>
>> wrote:
>>
>>> I can't connect to GOTV even when connecting to the server first and
>>> then connecting to the GOTV.
>>>
>>> On Thu, Dec 10, 2015 at 1:25 PM, Marco Padovan <e...@evcz.tk> wrote:
>>>
>>>> Apparently it works only if first you try to connect to the gameserver,
>>>> and then connect to the gotv port
>>>>
>>>> On Thu, Dec 10, 2015 at 6:49 PM, Marco Padovan <e...@evcz.tk> wrote:
>>>>
>>>>> Hi,
>>>>>
>>>>> apparently since yesterday update people cannot connect to our TVs
>>>>> anymore (linux).
>>>>>
>>>>> No matter if the TVs are password protected or not, they always try to
>>>>> join a 0xfff lobby then fail.
>>>>>
>>>>> Is this happening to anyone else?
>>>>>
>>>>>
>>>>
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>>>
>>>
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Re: [Csgo_servers] source tv not working since 9th update

2015-12-15 Thread Marco Padovan
Not sure actually... I was so "desperate" that I took out all the passwords
and forced tv_advertise_watchable 1

On Wed, Dec 16, 2015 at 1:36 AM, Absurd Minds <goabs...@absurdminds.net>
wrote:

> I tried just with tv_advertise_watchable 1 and a password but it didn't
> work. I just tried setting it in console, though. I wonder if that was the
> issue?
> On Dec 15, 2015 7:33 PM, "Marco Padovan" <e...@evcz.tk> wrote:
>
>> I guess it works with a password too (didn't test was in hurry for a fix)
>> as long as you have
>>
>> tv_advertise_watchable 1
>>
>> Despite of the description when using that cvar you can still have the tv
>> password protected IIRC
>>
>> On Wed, Dec 16, 2015 at 12:54 AM, Absurd Minds <goabs...@absurdminds.net>
>> wrote:
>>
>>> So I can't have a TV password anymore? Hopefully that's fixed soon! In
>>> the meantime I'll just disable the password.
>>> On Dec 15, 2015 6:48 PM, "Marco Padovan" <e...@evcz.tk> wrote:
>>>
>>>> Having
>>>>
>>>> tv_password ""
>>>> tv_relaypassword ""
>>>> tv_advertise_watchable 1
>>>>
>>>>
>>>> into the configs fixes it.
>>>>
>>>> webkit is not involved in this case.
>>>>
>>>> On Wed, Dec 16, 2015 at 12:16 AM, Absurd Minds <
>>>> goabs...@absurdminds.net> wrote:
>>>>
>>>>> I can't connect to GOTV even when connecting to the server first and
>>>>> then connecting to the GOTV.
>>>>>
>>>>> On Thu, Dec 10, 2015 at 1:25 PM, Marco Padovan <e...@evcz.tk> wrote:
>>>>>
>>>>>> Apparently it works only if first you try to connect to the
>>>>>> gameserver, and then connect to the gotv port
>>>>>>
>>>>>> On Thu, Dec 10, 2015 at 6:49 PM, Marco Padovan <e...@evcz.tk> wrote:
>>>>>>
>>>>>>> Hi,
>>>>>>>
>>>>>>> apparently since yesterday update people cannot connect to our TVs
>>>>>>> anymore (linux).
>>>>>>>
>>>>>>> No matter if the TVs are password protected or not, they always try
>>>>>>> to join a 0xfff lobby then fail.
>>>>>>>
>>>>>>> Is this happening to anyone else?
>>>>>>>
>>>>>>>
>>>>>>
>>>>>> ___
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>>>>>>
>>>>>
>>>>>
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>>>>>
>>>>
>>>>
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Re: [Csgo_servers] source tv not working since 9th update

2015-12-10 Thread Marco Padovan
Apparently it works only if first you try to connect to the gameserver, and
then connect to the gotv port

On Thu, Dec 10, 2015 at 6:49 PM, Marco Padovan <e...@evcz.tk> wrote:

> Hi,
>
> apparently since yesterday update people cannot connect to our TVs anymore
> (linux).
>
> No matter if the TVs are password protected or not, they always try to
> join a 0xfff lobby then fail.
>
> Is this happening to anyone else?
>
>
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[Csgo_servers] source tv not working since 9th update

2015-12-10 Thread Marco Padovan
Hi,

apparently since yesterday update people cannot connect to our TVs anymore
(linux).

No matter if the TVs are password protected or not, they always try to join
a 0xfff lobby then fail.

Is this happening to anyone else?
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[Csgo_servers] csgo update released

2015-12-08 Thread Marco Padovan
the GSLT change is now live apparently

http://blog.counter-strike.net/index.php/2015/12/13325/
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Re: [Csgo_servers] qconnect attacks wreaking havoc on community servers, getting more and more common, Valve please fix this exploit

2015-03-22 Thread Marco Padovan
This is an old issue, it was being exploited in TF2 years ago too...

Lately (past 4 weeks) I've seen it being frequently used against csgo too
with the 54 and ff packets.

nsfocus, arbor and so on does nothing in our case, we had resort filtering
those attacks with proper ratelimits by using iptables

On Sun, Mar 22, 2015 at 8:06 AM, Alberts S c...@tirlins.com wrote:

 Hey! By any chance could you share a few .pcap logs?

 Best Regards,
 Alberts Saulitis

 Kevin Bassi @  rakstīja:

 Srcds for the longest time has sucked at handling a decent amount of
 packets per second, it appears to crumble under itself whenever you
 send a high volume of packets per second. We have a NSFOCUS hardware
 mitigation setup in Dallas where they're hosted, and the mitigation is
 doing it's job by keeping these machines online during the attack, we
 never disconnect from the machine but the target servers on the
 machine seem to timeout even though only about 10mbps of the attack
 is actually getting through.

 Here's a detailed post containing some qconnect packet dumps:
 http://csgodev.com/qconnect-attacks/

 There's another attack somewhat like the qconnect packet attack that
 just sends a decent volume of packets that don't contain any
 information, the problem with blocking these are that the payload is
 randomly generated, the source port falls within the query port range
 of srcds, and the source port is randomized. So if we block them, we
 also prevent anyone from seeing the server, or connecting.

 None of the integrated features, like the host_ show players and
 info parameters, and the allowed packet window, etc seem to make srcds
 anymore stable during these attacks.

 Unfortunately I think this is all going to come down to SRCDS just
 suffering under high packet load, and I do not know how you can fix
 this. All I can do is provide information on how these attacks enter
 and disrupt our network, I have ~120 quite large packet dumps from
 random attacks I'd be more than happy to upload for you guys to
 inspect.

 And an unrelated note: steam voice chat needs to go. I can't imagine
 anyone using it without being in lobbies or something, and this is how
 a bunch of people are grabbing other people's IP addresses over steam.
 Since you can call people without even being on their friends list,
 just by joining a group with them. Just an option to disable voice
 chat that has to be opted into would be great.

 If you need anymore information to pass along, feel free to let me
 know.

 Thank you!


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Re: [Csgo_servers] SteamCMD Security Flaw

2014-12-02 Thread Marco Padovan
just pass the output to grep and hide the say  lines... we already do
that for the password

On Tue, Dec 2, 2014 at 3:48 PM, evourr evo...@gmail.com wrote:

  In my original post I state that user authentication is for specific
 games like Arma 3, you cannot obtain updates or server files without
 logging into a user which owns the game.

 SteamCMD works alongside a user being logged in, there's no logical reason
 (other than this security flaw) I should be purchasing the same games I
 already have on my account just to be a dedicated steamcmd account.

 I posted this to the csgo_servers mailing list hoping for a quicker
 response since this is by far the larger of the mailing lists. (However I
 have since reported it to the security email,  so this thread is pretty
 much over assuming that email has someone monitoring it.)

 Steamcmd shouldn't broadcast the messages from your account while updating.


 - Original Message -
 *From:* Andrew Irvine airv...@clgw.ca
 *To:* csgo_servers@list.valvesoftware.com
 *Sent:* Tuesday, December 02, 2014 9:38 AM
 *Subject:* Re: [Csgo_servers] SteamCMD Security Flaw

  I’m surprised no one has mentioned this, but you should be using login
 anonymous for steamCMD for CSGO servers which avoids this issue.



 But, if you do have another type of game server you can create a separate
 steam acct solely for the dedicated servers.



 https://developer.valvesoftware.com/wiki/SteamCMD#Anonymous







 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *evourr
 *Sent:* December 2, 2014 1:33 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] SteamCMD Security Flaw



 Those are not given to the *client*, the characters you see blocking
 them in the output are actually there when the client updates.



 They do not have any access to the script directory that tcadmin runs
 steamcmd from, so yes this is my biggest concern.

  - Original Message -

 *From:* Alexander Corn mc...@doctormckay.com

 *To:* csgo_servers@list.valvesoftware.com

 *Sent:* Tuesday, December 02, 2014 12:36 AM

 *Subject:* Re: [Csgo_servers] SteamCMD Security Flaw



 Who doesn’t have access to the script directory? The GSP? They absolutely
 have access to everything that goes on in their servers.



 *Alexander Corn*

 “Dr. McKay”

 http://www.doctormckay.com



 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.com
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *evourr
 *Sent:* Monday, December 1, 2014 10:57 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] SteamCMD Security Flaw



 Those are not given to the client, the characters you see blocking them in
 the output are actually there when the client updates.



 They do not have any access to the script directory that tcadmin runs
 steamcmd from, so yes this is my biggest concern.



  - Original Message -

 *From:* Alexander Corn mc...@doctormckay.com

 *To:* csgo_servers@list.valvesoftware.com

 *Sent:* Monday, December 01, 2014 10:43 PM

 *Subject:* Re: [Csgo_servers] SteamCMD Security Flaw



 So wait, your biggest concern about SteamCMD is the fact that it echoes
 chat messages and not that you have to specify your Steam account
 username/password in plaintext either in your command line or a script
 file? And that it contains a Steam Guard authentication too?



 *Alexander Corn*

 “Dr. McKay”

 http://www.doctormckay.com



 *From:* csgo_servers-boun...@list.valvesoftware.com [
 mailto:csgo_servers-boun...@list.valvesoftware.com
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Bruno Garcia
 *Sent:* Monday, December 1, 2014 10:22 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] SteamCMD Security Flaw



 Valve hardly cares for third party software, but there's a special email
 for security flaws where this will be noticed much sooner.
 security (at) valvesoftware.com

 Also, haven't you noticed how csgo srcds is *very* difficult to
 understand?

 I remember css srcds being so simple...



 On Mon, Dec 1, 2014 at 11:48 PM, evourr evo...@gmail.com wrote:

 Hello,



 I didn't really know where to put this post, the csgo servers mailing list
 appears to be more active so perhaps this will get noticed.



 Steamcmd when using user-authentication broadcasts steam messages from the
 user account, for example on games like Arma3 where you need a valid user
 and pass with the game on the account to retrieve the server files.



 http://pastebin.com/EVepJPT5



 Providers using TCAdmin can notice this behavior when a client updates a
 game if you view the task, the log will contain any steam messages sent
 during the update/installation. (For larger games or repositories hosted in
 low tier locations an install can take some time, this allows clients to
 view any messages you send.)



 From the pastebin above 

[Csgo_servers] sv_server_graphic1 - how does it works?

2014-11-19 Thread Marco Padovan
Hi,

i've tried to set both sv_server_graphic1 and sv_server_graphic2 to a
filename related to a 360x60 image zised 12kb... but it's not appearing
even for spectators...

We have placed that file into the csgo folder.

Is there any documentation or insight about that cvar?
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Re: [Csgo_servers] Server brought down by attack

2014-11-19 Thread Marco Padovan
Have you already tried to ratelimiting those incoming request to like max 1
by each /24?

On Wed, Nov 19, 2014 at 8:22 PM, p0stpwned getmeabeerwo...@hotmail.com
wrote:

 The problem is they are spamming legit in-game traffic. I can have my
 provider block that traffic, but then our server won't even appear on the
 browser or anything. This is not an ordinary DDOS - it's an exploit in
 CS:GO
 and if anyone can fix it it's Valve.



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Re: [Csgo_servers] Server brought down by attack

2014-11-05 Thread Marco Padovan
Aren't there any kind of retry implemented into the client game?

Why not just drop the first 3 packets and then allow if it keeps trying?

On Wed, Nov 5, 2014 at 3:24 PM, Moritz Uehling f...@flysoftiii.de wrote:

 The attack you're under is actually pretty advanced, especially with
 spoofed IPs. I don't know of any countermeasure.

 The only real thing you can do: Go to the police (or whoever is the right
 person in your country) and try to get them investigating.

 The next thing is simply letting the server running. There is not much you
 can do, sadly.


 Am 5. November 2014 15:06:10 schrieb p0stpwned 
 getmeabeerwo...@hotmail.com:


  Yeah there's no real point staying up if we're not even on the browser
 list.



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[Csgo_servers] LAN servers - Valve_Reject_Reserved_For_Lobby

2014-10-25 Thread Marco Padovan
Hi,

we are running a few servers into a LAN environment, we are starting them
up with -nomaster and into config we have sv_lan 1.

The issue we are experiencing is that when someone disconnect (could be a
computer crash, client crash or even player disconnecting for some reason)
most of the time they cannot reconnect anymore to the game untill we
restart the server.

The error they receive is something like unable to join lobby, this lobby
is reserved

Is that a known issue?

Into the logs we see this when that client tries to reconnect:

RejectConnection: 10.0.0.25:27005 - #Valve_Reject_Reserved_For_Lobby
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Re: [Csgo_servers] Linux server sv/var spikes

2014-10-06 Thread Marco Padovan
we are having multiple reports too.

Happens on any kind of hardware with even highly tuned kernels...

On Sun, Oct 5, 2014 at 6:40 PM, MiShU # gameserver-syndicate.de 
mi...@gameserver-syndicate.de wrote:

 Just to let u know:
 We have tested a 20 Slot nearly Vanilla with just the basic Sourcemod
 Plugins on 128 Tick and 64 Tick and if the player count reached the 16 of
 20 Players, the lag-spikes were big ( var above 15, sometimes 35). On 64
 tick and 128. On a Valve Casual DM Server i experienced these lag-spikes
 too, so valve have to find a fast solution and im sure they will find a
 fast and good solution in the next 3 days i think and hope. :)



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Re: [Csgo_servers] CSGO update

2014-10-02 Thread Marco Padovan
Ok, no problem.

Thanks for your reply

On Thu, Oct 2, 2014 at 6:15 AM, Vitaliy Genkin vita...@valvesoftware.com
wrote:

  GOTV connectivity on community GOTV networks will be fixed in the
 upcoming update, there’s unfortunately no workaround for today.



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marco Padovan
 *Sent:* Wednesday, October 01, 2014 2:16 PM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] CSGO update



 Is there something we could do to workaround the go TV issues?

 Or that needs an additional update? Is it working for someone?

 Il 01/ott/2014 21:06 spyrek10 spyre...@hotmail.com ha scritto:

 Yes, GOTV problems are normal after update. 1st faceit match has been
 delayed
 because of this connect problems.


 Marco Padovan wrote
  Unable to connect to the GOTV... happening to others?
 
  Server using '
  none
  ' lobbies, requiring pw no, lobby id 
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
 
  On Wed, Oct 1, 2014 at 6:19 PM, ics 

  ics@

   wrote:
 
  So i ended up whitelisting pak01_008.vpk, turned pure to 1 and it works?
  Ehh...
 
  -ics
 
  ics kirjoitti:
 
   This is ridiculous. I uploaded the file pak01_008.vpk from my machine
 to
  the server. Ran sv_pure_checkvp (note that i have sv_pure set to 0):
 
  sv_pure_checkvpk
  No VPK Errors occured loading files.
  Recomputing all VPK file hashes.
  File hashes checked. 4821 matches. no failures.
 
  So i booted up the server and now still the same error. How the heck do
  i
  fix this?
 
  [STEAM_1:0:5037801] Pure server: file: GAME\pak01_008.vpk ( 1 8
 0720
  10 ) unrecognized vpk file : be0eb411e9a498140d86ca658e67a59d :
  L 10/01/2014 - 19:07:33: ICS2
  STEAM_1:0:5037801
  Unassigned
  
  disconnected (reason Pure server: file [GAME]\pak01_008.vpk does not
  match
  the server's file.)
  Dropped ICS from server: Pure server: file [GAME]\pak01_008.vpk does
 not
  match the server's file.
 
  -ics
 
  ics kirjoitti:
 
  I get the same stuff AND why the heck pure is being forced on Valve's
  backend when it's set sv_pure 0 on server?
 
  L 10/01/2014 - 18:43:28: ICS3
  STEAM_1:0:5037801
  Unassigned
  
  disconnected (reason Pure server: file [GAME]\pak01_008.vpk does not
  match
  the server's file.)
  Game will not start until both teams have players.
  Dropped ICS from server: Pure server: file [GAME]\pak01_008.vpk does
  not
  match the server's file.
 
  I have removed and redownloaded the file from server and from my
  client.
  Every player drops to that error message on 1 server. The other is
  fine, so
  i copied the file over and restarted the server. Same god damn thing.
  Amazing! How is this even possible? The servers are the same
 precisely.
 
  -ics
 
 
 
  ham5 kirjoitti:
 
  restarted server - cannot connect to it either directly or from
 server
  browser...
 
 
  - Reservation cookie f28aa28ec5e189fd:  reason [R] Connect from
  :27005
  RejectConnection: :27005 - #Valve_Reject_Connect_From_Lobby
  RejectConnection: :27005 - #Valve_Reject_Connect_From_Lobby
 
 
 
 
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  View this message in context: http://csgo-servers.1073505.
  n5.nabble.com/CSGO-update-tp8059p8078.html
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Re: [Csgo_servers] CSGO update

2014-10-02 Thread Marco Padovan
that's great!

Thanks!

On Thu, Oct 2, 2014 at 11:14 PM, Vitaliy Genkin vita...@valvesoftware.com
wrote:

 FYI - We have a fix to trigger a map reload upon first client connection
 to a hibernated server, a fix for connectivity to servers inside LAN using
 internal private IP addresses, fix for GOTV community relay networks
 connectivity and among other things they will be included in an update
 today.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of ham5
 Sent: Thursday, October 02, 2014 4:20 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO update

 when the server wakes up from hibernation / new player joining - cvars are
 not re-exec'd like they used to... ie on a casual server mp_timelimit is 0
 and the map changes right away. Is this intended?


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Re: [Csgo_servers] CSGO update

2014-10-02 Thread Marco Padovan
same here.

how to revert?

Running a full validate doesn't work.

On Fri, Oct 3, 2014 at 4:45 AM, Gerard C gerard.c...@gmail.com wrote:

 +1

 2014-10-03 4:44 GMT+02:00 Elysium Gamers League sa...@egl.net.au:

 +1

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 L33TGaming
 Sent: Friday, 3 October 2014 12:42 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] CSGO update

 Can confirm, servers are unconnectable after update.



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Re: [Csgo_servers] CSGO update

2014-10-01 Thread Marco Padovan
Is there something we could do to workaround the go TV issues?

Or that needs an additional update? Is it working for someone?
Il 01/ott/2014 21:06 spyrek10 spyre...@hotmail.com ha scritto:

 Yes, GOTV problems are normal after update. 1st faceit match has been
 delayed
 because of this connect problems.


 Marco Padovan wrote
  Unable to connect to the GOTV... happening to others?
 
  Server using '
  none
  ' lobbies, requiring pw no, lobby id 
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
  GameTypes: could not find matching game mode value of  in any game
 type.
 
  On Wed, Oct 1, 2014 at 6:19 PM, ics 

  ics@

   wrote:
 
  So i ended up whitelisting pak01_008.vpk, turned pure to 1 and it works?
  Ehh...
 
  -ics
 
  ics kirjoitti:
 
   This is ridiculous. I uploaded the file pak01_008.vpk from my machine
 to
  the server. Ran sv_pure_checkvp (note that i have sv_pure set to 0):
 
  sv_pure_checkvpk
  No VPK Errors occured loading files.
  Recomputing all VPK file hashes.
  File hashes checked. 4821 matches. no failures.
 
  So i booted up the server and now still the same error. How the heck do
  i
  fix this?
 
  [STEAM_1:0:5037801] Pure server: file: GAME\pak01_008.vpk ( 1 8
 0720
  10 ) unrecognized vpk file : be0eb411e9a498140d86ca658e67a59d :
  L 10/01/2014 - 19:07:33: ICS2
  STEAM_1:0:5037801
  Unassigned
  
  disconnected (reason Pure server: file [GAME]\pak01_008.vpk does not
  match
  the server's file.)
  Dropped ICS from server: Pure server: file [GAME]\pak01_008.vpk does
 not
  match the server's file.
 
  -ics
 
  ics kirjoitti:
 
  I get the same stuff AND why the heck pure is being forced on Valve's
  backend when it's set sv_pure 0 on server?
 
  L 10/01/2014 - 18:43:28: ICS3
  STEAM_1:0:5037801
  Unassigned
  
  disconnected (reason Pure server: file [GAME]\pak01_008.vpk does not
  match
  the server's file.)
  Game will not start until both teams have players.
  Dropped ICS from server: Pure server: file [GAME]\pak01_008.vpk does
  not
  match the server's file.
 
  I have removed and redownloaded the file from server and from my
  client.
  Every player drops to that error message on 1 server. The other is
  fine, so
  i copied the file over and restarted the server. Same god damn thing.
  Amazing! How is this even possible? The servers are the same
 precisely.
 
  -ics
 
 
 
  ham5 kirjoitti:
 
  restarted server - cannot connect to it either directly or from
 server
  browser...
 
 
  - Reservation cookie f28aa28ec5e189fd:  reason [R] Connect from
  :27005
  RejectConnection: :27005 - #Valve_Reject_Connect_From_Lobby
  RejectConnection: :27005 - #Valve_Reject_Connect_From_Lobby
 
 
 
 
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  View this message in context: http://csgo-servers.1073505.
  n5.nabble.com/CSGO-update-tp8059p8078.html
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Re: [Csgo_servers] Linux server sv/var spikes

2014-09-26 Thread Marco Padovan
good to hear that!

session issues fixed too?

On Fri, Sep 26, 2014 at 3:27 PM, Ejziponken - sza...@hotmail.com wrote:

 I've been working with a few devs since Sunday. They sent me builds to
 test and yesterday we did some profiling on our servers so that they can
 work on some optimizations.

 --
 Date: Fri, 26 Sep 2014 13:08:30 +0200
 From: mi...@gameserver-syndicate.de
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Linux server sv/var spikes

 Really?
 Who said this Ejziponken? It will be great if its the truth!!

 Am 26.09.2014 12:49, schrieb Ejziponken -:

 They are working on it since sunday.

  Date: Fri, 26 Sep 2014 02:09:22 -0700
  From: mambo...@gmail.com
  To: csgo_servers@list.valvesoftware.com
  Subject: Re: [Csgo_servers] Linux server sv/var spikes
 
  Any word from valve? This has been going on for 3 weeks now, very bad
  performance on some maps. Are they acknowledging this?
 
 
 
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Re: [Csgo_servers] Server lobby redirecting to other servers?

2014-09-23 Thread Marco Padovan
Wow, this is getting totally out of hand :-\
Il 23/set/2014 05:43 Winnie the Pooh win...@timetokill.net ha scritto:

 I had a really weird issue this morning where I connected to one server
 directly via console and it took me to another repeatedly. The same was
 happening for others when trying to connect to the server too and the
 server trying to be joined was unjoinable.

 This seemed to be right after one of those This session is no longer
 available mishaps. After restarting the server it was fixed.

 Has anyone ever seen this before or have any insight into what might have
 caused it?


 Adding direct connect IP to connection 108.61.41.82:27018
 Connecting to public(185.36.170.231:27029) direct(108.61.41.82:27018) ...
 203.247:  Sending UDP connect to public IP 185.36.170.231:27029
 203.247:  Sending UDP connect to direct IP 108.61.41.82:27018
 Server using 'public' lobbies, requiring pw no, lobby id 18622037176
 RememberIPAddressForLobby: lobby 18622037176 from address
 185.36.170.231:27029
 [NET] Sending client connect packet to 185.36.170.231:27029, total size
 716 bytes ( 430 bytes info, 244 bytes auth )
 Connected to 185.36.170.231:27029


 --
 -Winnie the Pooh
 TimetoKill.net

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[Csgo_servers] [S_API FAIL] SteamAPI_Init() failed;

2014-09-22 Thread Marco Padovan
Since the beginning we have survived with this error appearing into the
console on each start (centos6 64bits)

[S_API FAIL] SteamAPI_Init() failed; unable to locate a running
instance of Steam, or a local steamclient.dll.


The solution proposed on the wiki doesn't fix it, and I've tried to please
that .so file in a couple of other positionts but it still report that
error.

https://developer.valvesoftware.com/wiki/SteamCMD#Unable_to_locate_a_running_instance_of_Steam

Where should we place that missing file?
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Re: [Csgo_servers] Problem Unable to join the session. Please try again

2014-09-20 Thread Marco Padovan
We are seeing widespread session issues all around the globe :(

On Wed, Sep 17, 2014 at 4:26 PM, Ejziponken - sza...@hotmail.com wrote:

 Feel the pressure! Fragbite just wrote about this problem. :P

 http://fragbite.se/cs/news/35717/csgo-utvecklarna-vi-jobbar-pa-det

 --
 Date: Tue, 16 Sep 2014 14:18:28 -0300
 From: garcia.bru...@gmail.com

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Problem Unable to join the session. Please
 try again

 Valve time, everyone.

 On Tue, Sep 16, 2014 at 4:00 AM, Anas Ilyas spim...@gmail.com wrote:

 Hi,

 Let's hope this lobby rewrite doesn't take months. In the meanwhile,
 please do give us an update on progress on a weekly/bi-weekly basis or
 something.



 On Tue, Sep 16, 2014 at 3:22 AM, Ejziponken - sza...@hotmail.com wrote:

 I am happy for a respond. But tbh, I felt like they been saying go fuck
 yourself for the last year by getting ignored about this problem even
 after sending private mails with debug info etc to several of the devs
 here. I just hope they can understand that people get frustrated with no
 information and a bit calmer with information and I hope they give us some
 information next time instead ignoring us.

 --
 From: stevere...@gmail.com
 Date: Mon, 15 Sep 2014 16:16:13 -0700

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Problem Unable to join the session. Please
 try again

 Take it easy man, be happy for what you got.  He very well could have told
 you to go fuck yourself and they don't want to fix it.

 On Mon, Sep 15, 2014 at 4:14 PM, Ejziponken - sza...@hotmail.com wrote:

 Finally a response. At least now we KNOW that they know and that they are
 working on it.
 Its sad that it took so long to write a few sentences about this and only
 after we started to mention boycotts.

 --
 Date: Mon, 15 Sep 2014 19:09:35 -0400
 From: goabs...@absurdminds.net
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Problem Unable to join the session. Please
 try again

 Just this one post right here is going to improve the attitude of the
 community so much. Thank you for acknowledging the issue and verifying that
 you are working on it.
 On Sep 15, 2014 7:07 PM, Vitaliy Genkin vita...@valvesoftware.com
 wrote:

  Hi all,

 The issue with sessions has been becoming a real problem with the growth
 of CS:GO user base. We are aware of the issue and are working on changing
 the core systems to scale better with the size of CS:GO community.
 Unfortunately this is not a quick rewrite, and there isn’t an easy
 workaround that we can offer at the moment. We’ll be sure to include a
 release note when the update resolving session issues is ready, but don’t
 have an exact date to announce yet.

 Thanks,
 -Vitaliy

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Re: [Csgo_servers] Problem Unable to join the session. Please try again

2014-09-20 Thread Marco Padovan
I gave it a try didn't work for me :(

On Sat, Sep 20, 2014 at 8:34 PM, Matthias InstantMuffin Kollek 
proph...@sticed.org wrote:

  Try https://forums.alliedmods.net/showpost.php?p=2201126postcount=36
 for a fix. I've had the idea before, but Ejzi said it didnt work out for
 him. So idk.



 On 20.09.2014 15:45, Marco Padovan wrote:

 We are seeing widespread session issues all around the globe :(

 On Wed, Sep 17, 2014 at 4:26 PM, Ejziponken - sza...@hotmail.com wrote:

  Feel the pressure! Fragbite just wrote about this problem. :P

  http://fragbite.se/cs/news/35717/csgo-utvecklarna-vi-jobbar-pa-det

  --
 Date: Tue, 16 Sep 2014 14:18:28 -0300
 From: garcia.bru...@gmail.com

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Problem Unable to join the session. Please
 try again

 Valve time, everyone.

 On Tue, Sep 16, 2014 at 4:00 AM, Anas Ilyas spim...@gmail.com wrote:

 Hi,

  Let's hope this lobby rewrite doesn't take months. In the meanwhile,
 please do give us an update on progress on a weekly/bi-weekly basis or
 something.



 On Tue, Sep 16, 2014 at 3:22 AM, Ejziponken - sza...@hotmail.com wrote:

  I am happy for a respond. But tbh, I felt like they been saying go
 fuck yourself for the last year by getting ignored about this problem even
 after sending private mails with debug info etc to several of the devs
 here. I just hope they can understand that people get frustrated with no
 information and a bit calmer with information and I hope they give us some
 information next time instead ignoring us.

  --
 From: stevere...@gmail.com
 Date: Mon, 15 Sep 2014 16:16:13 -0700

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Problem Unable to join the session. Please
 try again

 Take it easy man, be happy for what you got.  He very well could have
 told you to go fuck yourself and they don't want to fix it.

 On Mon, Sep 15, 2014 at 4:14 PM, Ejziponken - sza...@hotmail.com wrote:

  Finally a response. At least now we KNOW that they know and that they
 are working on it.
 Its sad that it took so long to write a few sentences about this and only
 after we started to mention boycotts.

  --
 Date: Mon, 15 Sep 2014 19:09:35 -0400
 From: goabs...@absurdminds.net
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Problem Unable to join the session. Please
 try again

   Just this one post right here is going to improve the attitude of the
 community so much. Thank you for acknowledging the issue and verifying that
 you are working on it.
 On Sep 15, 2014 7:07 PM, Vitaliy Genkin vita...@valvesoftware.com
 wrote:

  Hi all,

 The issue with sessions has been becoming a real problem with the growth
 of CS:GO user base. We are aware of the issue and are working on changing
 the core systems to scale better with the size of CS:GO community.
 Unfortunately this is not a quick rewrite, and there isn’t an easy
 workaround that we can offer at the moment. We’ll be sure to include a
 release note when the update resolving session issues is ready, but don’t
 have an exact date to announce yet.

 Thanks,
 -Vitaliy

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Re: [Csgo_servers] Antw.: Re: Your map differs from the servers

2014-09-12 Thread Marco Padovan
Two Quad core Xeon E3 1275 processors?

xeon e3 processors are one way cpu... how come your server has two of them?

On Fri, Sep 12, 2014 at 6:58 PM, Ronny Schedel i...@ronny-schedel.de
wrote:

 sounds like bad memory


 {{A-BS}} Techgunner techgun...@americanbloodsport.com schrieb:

 Thanks Matt. I will check into that. Others are having the same exact
 issue as myself. I have been testing for consistency to rule out
 possibilities and have not found a common denominator as of yet. I can
 delete a map from my maps folder, have the server download it through
 redirect and am able to play. Then I switch it to a couple of different
 maps without a glitch, and then randomly while switching to a default map
 like de_dust2 it will give me that error. Different players have different
 results. Things that make you go h. I am running a 1.6 server, a CS:GO
 Armsrace, and a CS:GO Deathmatch without any issues. It seems to be related
 to the classic casual. I am now going to download a fresh (vanilla) server
 and see if maybe my plugins are causing the issue. Saint K suggested it may
 be memory issue which I haven't ruled that possibility out yet.
 Unfortunately the data center is in downtown LA and I am about 50 minute
 drive away with little time on my hands to go run memory tests on the
 server. I also don't want to pay an IT tech onsite $100,00 an hour to check
 my server when it would cost less in gas and time to check it myself. Plus
 I don't trust anyone touching my server as most of you would understand. I
 would think if it was a hardware issue my other servers would be having
 similar issues as well. I am also running a TS3 server on that box with no
 issues. I am ready to pull my hair out. Thanks for those of you that have
 replied. Every bit of brainstorming helps no matter how inconceivable it
 may sound. I have seen stranger things happen when it comes to
 hardware/software issues.

 And just in case any of this helps, my server specs: Two Quad core Xeon E3
 1275 processors @ 3.40Ghz, 16 GB RAM, Windows Server 2008 R2 Enterprise
 Edition.

 {{A-BS}}™Techgunner
 Clan Leader/Founder
 American BloodSport Gaming Communitywww.americanbloodsport.com

 On 9/11/2014 5:43 PM, Matt A wrote:


 If possible check your server's map md5 hash and compare it to either the
 same map on your computer or find the hash of it online. Are others able to
 play on your server at all?
 On Sep 11, 2014 1:58 PM, {{A-BS}} Techgunner 
 techgun...@americanbloodsport.com wrote:

 I hope someone can assist in this issue. Lately I have been receiving
 this error message when connecting to our community server. I believe it is
 an issue with the server side as it only happens on our community server.
 Many other players have been complaining of the same issue. We are running
 a classic casual server with no workshop maps. All the maps are on the
 server with a fast redirect. I have verified the integrity of my csgo game
 client side, deleted the maps on the server side and validated. All maps
 look like they match up on client and server side. The error message is on
 both default maps and custom. I can join the server and have no issues, and
 the next time that same map I was playing on before changes I get the error
 message. If I am playing on a map (example: de_dust2) and I exit the game.
 If I rejoin the same map(de_dust2) it will also give the error message.
 Have any of you come across this issue, and if so what did you do to
 resolve it?

 Any help will be appreciated.

 --
 {{A-BS}}™Techgunner
 Clan Leader/Founder
 American BloodSport Gaming Community
 www.americanbloodsport.com


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Re: [Csgo_servers] Counter-Strike: Global Offensive version 13400released

2014-07-02 Thread Marco Padovan
downloaded a very big update looks like everything is changed while
doing an rsync :D


On Wed, Jul 2, 2014 at 2:03 PM, ics i...@ics-base.net wrote:

 Yes something is messed up.

 -ics

 Kim Sønderup - SpeedGaming.pro kirjoitti:

 Is it just my browser or is the last update info from 13Dec 2013 on Click
 here for official Steam product update notes. http://store.steampowered.
 com/news/?appids=730feed=steam_updates ???



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[Csgo_servers] Memory leaks

2014-06-08 Thread Marco Padovan
We are seeing instances taking up to 2.5gb of real ram...

Are we alone on  this?
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Re: [Csgo_servers] Memory leaks

2014-06-08 Thread Marco Padovan
centos 6 64bit

seems like the leaks happens when runnning

tv_snapshotrate 128



On Mon, Jun 9, 2014 at 12:52 AM, Antix mtmu...@web.de wrote:

 OS?



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[Csgo_servers] server queries / AS2_INFO rate limited?

2014-05-30 Thread Marco Padovan
Hi,

is there a way to remove (or increase) the query rate limits?

Or at least a way to whitelist a series of IP addresses not affected by
such kind of rate limiting?

Currently when doing subsequent checks we miss a reply from time to time
and therefore consider the server as offline
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Re: [Csgo_servers] server queries / AS2_INFO rate limited?

2014-05-30 Thread Marco Padovan
Great thanks!




On Fri, May 30, 2014 at 8:37 PM, Ulrich Block ulbl...@gmx.de wrote:

  German but commands should be self explaining:
 http://www.ulrich-block.de/csgo-server-timeouts-bei-hlsw/

 Am 30.05.2014 20:27, schrieb Marco Padovan:

 Hi,

  is there a way to remove (or increase) the query rate limits?

  Or at least a way to whitelist a series of IP addresses not affected by
 such kind of rate limiting?

  Currently when doing subsequent checks we miss a reply from time to time
 and therefore consider the server as offline


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Re: [Csgo_servers] server queries / AS2_INFO rate limited?

2014-05-30 Thread Marco Padovan
We are already ratelimiting on the firewall side and there we can have IPs
whitelisted... if only we could have the whitelists into the engine


On Fri, May 30, 2014 at 8:43 PM, Kevin s...@serveredirect.com wrote:

  On 5/30/2014 2:27 PM, Marco Padovan wrote:

 Hi,

  is there a way to remove (or increase) the query rate limits?

  Or at least a way to whitelist a series of IP addresses not affected by
 such kind of rate limiting?

  Currently when doing subsequent checks we miss a reply from time to time
 and therefore consider the server as offline


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  sv_max_queries_sec
 sv_max_queries_sec_global

 These are the commands used in CS:S/TF2 to limit info requests. I wouldn't
 recommend un-limiting these, or setting them extremely high, as malicious
 users can spam your server and make it lag/timeout.

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[Csgo_servers] Corrupted demos

2014-05-27 Thread Marco Padovan
Hi,

since a few days all the demo files csgotv has created are corrupted /
can't be watched.

Is that happening to anybody else?
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Re: [Csgo_servers] CSGO update problem

2014-03-27 Thread Marco Padovan
Probably they get servers for free and density is not an issue on their end
;)


On Thu, Mar 27, 2014 at 5:19 PM, ics i...@ics-base.net wrote:

 Thats really pointless. Valve recently showed on TF2 that they rather
 throw in money and run their own servers than let community servers, that
 helped their games grow, have players on them.

 So if we turn our servers off, nothing will change. Long term, their
 solution will hurt them and us more they see now but nothing we can do
 about it.

 -ics

 Andre Müller kirjoitti:

 Pff, stop hosting csgo and valve will see it in the statistics. You are
 not consistent enough. Only one provider has written, that he stopped with
 hosting csgo servers. This is the first logical step, when they are ignore
 us.


 2014-03-27 14:52 GMT+01:00 Craig Shannon cr...@mynameiscraig.commailto:
 cr...@mynameiscraig.com:


 Yes everyone I'm sure Gabe himself will fix the performance issues
 if we keep posting.

 http://i.imgur.com/VfDGb8H.jpg

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Re: [Csgo_servers] CS:GO 128 tick bandwidth consumption?

2014-02-27 Thread Marco Padovan
Hi,

your CPU is no good at all.

You need a way better CPU (faster clockspeed) to handle a 128tick server.

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


On Thu, Feb 27, 2014 at 11:08 AM, JantsoP jantso.por...@gmail.com wrote:

 So im running my CS:GO 128 tick server with following specs:
 Intel(R) Xeon(R) CPU W3520 @ 2.67GHz
 24gb RAM
 100/100 Internet w/ Unlimited Bandwidth
 Ubuntu 12.04 LTS Server

 And im having the following issue. I have it set to 14 slot server and
 still
 the var is going to like 1.4-2.0 at somepoint. I mean how is that even
 possible? I have good internet and CPU and still its unplayable for some
 clients. Any help on this?



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Re: [Csgo_servers] CSGO 1.32.3.0

2014-02-21 Thread Marco Padovan
AS2INFO requests now replying with only partial results?


On Fri, Feb 21, 2014 at 1:11 PM, Kim Sønderup - SpeedGaming.pro 
k...@speedgaming.pro wrote:

  well hope to get a update or i know alot of lanparty this week-end gets
 pist with over 50 csgo match server is down

 all 50 servers say the same and cant get online.


 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58353 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:36908 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:36908 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:51010 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:51010 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52170 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52170 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:33202 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:33202 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:59326 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:59326 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54282 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54282 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46722 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46722 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:49571 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:49571 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54588 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:54588 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46854 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:46854 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:55043 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:55043 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52619 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:52619 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58587 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:58587 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:44809 '0x45'
 exceeding MTU (2447)
 [NET] Cannot send connectionless packet to xxx.xxx.xxx.xxx:44809 '0x45'
 exceeding MTU (2447

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Re: [Csgo_servers] Since CSGO update 1.32.0.0

2014-01-29 Thread Marco Padovan
I'm getting the same issues... So is 730 or 740 the correct id we should
put into the txt file?

Apparent it segfault constantly without that file set
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[Csgo_servers] Problems with workshop http?

2014-01-03 Thread Marco Padovan
I'm seeing many servers failing to start with this error while trying to
load a workshop collection:

Server UGC Manager: Failed to get file info. Internal IHTTP error or
clientside internet co

Is there any widespread workshop issue?
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Re: [Csgo_servers] Problems with workshop http?

2014-01-03 Thread Marco Padovan
Seems like steam is down looking from the stats graphs... so not just
workshop :S


On Fri, Jan 3, 2014 at 12:13 PM, Marco Padovan e...@evcz.tk wrote:

 I'm seeing many servers failing to start with this error while trying to
 load a workshop collection:

 Server UGC Manager: Failed to get file info. Internal IHTTP error or
 clientside internet co

 Is there any widespread workshop issue?

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[Csgo_servers] clients fps drops

2013-12-19 Thread Marco Padovan
Hi,

we are having some clients reporting random fps drops.

Could they be caused by some cvar setting?

Currently we are running with tickrate 128 and these settings:

sv_minrate 35000
sv_maxrate 128000
sv_minupdaterate 40
sv_maxupdaterate 128
sv_mincmdrate 40
sv_maxcmdrate 128

sv_maxusrcmdprocessticks 0


and will try to change to:

sv_minrate 2
sv_maxrate 128000
sv_minupdaterate 40
sv_maxupdaterate 128
sv_mincmdrate 40
sv_maxcmdrate 128

without forcing sv_maxusrcmdprocessticks

Anything else we could look to find out why certain clients have fps drops?
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Re: [Csgo_servers] clients fps drops

2013-12-19 Thread Marco Padovan
here we are talking about clients doing 100fps+ that suddenly drop a lot
and start lagging badly


On Thu, Dec 19, 2013 at 10:55 PM, louloubizou louloubi...@gmail.com wrote:

 I confirm the issue

 Loose 10 to 15 fps

 Le jeudi 19 décembre 2013, Marco Padovan a écrit :

 Hi,

 we are having some clients reporting random fps drops.

 Could they be caused by some cvar setting?

 Currently we are running with tickrate 128 and these settings:

 sv_minrate 35000
 sv_maxrate 128000
 sv_minupdaterate 40
 sv_maxupdaterate 128
 sv_mincmdrate 40
 sv_maxcmdrate 128

 sv_maxusrcmdprocessticks 0


 and will try to change to:

 sv_minrate 2
 sv_maxrate 128000
 sv_minupdaterate 40
 sv_maxupdaterate 128
 sv_mincmdrate 40
 sv_maxcmdrate 128

 without forcing sv_maxusrcmdprocessticks

 Anything else we could look to find out why certain clients have fps
 drops?


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Re: [Csgo_servers] Linux: higher var after CSGO glibc version update

2013-12-03 Thread Marco Padovan
+1 on this issue :/


On Tue, Dec 3, 2013 at 9:19 PM, ics i...@ics-base.net wrote:

 Can we get some light shed into this? Is there a fix in the works or do
 you guys have no clue why our servers perform much worse now than before 2
 updates ago?

 -ics

 ics kirjoitti:

  Same here, now tick128 the var goes up to 3 and starts going yellow
 instead of being steady white and no more than 2,5 the most. Performance
 went definitely in bad direction.

 -ics

 Absurd Minds kirjoitti:


 Yes I think there was an email recently about this issue. Pretty much
 everybody saw a decrease in performance.

 On Nov 27, 2013 8:01 AM, Elysium Gamers League sa...@egl.net.aumailto:
 sa...@egl.net.au wrote:

 Hi Guys,

 We had our servers running really really nicely 0.2-0.4 var with
 12 slot CSGO 128 tick servers.

 Since the update we are seeing 0.5-1.2 which is a significant
 increase. We’re seeing a lot of complaints about this unfortunately.

 It seems the advantage Linux had over Windows is gone, the same
 variance is being seen on both platforms.

 We have even tested a new E3-1240v3 with an SSD running just one
 server, no luck.

 Ubuntu 12.04.3 LTS w/ 3.2 lowlatency kernel. No improvement using
 the 3.5 or 3.8 kernels.

 Anyone else having similar issues?

 Cheers.


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Re: [Csgo_servers] Huge loss problem

2013-11-26 Thread Marco Padovan
Could be # concurrent connections or who knows what else.

Try to connect directly bypassing the firewall eventually if you have no
clue about fw specs / rulesets in use

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


On Tue, Nov 26, 2013 at 8:46 AM, arnold lam arnoldla...@hotmail.com wrote:

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

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

 Sent from my iPhone

 On 26 Nov, 2013, at 6:19 am, ritual rit...@vsritual.com wrote:

 To be honest it's a bit of a cop-out answer as most script-kiddie DDOS
 attacks are from UDP SYN Flooding which are can be stopped by hardware
 firewalls.  If it was a firewall issue, there would be more than one system
 affected and therefore more people complaining. I think we've narrowed down
 the problem here to limited bandwidth and that it is now up to his vendor
 to see if it is possible for them to provide more. Lowering tick and
 limiting players are all temporary fixes to the over-arching problem.

 Good luck with the vendor.





 On Mon, Nov 25, 2013 at 12:01 PM, Marco Padovan e...@evcz.tk wrote:

 Maybe then the issue relies on the hardware firewall.

 Post the specs and rulesets in use

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


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

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

 Sent from my iPhone

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

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

 To me that is not good, nor normal.

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

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


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

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

 Chain FORWARD (policy ACCEPT)
 target prot opt source   destination

 Chain OUTPUT (policy ACCEPT)
 target prot opt source   destination

 cat /proc/net/udp


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




 Is this normal?




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

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

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

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

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

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


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Re: [Csgo_servers] Huge loss problem

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

Post the specs and rulesets in use

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


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

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

 Sent from my iPhone

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

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

 To me that is not good, nor normal.

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

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


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

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

 Chain FORWARD (policy ACCEPT)
 target prot opt source   destination

 Chain OUTPUT (policy ACCEPT)
 target prot opt source   destination

 cat /proc/net/udp


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




 Is this normal?




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

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

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

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

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

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


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Re: [Csgo_servers] Huge loss problem

2013-11-24 Thread Marco Padovan
Hi,

you should test also the upload... there are some datacenters around that
selle connection with throttled upload speed to outside destinations and
untrotthled downloads

What do you mean with: SV barely drops lower than 30 ?

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


On Sun, Nov 24, 2013 at 2:29 PM, arnold lam arnoldla...@hotmail.com wrote:

 Hi everyone,

 Recently I have rented a dedicated server in a datacenter. Before I host
 my servers at home without any loss problem.
 However after switching to the new dedicated server, packet loss will
 happen when the server is filled with players.

 I host a 45 slot zombie escape server. With a 100mbps full duplex
 connection.

 Here are some specs of my server:
 Ubuntu 12.04
 8GB RAM
 E3-1275v2
 100Mbps port

 Something that I know is according to iftop, when it reaches
 13.5Mb(megabit), server will start to have loss and choke.
 Loss goes above 50% which makes gameplay impossible.
 I have contacted the support and they said its not their problem.
 I can download a 100MB file in 10 seconds, 100mbps seems legit and they
 have tested the upload speed for me. Both working.
 SV barely drops lower than 30.

 My rate settings:
 sv_minrate 25000
 sv_maxrate 10
 net_splitpacket_maxrate 75000





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Re: [Csgo_servers] Huge loss problem

2013-11-24 Thread Marco Padovan
As, that should never ever go below 64 or 128 (based on the tickrate your
are using) for long time...

Make sure you server is properly setup to handle that load... where you
running it on ubuntu 12.04 even while you were hosting at home?

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


On Sun, Nov 24, 2013 at 3:48 PM, arnold lam arnoldla...@hotmail.com wrote:

 The SV is the value that counts the tickrate in net_graph 1. If it is
 throttled, what should I do to reduce this lag/choke?
 Thanks.

 --
 Date: Sun, 24 Nov 2013 15:31:04 +0100
 From: e...@evcz.tk
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Huge loss problem


 Hi,

 you should test also the upload... there are some datacenters around that
 selle connection with throttled upload speed to outside destinations and
 untrotthled downloads

 What do you mean with: SV barely drops lower than 30 ?

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


 On Sun, Nov 24, 2013 at 2:29 PM, arnold lam arnoldla...@hotmail.comwrote:

 Hi everyone,

 Recently I have rented a dedicated server in a datacenter. Before I host
 my servers at home without any loss problem.
 However after switching to the new dedicated server, packet loss will
 happen when the server is filled with players.

 I host a 45 slot zombie escape server. With a 100mbps full duplex
 connection.

 Here are some specs of my server:
 Ubuntu 12.04
 8GB RAM
 E3-1275v2
 100Mbps port

 Something that I know is according to iftop, when it reaches
 13.5Mb(megabit), server will start to have loss and choke.
 Loss goes above 50% which makes gameplay impossible.
 I have contacted the support and they said its not their problem.
 I can download a 100MB file in 10 seconds, 100mbps seems legit and they
 have tested the upload speed for me. Both working.
 SV barely drops lower than 30.

 My rate settings:
 sv_minrate 25000
 sv_maxrate 10
 net_splitpacket_maxrate 75000





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Re: [Csgo_servers] Huge loss problem

2013-11-24 Thread Marco Padovan
Ah ok... 30 on 32 is fine then...

You should ask your system administrator to review what's the bottleneck.

Could be either CPU or network if that happens only when crossing a certain
amount of players/load

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


On Sun, Nov 24, 2013 at 3:55 PM, arnold lam arnoldla...@hotmail.com wrote:

 Yes I have been running Ubuntu 12.04 since I have s tarted this server.
 Also, I made it run on 32 tick. My server simply cannot handle 64 tick.
 But I can handle 32 tick perfectly.


 --
 Date: Sun, 24 Nov 2013 15:51:59 +0100

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

 As, that should never ever go below 64 or 128 (based on the tickrate your
 are using) for long time...

 Make sure you server is properly setup to handle that load... where you
 running it on ubuntu 12.04 even while you were hosting at home?

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


 On Sun, Nov 24, 2013 at 3:48 PM, arnold lam arnoldla...@hotmail.comwrote:

 The SV is the value that counts the tickrate in net_graph 1. If it is
 throttled, what should I do to reduce this lag/choke?
 Thanks.

 --
 Date: Sun, 24 Nov 2013 15:31:04 +0100
 From: e...@evcz.tk
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Huge loss problem


 Hi,

 you should test also the upload... there are some datacenters around that
 selle connection with throttled upload speed to outside destinations and
 untrotthled downloads

 What do you mean with: SV barely drops lower than 30 ?

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


 On Sun, Nov 24, 2013 at 2:29 PM, arnold lam arnoldla...@hotmail.comwrote:

 Hi everyone,

 Recently I have rented a dedicated server in a datacenter. Before I host
 my servers at home without any loss problem.
 However after switching to the new dedicated server, packet loss will
 happen when the server is filled with players.

 I host a 45 slot zombie escape server. With a 100mbps full duplex
 connection.

 Here are some specs of my server:
 Ubuntu 12.04
 8GB RAM
 E3-1275v2
 100Mbps port

 Something that I know is according to iftop, when it reaches
 13.5Mb(megabit), server will start to have loss and choke.
 Loss goes above 50% which makes gameplay impossible.
 I have contacted the support and they said its not their problem.
 I can download a 100MB file in 10 seconds, 100mbps seems legit and they
 have tested the upload speed for me. Both working.
 SV barely drops lower than 30.

 My rate settings:
 sv_minrate 25000
 sv_maxrate 10
 net_splitpacket_maxrate 75000





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Re: [Csgo_servers] Huge loss problem

2013-11-24 Thread Marco Padovan
18.20mbit is very low... so maybe that's the issue


On Sun, Nov 24, 2013 at 4:17 PM, arnold lam arnoldla...@hotmail.com wrote:

 Here is the result. I tested it at 23:17pm.


 root@arnold:~# speedtest-cli
 Retrieving speedtest.net configuration...
 Retrieving speedtest.net server list...
 Testing from SunnyVision Limited (124.248.225.130)...
 Selecting best server based on ping...
 Hosted by Telin (Hong Kong) [3.25 km]: 11.285 ms
 Testing download speed
 Download: 45.09 Mbit/s
 Testing upload speed..
 Upload: 18.20 Mbit/s
 root@arnold:~#


 --
 Date: Sun, 24 Nov 2013 07:06:14 -0800
 From: rit...@vsritual.com

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

 You have some good hardware so I doubt it is the problem. About how many
 players does it choke at?

 I also suggest running a speed test yourself to verify the speeds you're
 receiving. 100Mb is good but more is preferred.

 You can check out a cli version of the speedtest from Github since you
 (hopefully) aren't running X in the background. Make sure you run the test
 without the DS running.

 Good luck https://github.com/sivel/speedtest-cli
 On Nov 24, 2013 7:01 AM, Marco Padovan e...@evcz.tk wrote:

 Ah ok... 30 on 32 is fine then...

 You should ask your system administrator to review what's the bottleneck.

 Could be either CPU or network if that happens only when crossing a
 certain amount of players/load

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


 On Sun, Nov 24, 2013 at 3:55 PM, arnold lam arnoldla...@hotmail.comwrote:

 Yes I have been running Ubuntu 12.04 since I have s tarted this server.
 Also, I made it run on 32 tick. My server simply cannot handle 64 tick.
 But I can handle 32 tick perfectly.


 --
 Date: Sun, 24 Nov 2013 15:51:59 +0100

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

 As, that should never ever go below 64 or 128 (based on the tickrate your
 are using) for long time...

 Make sure you server is properly setup to handle that load... where you
 running it on ubuntu 12.04 even while you were hosting at home?

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


 On Sun, Nov 24, 2013 at 3:48 PM, arnold lam arnoldla...@hotmail.comwrote:

 The SV is the value that counts the tickrate in net_graph 1. If it is
 throttled, what should I do to reduce this lag/choke?
 Thanks.

 --
 Date: Sun, 24 Nov 2013 15:31:04 +0100
 From: e...@evcz.tk
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Huge loss problem


 Hi,

 you should test also the upload... there are some datacenters around that
 selle connection with throttled upload speed to outside destinations and
 untrotthled downloads

 What do you mean with: SV barely drops lower than 30 ?

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


 On Sun, Nov 24, 2013 at 2:29 PM, arnold lam arnoldla...@hotmail.comwrote:

 Hi everyone,

 Recently I have rented a dedicated server in a datacenter. Before I host
 my servers at home without any loss problem.
 However after switching to the new dedicated server, packet loss will
 happen when the server is filled with players.

 I host a 45 slot zombie escape server. With a 100mbps full duplex
 connection.

 Here are some specs of my server:
 Ubuntu 12.04
 8GB RAM
 E3-1275v2
 100Mbps port

 Something that I know is according to iftop, when it reaches
 13.5Mb(megabit), server will start to have loss and choke.
 Loss goes above 50% which makes gameplay impossible.
 I have contacted the support and they said its not their problem.
 I can download a 100MB file in 10 seconds, 100mbps seems legit and they
 have tested the upload speed for me. Both working.
 SV barely drops lower than 30.

 My rate settings:
 sv_minrate 25000
 sv_maxrate 10
 net_splitpacket_maxrate 75000





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Re: [Csgo_servers] How to run CS:GO through a socks5 proxy?

2013-11-23 Thread Marco Padovan
I think the best thing you could do is to setup gotv a proxy in asia and
then connect to the gotv proxy ;)


On Sat, Nov 23, 2013 at 9:33 AM, Jermin Hu jermin...@espc.asia wrote:

   I’m in China and I wanna stream MSI Beat it! tournament. By the direct
 connection from China to Europe is pretty bad (about 400ms to VG’s GOTV
 servers).

 I tried adding bothe steam.exe and csgo.exe in Proxifier’s proxification
 rules. But when I connect to servers, I still connect to them directly. 
 [image:
 Sad smile]

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Re: [Csgo_servers] Spectator UI graphs not showing

2013-11-20 Thread Marco Padovan
Any news about this?

Should we all be able to see such graphs on every server or are there
special settings needed?


On Sat, Nov 16, 2013 at 5:45 PM, Marco Padovan e...@evcz.tk wrote:

 I've no news on my side :(


 On Sat, Nov 16, 2013 at 2:10 AM, aspang...@cevo.com wrote:

 Did we ever get any speculation on this from Marco's response?  I know we
 have been having this issue when trying to use the graphs ingame.  Pressing
 the lastinv key would just show the map overview instead of the graphs.
 Tried full reinstall on the servers, etc...no such luck.

 Thank you,

 *Adam Spangler*
 *Senior Support Specialist*

 *CEVO - Empowering Gamers, Growing Communities www.cevo.com*





 -Original Message-
 From: Aleksandar Petrov geniu...@gmail.com
 Sent: Thursday, November 14, 2013 4:33am
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

  Although the change notes say spectating and dead players I think
 that it only works when you are not assigned to a team (you are in spec) or
 you are watching via GOTV, but I could be wrong.
 One reason why it wouldn't/shouldn't work for dead players is that you
 can view the other team's economy (and maybe other data) which should be
 secret, at least in competitive.


 On Thu, Nov 14, 2013 at 1:10 AM, Marco Padovan e...@evcz.tk wrote:

 Hi,
 I'm having issues with servers not showing the spectator UI.
 When Q is pressed the map overview is shown instead of the spectator UI
 graphs.
 http://www.cyborgmatt.com/2013/11/cs-go-30th-october/#ui-updates
 Is there any special server setting that could enable/block those graphs
 from being shown?
 Thank you

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Re: [Csgo_servers] Spectator UI graphs not showing

2013-11-20 Thread Marco Padovan
Thanks Ido for your reply.

At this point I do not know what we are doing wrong then.

How can we be sure that we are recording Player Match Stats?

Thank you,
best regards


On Wed, Nov 20, 2013 at 6:51 PM, Ido Magal i...@valvesoftware.com wrote:

  Player Match Stats are only recorded if the type/mode is
 Classic/Competitive and the round # is between 1 and 30.



 If Player Match Stats are recorded, then they are viewable as Graphs using
 the lastinv command as a SPECTATOR or dead player ( economy stats of
 enemy players are not shown to dead players ) and as a Chart underneath the
 spectated player’s avatar in the spectator UI.



 They are not restricted to official MM or dedicated servers and work in
 Offline With Bots just as well.



 Cheers.





 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Marco Padovan
 *Sent:* Wednesday, November 20, 2013 7:50 AM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Spectator UI graphs not showing



 Any news about this?



 Should we all be able to see such graphs on every server or are there
 special settings needed?



 On Sat, Nov 16, 2013 at 5:45 PM, Marco Padovan e...@evcz.tk wrote:

 I've no news on my side :(



 On Sat, Nov 16, 2013 at 2:10 AM, aspang...@cevo.com wrote:

 Did we ever get any speculation on this from Marco's response?  I know we
 have been having this issue when trying to use the graphs ingame.  Pressing
 the lastinv key would just show the map overview instead of the graphs.
 Tried full reinstall on the servers, etc...no such luck.

 Thank you,

 *Adam Spangler*
 *Senior Support Specialist*
 *CEVO** - Empowering Gamers, Growing Communitie**s*
 * www.cevo.com http://www.cevo.com*





 -Original Message-
 From: Aleksandar Petrov geniu...@gmail.com
 Sent: Thursday, November 14, 2013 4:33am
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 Although the change notes say spectating and dead players I think that
 it only works when you are not assigned to a team (you are in spec) or you
 are watching via GOTV, but I could be wrong.

 One reason why it wouldn't/shouldn't work for dead players is that you can
 view the other team's economy (and maybe other data) which should be
 secret, at least in competitive.



 On Thu, Nov 14, 2013 at 1:10 AM, Marco Padovan e...@evcz.tk wrote:

 Hi,

 I'm having issues with servers not showing the spectator UI.

 When Q is pressed the map overview is shown instead of the spectator UI
 graphs.

 http://www.cyborgmatt.com/2013/11/cs-go-30th-october/#ui-updates

 Is there any special server setting that could enable/block those graphs
 from being shown?

 Thank you


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Re: [Csgo_servers] Spectator UI graphs not showing

2013-11-20 Thread Marco Padovan
We run ~200 servers but all of them are on linux... some admins of those
servers said me they got ui working fine... others don't... all of them are
running the same config... we have not yet found out what's wrong


On Wed, Nov 20, 2013 at 7:44 PM, Ido Magal i...@valvesoftware.com wrote:

 I’m not able to reproduce your issue. This was my process:

 1. I downloaded 740 using steamcmd.exe

 2. I started the server:

 srcds.exe -game csgo -console -usercon +mapgroup mg_bomb +map de_dust
 +game_mode 1

 3. I connected to it and selected either the spectator team or joined T/CT
 and suicided.

 4. I see stats.

 It would be interesting to know how our setups differ, or whether you get
 the same results if you use my process.


 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 aspang...@cevo.com
 Sent: Wednesday, November 20, 2013 10:22 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 We have over 60 servers with Gameservers, all of which are without graphs
 (along with their other customers).  Techs have worked on this issue since
 its patch release and we still have no graphs.  We have tried complete base
 re-installs on both Windows and Linux platforms, nothing.

 There is definitely an underlying issue here which we are desperate for a
 resolution.


 -Original Message-
 From: Absurd Minds goabs...@absurdminds.net
 Sent: Wednesday, November 20, 2013 12:55pm
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing
 I checked it on my classic competitive server when this thread was first
 started and it wasn't working.
 On Nov 20, 2013 12:51 PM, Ido Magal i...@valvesoftware.com wrote:
 Player Match Stats are only recorded if the type/mode is
 Classic/Competitive and the round # is between 1 and 30.
 If Player Match Stats are recorded, then they are viewable as Graphs using
 the lastinv command as a SPECTATOR or dead player ( economy stats of enemy
 players are not shown to dead players ) and as a Chart underneath the
 spectated player’s avatar in the spectator UI.
 They are not restricted to official MM or dedicated servers and work in
 Offline With Bots just as well.
 Cheers.

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Re: [Csgo_servers] Spectator UI graphs not showing

2013-11-20 Thread Marco Padovan
We are running collections too


On Wed, Nov 20, 2013 at 10:51 PM, Will Graham wgra...@altpug.com wrote:

 We are running workshop collection instead of mapgroups as well; not sure
 if this is a valid lead or not.



 Will Graham

 Co-founder | altPUG LLC



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd Minds
 *Sent:* Wednesday, November 20, 2013 4:37 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Spectator UI graphs not showing



 Neither of my classic competitive servers work. You can test it out
 yourself at 50.31.113.10:27015 and 27016. Both of these servers are
 running on linux. They're both nearly identical (one runs slightly lower
 round times and a lower maxplayer count), and very vanilla. Neither are
 using sourcemod or metamod or any other type of mod. I've copied the
 relevant files from one of the servers here:

 Command line:
 http://pastebin.com/iiV1HUPx



 GameModes_Server.txt:
 http://pastebin.com/zmdgKp73

 server.cfg:
 http://pastebin.com/texUDkb9

 gamemode_competitive_server.cfg:
 http://pastebin.com/ehBp8wi8



 On Wed, Nov 20, 2013 at 1:44 PM, Ido Magal i...@valvesoftware.com wrote:

 I’m not able to reproduce your issue. This was my process:

 1. I downloaded 740 using steamcmd.exe

 2. I started the server:

 srcds.exe -game csgo -console -usercon +mapgroup mg_bomb +map de_dust
 +game_mode 1

 3. I connected to it and selected either the spectator team or joined T/CT
 and suicided.

 4. I see stats.

 It would be interesting to know how our setups differ, or whether you get
 the same results if you use my process.


 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 aspang...@cevo.com
 Sent: Wednesday, November 20, 2013 10:22 AM

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 We have over 60 servers with Gameservers, all of which are without graphs
 (along with their other customers).  Techs have worked on this issue since
 its patch release and we still have no graphs.  We have tried complete base
 re-installs on both Windows and Linux platforms, nothing.

 There is definitely an underlying issue here which we are desperate for a
 resolution.


 -Original Message-
 From: Absurd Minds goabs...@absurdminds.net
 Sent: Wednesday, November 20, 2013 12:55pm
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing
 I checked it on my classic competitive server when this thread was first
 started and it wasn't working.
 On Nov 20, 2013 12:51 PM, Ido Magal i...@valvesoftware.com wrote:
 Player Match Stats are only recorded if the type/mode is
 Classic/Competitive and the round # is between 1 and 30.
 If Player Match Stats are recorded, then they are viewable as Graphs using
 the lastinv command as a SPECTATOR or dead player ( economy stats of enemy
 players are not shown to dead players ) and as a Chart underneath the
 spectated player’s avatar in the spectator UI.
 They are not restricted to official MM or dedicated servers and work in
 Offline With Bots just as well.
 Cheers.

 ___
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 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers



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Re: [Csgo_servers] Spectator UI graphs not showing

2013-11-20 Thread Marco Padovan
Same on most of our servers


On Wed, Nov 20, 2013 at 11:52 PM, Absurd Minds goabs...@absurdminds.netwrote:

 Oh. The answer to that is No. Spectating a user looks like just before
 the update.


 On Wed, Nov 20, 2013 at 5:49 PM, Aleksandar Petrov geniu...@gmail.comwrote:

 Ido is referring to this chart:

 http://cloud-2.steampowered.com/ugc/902139783915132392/1C64AF3D4E09A7A58475011EA595445FF0B962C4/


 On Wed, Nov 20, 2013 at 11:06 PM, Absurd Minds 
 goabs...@absurdminds.netwrote:

 I'm not quite sure what you're asking, but when dead or in spectate and
 I press previous inventory it simply brings up a map overlay, exactly the
 same as pressing crouch would.


 On Wed, Nov 20, 2013 at 5:04 PM, Ido Magal i...@valvesoftware.comwrote:

  Is there a chart under the avatar in the spectator ui?



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd
 Minds
 *Sent:* Wednesday, November 20, 2013 2:03 PM

 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Spectator UI graphs not showing



 I changed one server to a mapgroup and relaunched the server, but it
 did not fix the issue. I still can't pull up the graphs with previous
 inventory.



 On Wed, Nov 20, 2013 at 4:58 PM, Marco Padovan e...@evcz.tk wrote:

 We are running collections too



 On Wed, Nov 20, 2013 at 10:51 PM, Will Graham wgra...@altpug.com
 wrote:

 We are running workshop collection instead of mapgroups as well; not
 sure if this is a valid lead or not.



 Will Graham

 Co-founder | altPUG LLC



 *From:* csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] *On Behalf Of *Absurd
 Minds
 *Sent:* Wednesday, November 20, 2013 4:37 PM


 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] Spectator UI graphs not showing



 Neither of my classic competitive servers work. You can test it out
 yourself at 50.31.113.10:27015 and 27016. Both of these servers are
 running on linux. They're both nearly identical (one runs slightly lower
 round times and a lower maxplayer count), and very vanilla. Neither are
 using sourcemod or metamod or any other type of mod. I've copied the
 relevant files from one of the servers here:

 Command line:
 http://pastebin.com/iiV1HUPx



 GameModes_Server.txt:
 http://pastebin.com/zmdgKp73

 server.cfg:
 http://pastebin.com/texUDkb9

 gamemode_competitive_server.cfg:
 http://pastebin.com/ehBp8wi8



 On Wed, Nov 20, 2013 at 1:44 PM, Ido Magal i...@valvesoftware.com
 wrote:

 I’m not able to reproduce your issue. This was my process:

 1. I downloaded 740 using steamcmd.exe

 2. I started the server:

 srcds.exe -game csgo -console -usercon +mapgroup mg_bomb +map de_dust
 +game_mode 1

 3. I connected to it and selected either the spectator team or joined
 T/CT and suicided.

 4. I see stats.

 It would be interesting to know how our setups differ, or whether you
 get the same results if you use my process.


 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 aspang...@cevo.com
 Sent: Wednesday, November 20, 2013 10:22 AM

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 We have over 60 servers with Gameservers, all of which are without
 graphs (along with their other customers).  Techs have worked on this issue
 since its patch release and we still have no graphs.  We have tried
 complete base re-installs on both Windows and Linux platforms, nothing.

 There is definitely an underlying issue here which we are desperate for
 a resolution.


 -Original Message-
 From: Absurd Minds goabs...@absurdminds.net
 Sent: Wednesday, November 20, 2013 12:55pm
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing
 I checked it on my classic competitive server when this thread was
 first started and it wasn't working.
 On Nov 20, 2013 12:51 PM, Ido Magal i...@valvesoftware.com wrote:
 Player Match Stats are only recorded if the type/mode is
 Classic/Competitive and the round # is between 1 and 30.
 If Player Match Stats are recorded, then they are viewable as Graphs
 using the lastinv command as a SPECTATOR or dead player ( economy stats of
 enemy players are not shown to dead players ) and as a Chart underneath the
 spectated player’s avatar in the spectator UI.
 They are not restricted to official MM or dedicated servers and work in
 Offline With Bots just as well.
 Cheers.

 ___
 Csgo_servers mailing list
 Csgo_servers@list.valvesoftware.com
 https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers




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Re: [Csgo_servers] Spectator UI graphs not showing

2013-11-20 Thread Marco Padovan
I'm running nearly 200servers that have different admins on them but all
with the same config.

The ones I checked where not having the graphs, but I got some admins
telling me that they were able to see the graphs certain times on theirs.

I really couldn't understand how.

Personally I've yet to see the graphs on all my servers, but I give some
trust to those others people telling me they were seeing it.

I even tried on other servers with different configs and they were too not
showing them.


On Thu, Nov 21, 2013 at 1:57 AM, Ido Magal i...@valvesoftware.com wrote:

 But not all?

 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: Wednesday, November 20, 2013 4:55 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 Same on most of our servers

 On Wed, Nov 20, 2013 at 11:52 PM, Absurd Minds goabs...@absurdminds.net
 wrote:
 Oh. The answer to that is No. Spectating a user looks like just before
 the update.

 On Wed, Nov 20, 2013 at 5:49 PM, Aleksandar Petrov geniu...@gmail.com
 wrote:
 Ido is referring to this chart:

 http://cloud-2.steampowered.com/ugc/902139783915132392/1C64AF3D4E09A7A58475011EA595445FF0B962C4/

 On Wed, Nov 20, 2013 at 11:06 PM, Absurd Minds goabs...@absurdminds.net
 wrote:
 I'm not quite sure what you're asking, but when dead or in spectate and I
 press previous inventory it simply brings up a map overlay, exactly the
 same as pressing crouch would.

 On Wed, Nov 20, 2013 at 5:04 PM, Ido Magal i...@valvesoftware.com wrote:
 Is there a chart under the avatar in the spectator ui?

 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
 Sent: Wednesday, November 20, 2013 2:03 PM

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 I changed one server to a mapgroup and relaunched the server, but it did
 not fix the issue. I still can't pull up the graphs with previous inventory.

 On Wed, Nov 20, 2013 at 4:58 PM, Marco Padovan e...@evcz.tk wrote:
 We are running collections too

 On Wed, Nov 20, 2013 at 10:51 PM, Will Graham wgra...@altpug.com wrote:
 We are running workshop collection instead of mapgroups as well; not sure
 if this is a valid lead or not.

 Will Graham
 Co-founder | altPUG LLC

 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
 Sent: Wednesday, November 20, 2013 4:37 PM

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 Neither of my classic competitive servers work. You can test it out
 yourself at 50.31.113.10:27015 and 27016. Both of these servers are
 running on linux. They're both nearly identical (one runs slightly lower
 round times and a lower maxplayer count), and very vanilla. Neither are
 using sourcemod or metamod or any other type of mod. I've copied the
 relevant files from one of the servers here:
 Command line:
 http://pastebin.com/iiV1HUPx

 GameModes_Server.txt:
 http://pastebin.com/zmdgKp73
 server.cfg:
 http://pastebin.com/texUDkb9
 gamemode_competitive_server.cfg:
 http://pastebin.com/ehBp8wi8

 On Wed, Nov 20, 2013 at 1:44 PM, Ido Magal i...@valvesoftware.com wrote:
 I'm not able to reproduce your issue. This was my process:

 1. I downloaded 740 using steamcmd.exe

 2. I started the server:

 srcds.exe -game csgo -console -usercon +mapgroup mg_bomb +map de_dust
 +game_mode 1

 3. I connected to it and selected either the spectator team or joined T/CT
 and suicided.

 4. I see stats.

 It would be interesting to know how our setups differ, or whether you get
 the same results if you use my process.


 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 aspang...@cevo.com
 Sent: Wednesday, November 20, 2013 10:22 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing
 We have over 60 servers with Gameservers, all of which are without graphs
 (along with their other customers).  Techs have worked on this issue since
 its patch release and we still have no graphs.  We have tried complete base
 re-installs on both Windows and Linux platforms, nothing.

 There is definitely an underlying issue here which we are desperate for a
 resolution.


 -Original Message-
 From: Absurd Minds goabs...@absurdminds.net
 Sent: Wednesday, November 20, 2013 12:55pm
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing
 I checked it on my classic competitive server when this thread was first
 started and it wasn't working.
 On Nov 20, 2013 12:51 PM, Ido Magal i...@valvesoftware.com wrote:
 Player Match Stats are only recorded if the type/mode is
 Classic/Competitive and the round # is between 1

Re: [Csgo_servers] Spectator UI graphs not showing

2013-11-20 Thread Marco Padovan
so that is it for sure!

We are running them with maxplayers 16, despite having aways 5vs5 + tv

Should we set them all to 10 slots then?


On Thu, Nov 21, 2013 at 2:04 AM, Ido Magal i...@valvesoftware.com wrote:

 Aha.

 maxplayers20

 The graph ui only supports up to 10 players. It does not display if your
 maxplayers is larger.


 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Ido Magal
 Sent: Wednesday, November 20, 2013 4:57 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 But not all?

 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Marco Padovan
 Sent: Wednesday, November 20, 2013 4:55 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 Same on most of our servers

 On Wed, Nov 20, 2013 at 11:52 PM, Absurd Minds goabs...@absurdminds.net
 wrote:
 Oh. The answer to that is No. Spectating a user looks like just before
 the update.

 On Wed, Nov 20, 2013 at 5:49 PM, Aleksandar Petrov geniu...@gmail.com
 wrote:
 Ido is referring to this chart:

 http://cloud-2.steampowered.com/ugc/902139783915132392/1C64AF3D4E09A7A58475011EA595445FF0B962C4/

 On Wed, Nov 20, 2013 at 11:06 PM, Absurd Minds goabs...@absurdminds.net
 wrote:
 I'm not quite sure what you're asking, but when dead or in spectate and I
 press previous inventory it simply brings up a map overlay, exactly the
 same as pressing crouch would.

 On Wed, Nov 20, 2013 at 5:04 PM, Ido Magal i...@valvesoftware.com wrote:
 Is there a chart under the avatar in the spectator ui?

 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
 Sent: Wednesday, November 20, 2013 2:03 PM

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 I changed one server to a mapgroup and relaunched the server, but it did
 not fix the issue. I still can't pull up the graphs with previous inventory.

 On Wed, Nov 20, 2013 at 4:58 PM, Marco Padovan e...@evcz.tk wrote:
 We are running collections too

 On Wed, Nov 20, 2013 at 10:51 PM, Will Graham wgra...@altpug.com wrote:
 We are running workshop collection instead of mapgroups as well; not sure
 if this is a valid lead or not.

 Will Graham
 Co-founder | altPUG LLC

 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Absurd Minds
 Sent: Wednesday, November 20, 2013 4:37 PM

 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

 Neither of my classic competitive servers work. You can test it out
 yourself at 50.31.113.10:27015 and 27016. Both of these servers are
 running on linux. They're both nearly identical (one runs slightly lower
 round times and a lower maxplayer count), and very vanilla. Neither are
 using sourcemod or metamod or any other type of mod. I've copied the
 relevant files from one of the servers here:
 Command line:
 http://pastebin.com/iiV1HUPx

 GameModes_Server.txt:
 http://pastebin.com/zmdgKp73
 server.cfg:
 http://pastebin.com/texUDkb9
 gamemode_competitive_server.cfg:
 http://pastebin.com/ehBp8wi8

 On Wed, Nov 20, 2013 at 1:44 PM, Ido Magal i...@valvesoftware.com wrote:
 I'm not able to reproduce your issue. This was my process:

 1. I downloaded 740 using steamcmd.exe

 2. I started the server:

 srcds.exe -game csgo -console -usercon +mapgroup mg_bomb +map de_dust
 +game_mode 1

 3. I connected to it and selected either the spectator team or joined T/CT
 and suicided.

 4. I see stats.

 It would be interesting to know how our setups differ, or whether you get
 the same results if you use my process.


 From: csgo_servers-boun...@list.valvesoftware.com [mailto:
 csgo_servers-boun...@list.valvesoftware.com] On Behalf Of
 aspang...@cevo.com
 Sent: Wednesday, November 20, 2013 10:22 AM
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing We have over
 60 servers with Gameservers, all of which are without graphs (along with
 their other customers).  Techs have worked on this issue since its patch
 release and we still have no graphs.  We have tried complete base
 re-installs on both Windows and Linux platforms, nothing.

 There is definitely an underlying issue here which we are desperate for a
 resolution.


 -Original Message-
 From: Absurd Minds goabs...@absurdminds.net
 Sent: Wednesday, November 20, 2013 12:55pm
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing I checked it
 on my classic competitive server when this thread was first started and it
 wasn't working.
 On Nov 20, 2013 12:51 PM, Ido Magal i...@valvesoftware.com wrote:
 Player Match Stats

Re: [Csgo_servers] Spectator UI graphs not showing

2013-11-16 Thread Marco Padovan
I've no news on my side :(


On Sat, Nov 16, 2013 at 2:10 AM, aspang...@cevo.com wrote:

 Did we ever get any speculation on this from Marco's response?  I know we
 have been having this issue when trying to use the graphs ingame.  Pressing
 the lastinv key would just show the map overview instead of the graphs.
 Tried full reinstall on the servers, etc...no such luck.

 Thank you,

 *Adam Spangler*
 *Senior Support Specialist*

 *CEVO - Empowering Gamers, Growing Communities www.cevo.com*





 -Original Message-
 From: Aleksandar Petrov geniu...@gmail.com
 Sent: Thursday, November 14, 2013 4:33am
 To: csgo_servers@list.valvesoftware.com
 Subject: Re: [Csgo_servers] Spectator UI graphs not showing

  Although the change notes say spectating and dead players I think that
 it only works when you are not assigned to a team (you are in spec) or you
 are watching via GOTV, but I could be wrong.
 One reason why it wouldn't/shouldn't work for dead players is that you can
 view the other team's economy (and maybe other data) which should be
 secret, at least in competitive.


 On Thu, Nov 14, 2013 at 1:10 AM, Marco Padovan e...@evcz.tk wrote:

 Hi,
 I'm having issues with servers not showing the spectator UI.
 When Q is pressed the map overview is shown instead of the spectator UI
 graphs.
 http://www.cyborgmatt.com/2013/11/cs-go-30th-october/#ui-updates
 Is there any special server setting that could enable/block those graphs
 from being shown?
 Thank you

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[Csgo_servers] Spectator UI graphs not showing

2013-11-13 Thread Marco Padovan
Hi,

I'm having issues with servers not showing the spectator UI.

When Q is pressed the map overview is shown instead of the spectator UI
graphs.

http://www.cyborgmatt.com/2013/11/cs-go-30th-october/#ui-updates

Is there any special server setting that could enable/block those graphs
from being shown?

Thank you
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Re: [Csgo_servers] Servers getting UDP flooding attack

2013-10-21 Thread Marco Padovan
This seems just a generic question that can be answered by your system
administrator / network admin...

First thing I would do if I was in them would be moving the servers to
linux and host them there... then run tcpdump ... check for the content,
buy additional uplinks, bond them, and filter the attack using iptables :)


On Mon, Oct 21, 2013 at 9:53 PM, Jermin Hu jermin...@espc.asia wrote:

   We are a esports portal site in China. Our CS:GO tournament kicked off
 today.

 But during some of today’s matches, our CS:GO server was under UDP
 flooding attack. The attacker used port 27005 to send massive packets to
 our server port. Then the ping of our server went as high as 700s, which
 rendered the match unable to continue.

 I managed to capture some attacking packets with Microsoft Network
 Monitor. But I was not able to decode them. They are displayed in HEX
 format with unreadable codes. How can I know what they are sending?

 And more importantly, how can I stop such kind of attacks?

 Best regards,

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[Csgo_servers] servers not working - failed to create session

2013-10-03 Thread Marco Padovan
90% of users can't connect... update coming or just a big mess up?
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Re: [Csgo_servers] workshop problem after update

2013-08-15 Thread Marco Padovan
rcon changelevel2 workshop/125499116/de_inferno_se

seems to work


On Thu, Aug 15, 2013 at 8:05 AM, Old Swedes oldswe...@moramail.se wrote:

   I've sat workshop parameters in server launch options. Do not touch
 I solved it by putting in my host_workshop_collection id in this file 
 csgo / subscribed_collection_ids.txt and authkey in csgo /
 webapi_authkey.txt


  *From:* Joshua Travis joshua.w.tra...@gmail.com
 *Sent:* Thursday, August 15, 2013 4:28 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* Re: [Csgo_servers] workshop problem after update

  Booting with a workshop map loads the workshop map on our server,
 however on the server with the issues no one can connect.  It hangs at
 request reservation request.


 On Wed, Aug 14, 2013 at 5:21 PM, Marco Padovan e...@evcz.tk wrote:

 booting a workshop map as first map it loads it fine


 On Thu, Aug 15, 2013 at 3:18 AM, Joshua Travis joshua.w.tra...@gmail.com
  wrote:

  Just got home to check this out.  Also having the same issue absurd.
 Two servers on one box.  One works fine other wont.  If I set the var to 0
 and do a change level it just spits out all the workshop file ids as it
 does at initial startup.  However no map change.

 Sent from my iPhone

 On Aug 14, 2013, at 13:37, Absurd Minds goabs...@absurdminds.net
 wrote:

  Hmm, actually, three of my workshop servers are working fine. Four are
 not. All seven are stock installs with workshop maps. I have no idea what
 the issue is.


 On Wed, Aug 14, 2013 at 5:32 PM, Absurd Minds 
 goabs...@absurdminds.netwrote:

 Doesn't work for me. I changed it to 30, waited well over 30 seconds,
 can't change level through console, rcon, or map vote.


 On Wed, Aug 14, 2013 at 5:25 PM, Joshua Travis 
 joshua.w.tra...@gmail.com wrote:

 I have had this issue for some time prior to this update.

 Setting sv_ugc_manager_max_new_file_check_interval_secs to a low
 number, like 30-60, fixes this.  It still waits that time but after will
 allow the map change.  I reported it on the mailing list a few months ago.


  On Wed, Aug 14, 2013 at 1:22 PM, Absurd Minds 
 goabs...@absurdminds.net wrote:

   I'm just confirming the issue with workshop maps after this
 update. If anybody finds a solution, please reply here (as the update
 thread is very messy and has like four different conversations going on).

 I get errors like this in console:

 Download finished for 141093577:'35hp_Three-Bridges'. Moving
 maps/workshop/141093577/141093577.tmp to
 maps/workshop/141093577/35hp_three-bridges.bsp.
 Clearing temp file(maps/workshop/141093577/141093577.tmp) for
 141093577 : 35hp_three-bridges.bsp
 Setting mapgroup to '125864579'
 Skipping new version check for file id 126578356, next check in
 597.08 seconds

 And the server reports de_dust as the map. I can still join the
 server fine, but I cannot change the map through console or through a map
 vote (server reports an error similar to above).

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Re: [Csgo_servers] CSGO 1.30.0.0

2013-08-14 Thread Marco Padovan
same here

Error parsing BotProfile.db - unknown attribute 'Rank'
Initializing Steam libraries for secure Internet server
[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:
steamclient.so
with error:
/usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.14' not found (required by
./bin/steamclient.so)
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of
Steam, or a local steamclient.dll.

*  Unable to load Steam support library.   *
*  This server will operate in LAN mode only.  *



*hundreds of servers not working on centos 6.4*


On Wed, Aug 14, 2013 at 8:14 PM, Matthew Nappo m...@eoreality.net wrote:

 Initializing Steam libraries for secure Internet server

 [S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
 dlopen failed trying to load:
 steamclient.so
 with error:
 /usr/lib/libstdc++.so.6: version `GLIBCXX_3.4.14' not found (required by
 ./bin/steamclient.so)

 [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance
 of Steam, or a local steamclient.dll.
 
 *  Unable to load Steam support library.   *
 *  This server will operate in LAN mode only.  *
 


 On Wed, Aug 14, 2013 at 1:50 PM, Alexandre GAUVRIT 
 gauvrit.alexan...@gmail.com wrote:

 Yeah it is http://blog.counter-strike.net/armsdeal/


 2013/8/14 Ido Magal i...@valvesoftware.com

  The update is now live. Change notes below.

 ** **

 Thanks.

 ** **

 ** **

 Release Notes for 8/14/2013

 ** **

 [ARMS DEAL UPDATE]

 -Visit http://blog.counter-strike.net/armsdeal/ for complete details.***
 *

 --Ten Weapon Collections have been released.

 --Standard and eSports Weapon Cases now available - a portion of the
 proceeds from eSports Weapon Case Key sales will help support prize
 pools for upcoming community competitive CS:GO tournaments. 

 --Weapon Cases have a chance to contain new knives and StatTrakweapons, 
 which track all player kills with that weapon.
 

 --Players can receive decorated weapons through timed item drops,
 available on any VAC-secure server.

 -All Arms Deal Update items can be traded.

 -All Arms Deal Update items can be sold and purchased through the Steam
 Marketplace (visit the FAQ for details).

 -Every decorated weapon has a unique finish and exterior condition and
 can be thoroughly inspected in game. The ability to launch the in-game
 inspection view for an item is available in the Steam Inventory, Community
 Market, and Steam Trading.

 ** **

 [UI]

 -Upgraded Scaleform version to 4.2.

 -Improved memory management of Scaleform UI elements.

 -Added Inventory to Main Menu and the In-Game Pause Menu.

 -Added Loadout to Main Menu and the In-Game Pause Menu.

 -Added blog.counter-strike.net blog to the main menu

 -Added drop shadows to some UI element text for improved readability.***
 *

 -Improved some HUD layouts to avoid overlap.

 -Game no longer truncates player names in most HUD UI elements. Fonts
 will now scale down to fit the full string.

 -When a player picks up a weapon, the original owner of that weapon will
 now be indicated.

 -Fixed certain buttons missing clicks

 ** **

 [GAMEPLAY]

 -Added Silenced M4A1.

 -Added Silenced USP.

 -New weapons can be equipped through the Inventory UI.

 -When a player reloads their weapon, they now drop a magazine that
 persists in the world. 

 -Machine gun belts now visually match the ammo count in the viewmodelwhen 
 firing and reloading.
 

 -Added holdable action key +lookatweapon that allows players to
 visually inspect their first person weapon while in-game. This has been
 bound to the F key by default (if that key was previously unbound).

 -Players now automatically crouch while planting bombs.

 ** **

 [MATCHMAKING]

 -Adding matchmaking servers in Brazil.

 ** **

 ** **

 ** **

 ** **

 ** **

 *From:* Ido Magal
 *Sent:* Wednesday, August 14, 2013 8:36 AM
 *To:* csgo_servers@list.valvesoftware.com
 *Subject:* CSGO 1.30.0.0

 ** **

 We hope to have a major update ready within a few of hours.

 ** **

 The previous version has been pegged as ‘jul_10’ for any communities
 that want to avoid it for the time being.

 ** **

 Thanks. 

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 This message and any attachments 

Re: [Csgo_servers] CSGO 1.30.0.0

2013-08-14 Thread Marco Padovan
copy libstdc++.so.6 binary from a tf2 installation fixes the issue


On Wed, Aug 14, 2013 at 9:41 PM, Andre Müller gbs.dead...@gmail.com wrote:

 Taking libstdc++.so.6 and libc.so.6 from jessie/sid occours in a segmentation
 fault.
 I'm thinking about it to change to arch linux.*
 *


 2013/8/14 lilly clan...@yahoo.com

 still doesnt work



 -
 ClanVPP.com

 32 man Chicago 74.121.181.87:27015
 26 man DM 216.231.130.101:26015
 24 man Dallas 66.34.220.7:27015
 24 man 24/7 Dust2 216.231.130.101:27025
 --
 View this message in context:
 http://csgo-servers.1073505.n5.nabble.com/CSGO-1-30-0-0-tp4926p4957.html
 Sent from the CSGO_Servers mailing list archive at Nabble.com.

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Re: [Csgo_servers] Protecting your CS:GO/SRCDS server

2013-04-25 Thread Marco Padovan
yes some of those rules are useful to block floods from specific ips


On Wed, Apr 24, 2013 at 10:22 PM, Dimitris Zarras
feuga...@ceidwarfare.netwrote:

 You mean something like this:

 http://forums.alliedmods.net/showthread.php?t=151551

 ?

 On 24/04/2013 09:55 μμ, Marco Padovan wrote:
  ratelimit udp
  filter dns responses on edge routers
 
 
  On Wed, Apr 24, 2013 at 1:54 PM, Dimitrios Zarras
  feuga...@ceidwarfare.net mailto:feuga...@ceidwarfare.net wrote:
 
  Hi there guys,
 
  I'm looking for ways to better protect my CS:GO server (or any SRCDS
  server for that matter) against various attacks.
 
  I'm trying to find out what Metamod/Sourcemod extensions/plugins
  people are using and firewall rules.
 
  At the moment I'm using
  DoS Protect for CS:GO
  - https://forums.alliedmods.net/showthread.php?t=196990
  File Upload/Download Protect for CS:GO
  - https://forums.alliedmods.net/showthread.php?t=199450
  Rcon Locker - http://forums.alliedmods.net/showthread.php?p=841590
 
  As for firewall rules I only have some basic firewall configuration
  (as in what services the machine accepts) and I effectively block
  TCP connections (thus disallowing rcon connections).
 
  What else would you recommend?
 
  --
  Dimitrios Zarras (feugatos)
  CEID Warfare | CS:GO, TF2 | ceidwarfare.net http://ceidwarfare.net
 
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Re: [Csgo_servers] Protecting your CS:GO/SRCDS server

2013-04-24 Thread Marco Padovan
ratelimit udp
filter dns responses on edge routers


On Wed, Apr 24, 2013 at 1:54 PM, Dimitrios Zarras
feuga...@ceidwarfare.netwrote:

 Hi there guys,

 I'm looking for ways to better protect my CS:GO server (or any SRCDS
 server for that matter) against various attacks.

 I'm trying to find out what Metamod/Sourcemod extensions/plugins people
 are using and firewall rules.

 At the moment I'm using
 DoS Protect for CS:GO -
 https://forums.alliedmods.net/showthread.php?t=196990
 File Upload/Download Protect for CS:GO -
 https://forums.alliedmods.net/showthread.php?t=199450
 Rcon Locker - http://forums.alliedmods.net/showthread.php?p=841590

 As for firewall rules I only have some basic firewall configuration (as in
 what services the machine accepts) and I effectively block TCP connections
 (thus disallowing rcon connections).

 What else would you recommend?

 --
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 CEID Warfare | CS:GO, TF2 | ceidwarfare.net

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Re: [Csgo_servers] command line too long, 512 max

2013-04-23 Thread Marco Padovan
thanks, will eventually go down on that route :|

Il 23/04/2013 01.27, Saul Rennison ha scritto:
 You can replace any +... command line flags with a +exec whatever.cfg
 and just add all your + flags to the config file.



 Kind regards,
 Saul Rennison


 On 23 April 2013 00:16, Dimitrios Zarras feuga...@ceidwarfare.net
 mailto:feuga...@ceidwarfare.net wrote:

 Yeap. I've run into that a few times in the past. You should try
 removing any command line arguments that you don't really need. Eg
 a custom debuglog or consolelog filename etcetera.


 On Mon, Apr 22, 2013 at 12:37 PM, Marco Padovan e...@evcz.tk
 mailto:e...@evcz.tk wrote:

 ehm,

 is that for real?



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[Csgo_servers] command line too long, 512 max

2013-04-22 Thread Marco Padovan
ehm,

is that for real?


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Re: [Csgo_servers] steam:// URI not working with passworded servers

2013-03-05 Thread Marco Padovan
Hi,

those seems all nice things... but password was so easy to use and
already built in that wouldhave been really nice if it worked properly.

is anybody else experiecing this kind of issues?

Il 05/03/2013 16.35, The H4x0r ha scritto:
 Have you though of the possibility to replace password protection with
 another kind of authentication? Possibly something like marking every
 slot on the server as reserved with souremod and then granting
 access to the reserved slots to everyone you want to be able to join.
 Or better yet this (if it works for CS:GO, haven't tested it myself):
 http://forums.alliedmods.net/showthread.php?t=199794

 
 Date: Sat, 2 Mar 2013 19:17:22 +0100
 From: e...@evcz.tk
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] steam:// URI not working with passworded servers

 Hi,

 we are having big issues connecting to passworded servers from windows
 (windows 8 64bit in my case) using an URI like:

 steam://connect/xx.xx.xx.xx:27015/mypassword

 where xx.xx.xx.xx:27015 is the gameserver ip:port
 and
 mypassword is the password set

 basically when clicking on that link we always get BAD PASSWORD

 we have then to open the console on the client, type

 password mypassword

 then

 connect xx.xx.xx.xx:27015

 and at that point it connects properly without any error.

 Are we using the URI inwrong way?
 same happens when using an URI like: steam://connect/xx.xx.xx.xx:27015/

 steam fires up, requests for a password, we fill in the correct
 password but in game we get BAD PASSWORD

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Re: [Csgo_servers] steam:// URI not working with passworded servers

2013-03-05 Thread Marco Padovan
yes,

butwhat about password protection.

I'm seeing the same kind of issues when trying to login to a server I
added to my favorites :/

Il 04/03/2013 12.25, Absurd Minds ha scritto:
 I would imagine nobody else has tried it. Kinda defeats the purpose of
 password protection if you can just click on a link and connect to it.

 On Mon, Mar 4, 2013 at 4:13 AM, Marco Padovan e...@evcz.tk wrote:
 Nobody experiencing these issues? :(


 Il 02/03/2013 19.17, Marco Padovan ha scritto:

 Hi,

 we are having big issues connecting to passworded servers from windows
 (windows 8 64bit in my case) using an URI like:

 steam://connect/xx.xx.xx.xx:27015/mypassword

 where xx.xx.xx.xx:27015 is the gameserver ip:port
 and
 mypassword is the password set

 basically when clicking on that link we always get BAD PASSWORD

 we have then to open the console on the client, type

 password mypassword

 then

 connect xx.xx.xx.xx:27015

 and at that point it connects properly without any error.

 Are we using the URI in wrong way?
 same happens when using an URI like: steam://connect/xx.xx.xx.xx:27015/

 steam fires up, requests for a password, we fill in the correct password but
 in game we get BAD PASSWORD



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Re: [Csgo_servers] steam:// URI not working with passworded servers

2013-03-05 Thread Marco Padovan
yes that's one of the use.

btw we are experiecing the same issue by adding the server to favorites
and then writing the password into the steam window...

is that happening to anybody else?

could it be due to some kind of server reservation gone wrong?


Il 04/03/2013 19.15, Gordon Reynolds ha scritto:
 I can see how it would be fun to have still, perhaps a members-only
 section of a website with a link to click that would let them play now
 with a password supplied but... even then it's a pretty niche use.


 On Mon, Mar 4, 2013 at 3:25 AM, Absurd Minds goabs...@absurdminds.net
 mailto:goabs...@absurdminds.net wrote:

 I would imagine nobody else has tried it. Kinda defeats the purpose of
 password protection if you can just click on a link and connect to it.

 On Mon, Mar 4, 2013 at 4:13 AM, Marco Padovan e...@evcz.tk
 mailto:e...@evcz.tk wrote:
  Nobody experiencing these issues? :(
 
 
  Il 02/03/2013 19.17, Marco Padovan ha scritto:
 
  Hi,
 
  we are having big issues connecting to passworded servers from
 windows
  (windows 8 64bit in my case) using an URI like:
 
  steam://connect/xx.xx.xx.xx:27015/mypassword
 
  where xx.xx.xx.xx:27015 is the gameserver ip:port
  and
  mypassword is the password set
 
  basically when clicking on that link we always get BAD PASSWORD
 
  we have then to open the console on the client, type
 
  password mypassword
 
  then
 
  connect xx.xx.xx.xx:27015
 
  and at that point it connects properly without any error.
 
  Are we using the URI in wrong way?
  same happens when using an URI like:
 steam://connect/xx.xx.xx.xx:27015/
 
  steam fires up, requests for a password, we fill in the correct
 password but
  in game we get BAD PASSWORD
 
 
 
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Re: [Csgo_servers] steam:// URI not working with passworded servers

2013-03-04 Thread Marco Padovan
Nobody experiencing these issues? :(


Il 02/03/2013 19.17, Marco Padovan ha scritto:
 Hi,

 we are having big issues connecting to passworded servers from windows
 (windows 8 64bit in my case) using an URI like:

 steam://connect/xx.xx.xx.xx:27015/mypassword

 where xx.xx.xx.xx:27015 is the gameserver ip:port
 and
 mypassword is the password set

 basically when clicking on that link we always get BAD PASSWORD

 we have then to open the console on the client, type

 password mypassword

 then

 connect xx.xx.xx.xx:27015

 and at that point it connects properly without any error.

 Are we using the URI inwrong way?
 same happens when using an URI like: steam://connect/xx.xx.xx.xx:27015/

 steam fires up, requests for a password, we fill in the correct
 password but in game we get BAD PASSWORD

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[Csgo_servers] steam:// URI not working with passworded servers

2013-03-02 Thread Marco Padovan
Hi,

we are having big issues connecting to passworded servers from windows
(windows 8 64bit in my case) using an URI like:

steam://connect/xx.xx.xx.xx:27015/mypassword

where xx.xx.xx.xx:27015 is the gameserver ip:port
and
mypassword is the password set

basically when clicking on that link we always get BAD PASSWORD

we have then to open the console on the client, type

password mypassword

then

connect xx.xx.xx.xx:27015

and at that point it connects properly without any error.

Are we using the URI inwrong way?
same happens when using an URI like: steam://connect/xx.xx.xx.xx:27015/

steam fires up, requests for a password, we fill in the correct password
but in game we get BAD PASSWORD
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Re: [Csgo_servers] CS:GO TV relay/proxy

2013-02-10 Thread Marco Padovan
i'mhaving the sameissues... it start up a gameserver instead of a tv
relay :(

Il 10/02/2013 22.41, Andrew Irvine ha scritto:
 I just added tv_enable 1 and the other parameters to my server.cfg file

 Andrew

 -Original Message-
 From: csgo_servers-boun...@list.valvesoftware.com 
 [mailto:csgo_servers-boun...@list.valvesoftware.com] On Behalf Of Gilles
 Sent: February 10, 2013 3:58 PM
 To: csgo_servers@list.valvesoftware.com
 Subject: [Csgo_servers] CS:GO TV relay/proxy

 Hi, i'm trying to setup a tv relay/proxy for my CSGO server. Since there is 
 no documentation on the developer.valvesoftware.com/wiki about CSGOTV i've 
 assumed that it works the same way as sourceTV.
 However srds_run seems to ignore the +tv_relay parameter and starts up a new 
 gameserver.

 I'm running srds on debian.

 Did they change the command or is it just broken?

 Thanks in advance,
 Gilles

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