What is this file? I haven't noticed it before, but it's showing up in
my tf folder. Looks like a log of packet information being sent to clients.
Why is this showing up now, and how can this logging be disabled?
40602.961200/2703847 Player [Player.X][7][adr:XX.XXX.XXX.XX:46611] was
sent a
On 11.07.2012 07:58, Russell Smith wrote:
What is this file? I haven't noticed it before, but it's showing up
in my tf folder. Looks like a log of packet information being sent
to
clients.
I've noticed that file as well, and its gotten pretty large on some of
my TF2s.
(Deleting it
Interesting.
This file has indeed appeared on some servers on a host which I manage.
In one case, the file is now 1.3GB in size.
I suspect Valve has noticed the same thing I noticed.
When the Pyromania update came out, I noticed that my host was using
much more bandwidth than usual. There
yes it looks like debuggin info of some sort. My two servers have those
files to and both are 2.0Gb each
On 2012-07-11 11:20, Jesse Molina wrote:
Interesting.
This file has indeed appeared on some servers on a host which I manage.
In one case, the file is now 1.3GB in size.
I suspect
I also have these files, but strangely enough its not on every server. Only
a few though.
2012/7/11 daniel jokiaho daniel.joki...@gmail.com
yes it looks like debuggin info of some sort. My two servers have those
files to and both are 2.0Gb each
On 2012-07-11 11:20, Jesse Molina wrote:
I have that file on 4 servers from 0.5 to 2.17 gb in filesize. I guess opening
and writing to that file could cause the cpu spikes some are having. What is
this file for? Can someone from valve enlighten the matter?
-ics
- Alkuperäinen viesti -
yes it looks like debuggin info of some
I've disabled Replays (I used the FTP method) and seem to be experiencing
far less - perhaps no more - crashes. Do you have replays enabled on your
system?
On 11 July 2012 06:40, Russell Smith ve...@tinylittlerobots.us wrote:
Still seeing random cpu spikes after todays update with a clean
I have replays enabled on a local http server. My server isn't crashing
like it did when I used remote replays months ago. The main srcds
thread temporarily takes up 100% cpu utilization, which causes everyone
in the server to freeze in place until the process decides to be less
greedy. It
i only have it on my registered servers with quickplay.
on my not registered servers there´s no netspike.txt.
-moss
Am 11.07.2012 12:47, schrieb ics:
I have that file on 4 servers from 0.5 to 2.17 gb in filesize. I guess opening
and writing to that file could cause the cpu spikes some are
The netspike file has long existed in the Source engine as a way to track which
entities were causing large spikes of network traffic. There's a convar you
can use to configure a threshold when it will get dumped. (I think by default
it's off.) Recently there was a change where, if a client
I have been getting random unrecoverable crashes on servers for months now and
it is bot related. I am hoping one of you knows of an antidote.
I tried clean installs and servers run fine with bots until you add sourcemod
to the mix (even with only the included plugins).
I noticed certain maps
When you update, put in the notes the cvars or whatever you can setup for
those option. Since I only see it on a couple of servers (saxton servers
mostly, but hey I can understand) its actually a nice feedback to know that
clients are having issues and it could be related too a plugin too.
Ah, if you are seeing it mostly on the saxton servers, then that could be a
clue. There's could be some big array or object or something in the saxton
entities being networked inefficiently.
The netspike file should make it obvious where the bandwidth is going. But if
you need some help
I don't know about others but i do have issue where a player downloads a
custom map and gets dropped off from a full server with a snapshot
overflow. It doesn't have to be larger than 24 slot server. I myself get
that with each download of a new map for the most of the time. My PC has
done
Fletcher,
I have been seeing CPU spikes since the last few updates. I had some
spikes last night that didn't coincide with anything being dumped to
netspike.txt. Is it possible this is still related to debug information
being collected, but not dumped to the file? My netspike.txt files
From what I see even 4 bytes are not enough these days :(
The debug code is broken because for some players it starts to log out every
packet, not only when an overflow occurs. I have two servers with a 2GB
netspike.txt file, both being filled with multiple messages about one player.
Some
I think i'm seeing a pattern which causes the overflows and there's nothing *I*
can do about these things. This is just 3 clients from 2 different servers but
i suspect the rest will be showing the same stuff. The rest of the data is just
plain small compared to these on those snapshots.
Getting this for the first time..
Connection to Steam servers successful.
MasterRequestRestart
Your server will be restarted on map change.
L 07/11/2012 - 15:59:48: Your server will be restarted on map change.
VAC secure mode is activated.
MasterRequestRestart
Your server will be restarted on
Config bug, fixing it now.
-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Junior
Sent: Wednesday, July 11, 2012 4:05 PM
To: hlds_linux@list.valvesoftware.com
Subject: [hlds_linux] MasterRequestRestart
Is your server still working? If so is their really a problem?
On 12/07/2012 9:05 AM, Junior junior2...@yahoo.com wrote:
Getting this for the first time..
Connection to Steam servers successful.
MasterRequestRestart
Your server will be restarted on map change.
L 07/11/2012 - 15:59:48: Your
We've released an update to Team Fortress 2. Clients will get the update when
they restart. Servers do not need the update but will get updated binaries if
they sync. There are no server changes in the update. The notes for the update
are below.
-Eric
--
Team
No update to disable the netspike.txt logging? :/
On 11.07.2012 17:28, Eric Smith wrote:
We've released an update to Team Fortress 2. Clients will get the
update when they restart. Servers do not need the update but will get
updated binaries if they sync. There are no server changes in the
If it's such a problem just run a cron that clears or deletes it. Have you
tried setting the file as read only?
On Jul 12, 2012 11:01 AM, Russell Smith ve...@tinylittlerobots.us wrote:
No update to disable the netspike.txt logging? :/
On 11.07.2012 17:28, Eric Smith wrote:
We've released an
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