Since valve tried to do this we're still having issues if we do not hide
the servers. Where as before the server was under attack it used to
timeout for everyone it now, so it seems, just stops responding the the
ping (still can be queried using status). That's great in that is
doesn't kill
You can't help it. Tradeoff some players not being able to connect for
your server not going down.
On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
Since valve tried to do this we're still having issues if we do not hide the
servers. Where as before the server was under
yeah i see your point but it's not some players that have the problem
when the server goes into this mode it's every player until the server
instance has been restarted so in short they still succeed in disrupting
the server as no one can join it. This only happens to our match
servers as
On Mon, Jan 31, 2011 at 09:20:02AM +, steve grout wrote:
when the server goes into this 'mode', if someone should have a
network problem and disconnect for any reason, they cannot rejoin the
server
Does `connect ip:port' in the console work fine? It works fine for me.
It just won't work
Nope, cant connect using the connect string in the console either when
it's gone into this mode. Yeah we have to use the connect string to
connect to the servers when they are hidden so...
On 31/01/2011 14:09, Harry Strongburg wrote:
On Mon, Jan 31, 2011 at 09:20:02AM +, steve grout
You can't help it. Tradeoff some players not being able to connect for
your server not going down.
On Monday, 31 January 2011, steve grout steve.gr...@gmail.com wrote:
Since valve tried to do this we're still having issues if we do not hide the
servers. Where as before the server was under
Well if it stays in that mode until restarting, then it IS a denial of
service attack.
On Mon, Jan 31, 2011 at 9:51 AM, Saul Rennison saul.renni...@gmail.comwrote:
You can't help it. Tradeoff some players not being able to connect for
your server not going down.
On Monday, 31 January 2011,
He should just analyze his darn network traffic to see if there is an attack
taking place at all, then try to filter the packets.
If that doesnt work then neither wont anything from Valve's side, on which I
wouldnt count anyway given the daily crashes on my servers which they are
unwilling to
Try increasing the sv_max_queries_sec_global variable, its currently 3000/sec,
try 10k or more. This will effectively disable apart of the DoS protection
(making only the per-ip part work) but it should prevent squelching of the
connect packet.
- Alfred
-Original Message-
From:
many thanks for that Alfred im changing the setting after i send this
email..
Regards
Steve
On 31/01/2011 23:52, Alfred Reynolds wrote:
Try increasing the sv_max_queries_sec_global variable, its currently 3000/sec,
try 10k or more. This will effectively disable apart of the DoS protection
Curious... if this is a per-second thing, how come once this happens the
server never recovers?
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of Alfred Reynolds
Sent: 31 January 2011 23:53
To:
After sending this I did some digging in the games engine code and found both a
bug fix around this (causing the server to stop replying to connects when it
shouldn't) and an optimization opportunity, so the next update should improve
this behavior so that you won't need to play with that
*cough*bugs*cough*
-Original Message-
From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
boun...@list.valvesoftware.com] On Behalf Of gamead...@127001.org
Sent: Monday, January 31, 2011 4:54 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Improved
13 matches
Mail list logo