Re: [hlds_linux] netspike.txt

2012-07-12 Thread DontWannaName!
Mine is too big to open in Windows unfortunately.

On Wed, Jul 11, 2012 at 11:38 AM, ics i...@ics-base.net wrote:

 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.

 StringTable soundprecache : 8257 bits (1032.125 bytes)
 StringTable instancebaseline :   160672 bits (20084.000 bytes)
 StringTable userinfo :11919 bits (1489.875 bytes)
 StringTable DynamicModels : 7128 bits ( 891.000 bytes)
 Total Delta :   130135 bits (16266.875 bytes)

 StringTable soundprecache :11173 bits (1396.625 bytes)
 StringTable instancebaseline :   192452 bits (24056.500 bytes)
 StringTable userinfo : 7610 bits ( 951.250 bytes)
 StringTable DynamicModels : 8030 bits (1003.750 bytes)
 Total Delta :   100317 bits (12539.625 bytes)

 StringTable soundprecache :10887 bits (1360.875 bytes)
 StringTable instancebaseline :   176476 bits (22059.500 bytes)
 StringTable userinfo : 8675 bits (1084.375 bytes)
 StringTable DynamicModels :11910 bits (1488.750 bytes)
 Total Delta :   110850 bits (13856.250 bytes)

 -ics

 11.7.2012 20:40, Fletcher Dunn kirjoitti:

 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 analyzing it, email it to me directly.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Erik-jan Riemers
 Sent: Wednesday, July 11, 2012 10:30 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] netspike.txt

 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.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: woensdag 11 juli 2012 18:58
 To: Half-Life dedicated Linux server mailing list; ics
 Subject: Re: [hlds_linux] netspike.txt

 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
 was dropped to the infamous snapshot overflow error, it would re-run the
 network packing code for that client, forcing the netspike file to be
 dumped, to help figure out what entities are the cause of the problem.
  That could definitely cause CPU spikes.  I didn't realize we had shipped
 with that debugging mode on.  We'll make it configurable by convar for the
 next release.

 In the meantime, each time it dumps a network trace, it means you dropped
 a client.  It needed to send them a full snapshot of the game state, but
 the snapshot was too big, so it had to drop the client.  You might want to
 see which entities are responsible for so much traffic, because you are
 dropping players.

 If there's something particular to your server, this trace will help you
 tune it.  If you find a problem you think is global to the game, please
 report it here.

 Your humble servant,
 Fletch

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Thorsten Knoll
 Sent: Wednesday, July 11, 2012 8:39 AM
 To: ics; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] netspike.txt

 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
 having. What is this file for? Can someone from valve enlighten the
 matter?

 -ics
 - Alkuperäinen viesti -

 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

Re: [hlds_linux] netspike.txt

2012-07-12 Thread DontWannaName!
I have on 5 gig netspike file and one 3 gig. :/

On Thu, Jul 12, 2012 at 10:36 AM, DontWannaName! ad...@topnotchclan.comwrote:

 Mine is too big to open in Windows unfortunately.


 On Wed, Jul 11, 2012 at 11:38 AM, ics i...@ics-base.net wrote:

 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.

 StringTable soundprecache : 8257 bits (1032.125 bytes)
 StringTable instancebaseline :   160672 bits (20084.000 bytes)
 StringTable userinfo :11919 bits (1489.875 bytes)
 StringTable DynamicModels : 7128 bits ( 891.000 bytes)
 Total Delta :   130135 bits (16266.875 bytes)

 StringTable soundprecache :11173 bits (1396.625 bytes)
 StringTable instancebaseline :   192452 bits (24056.500 bytes)
 StringTable userinfo : 7610 bits ( 951.250 bytes)
 StringTable DynamicModels : 8030 bits (1003.750 bytes)
 Total Delta :   100317 bits (12539.625 bytes)

 StringTable soundprecache :10887 bits (1360.875 bytes)
 StringTable instancebaseline :   176476 bits (22059.500 bytes)
 StringTable userinfo : 8675 bits (1084.375 bytes)
 StringTable DynamicModels :11910 bits (1488.750 bytes)
 Total Delta :   110850 bits (13856.250 bytes)

 -ics

 11.7.2012 20:40, Fletcher Dunn kirjoitti:

 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 analyzing it, email it to me directly.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com[mailto:
 hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Erik-jan Riemers
 Sent: Wednesday, July 11, 2012 10:30 AM
 To: Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] netspike.txt

 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.

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Fletcher Dunn
 Sent: woensdag 11 juli 2012 18:58
 To: Half-Life dedicated Linux server mailing list; ics
 Subject: Re: [hlds_linux] netspike.txt

 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
 was dropped to the infamous snapshot overflow error, it would re-run the
 network packing code for that client, forcing the netspike file to be
 dumped, to help figure out what entities are the cause of the problem.
  That could definitely cause CPU spikes.  I didn't realize we had shipped
 with that debugging mode on.  We'll make it configurable by convar for the
 next release.

 In the meantime, each time it dumps a network trace, it means you
 dropped a client.  It needed to send them a full snapshot of the game
 state, but the snapshot was too big, so it had to drop the client.  You
 might want to see which entities are responsible for so much traffic,
 because you are dropping players.

 If there's something particular to your server, this trace will help you
 tune it.  If you find a problem you think is global to the game, please
 report it here.

 Your humble servant,
 Fletch

 -Original Message-
 From: 
 hlds_linux-bounces@list.**valvesoftware.comhlds_linux-boun...@list.valvesoftware.com
 [mailto:hlds_linux-bounces@**list.valvesoftware.comhlds_linux-boun...@list.valvesoftware.com]
 On Behalf Of Thorsten Knoll
 Sent: Wednesday, July 11, 2012 8:39 AM
 To: ics; Half-Life dedicated Linux server mailing list
 Subject: Re: [hlds_linux] netspike.txt

 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
 having. What is this file for? Can someone from valve enlighten the
 matter?

 -ics
 - Alkuperäinen viesti -

 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

[hlds_linux] netspike.txt

2012-07-11 Thread Russell Smith
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 datagram 32 bits (4.000 bytes)
NET_Tick 
:   70 bits (   8.750 bytes)
 [soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav :  
323 bits (  40.375 bytes)
  [soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa :  
112 bits (  14.000 bytes)
   [soundprecache] 3747:)weapons/pickaxe_swing1.wav :  
168 bits (  21.000 bytes)
   [soundprecache] 3748:)weapons/pickaxe_swing2.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3749:)weapons/pickaxe_swing3.wav :   
64 bits (   8.000 bytes)
 [soundprecache] 3750:weapons/blade_slice_2.wav :  
214 bits (  26.750 bytes)
 [soundprecache] 3751:weapons/blade_slice_3.wav :   
64 bits (   8.000 bytes)
 [soundprecache] 3752:weapons/blade_slice_4.wav :   
64 bits (   8.000 bytes)
  [soundprecache] 3753:)weapons\sniper_railgun_dry_fire.wav :  
248 bits (  31.000 bytes)
  [soundprecache] 3754:)weapons\sniper_railgun_charged_shot_01.w :  
176 bits (  22.000 bytes)
  [soundprecache] 3755:)weapons\sniper_railgun_charged_shot_02.w :  
120 bits (  15.000 bytes)
  [soundprecache] 3756:)weapons\sniper_railgun_charged_shot_crit :  
160 bits (  20.000 bytes)
  [soundprecache] 3757:)weapons\sniper_railgun_charged_shot_crit :  
160 bits (  20.000 bytes)
  [soundprecache] 3758:)weapons\sniper_railgun_world_reload.wav :  
152 bits (  19.000 bytes)
   [soundprecache] 3759:)weapons\sniper_railgun_no_fire.wav :  
112 bits (  14.000 bytes)
 [soundprecache] 3760:)weapons\sniper_railgun_single_01.wav :  
128 bits (  16.000 bytes)
 [soundprecache] 3761:)weapons\sniper_railgun_single_02.wav :   
72 bits (   9.000 bytes)
   [soundprecache] 3762:)weapons/flame_thrower_bb_start.wav :  
232 bits (  29.000 bytes)
   [soundprecache] 3763:)weapons/flame_thrower_bb_loop_crit.wav :  
128 bits (  16.000 bytes)
[soundprecache] 3764:)weapons/flame_thrower_bb_loop.wav :   
56 bits (   7.000 bytes)
 [soundprecache] 3765:)weapons/ambassador_shoot.wav :  
184 bits (  23.000 bytes)
[soundprecache] 3766:)weapons/ambassador_shoot_crit.wav :   
96 bits (  12.000 bytes)
[soundprecache] 3767:)weapons/demo_sword_hit_world1.wav :  
224 bits (  28.000 bytes)
[soundprecache] 3768:)weapons/demo_sword_hit_world2.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3769:vo/sword_hit01.wav :  
158 bits (  19.750 bytes)
[soundprecache] 3770:vo/sword_hit02.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3771:vo/sword_hit03.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3772:vo/sword_hit04.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3773:vo/sword_hit05.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3774:vo/sword_hit06.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3775:vo/sword_hit07.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3776:vo/sword_hit08.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3777:vo/sword_hit09.wav :   
64 bits (   8.000 bytes)
[soundprecache] 3778:vo/sword_hit10.wav :   
72 bits (   9.000 bytes)
   [soundprecache] 3779:vo/sword_idle01.wav :  
104 bits (  13.000 bytes)
   [soundprecache] 3780:vo/sword_idle02.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3781:vo/sword_idle03.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3782:vo/sword_idle04.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3783:vo/sword_idle05.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3784:vo/sword_idle06.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3785:vo/sword_idle07.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3786:vo/sword_idle08.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3787:vo/sword_idle09.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3788:vo/sword_idle10.wav :   
72 bits (   9.000 bytes)
   [soundprecache] 3789:vo/sword_idle11.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 3790:vo/sword_idle12.wav :   
64 bits (   8.000 bytes)
   [soundprecache] 

Re: [hlds_linux] netspike.txt

2012-07-11 Thread Peter Reinhold

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 seems not to harm the server, though)


/Peter


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Re: [hlds_linux] netspike.txt

2012-07-11 Thread Jesse Molina


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 seemed to be a spike happening, 
intermittently, for limited periods of time.  I observed a 30% traffic 
in/out increase for 30-60 seconds at a time.


All clients on all servers on that particular host, and all servers on 
that host, would suddenly start sending much more data, for no apparent 
reason.


I only have a 10base-T uplink on this host, so I am limited to 10Mbps. 
All four of the servers were full that day.  However, due to the traffic 
spikes, we had to shut one of them down to prevent exceeding the circuit 
limitation.  This is how the issue first came to my attention.


I did a tcpdump of the traffic but whatever the issue was, it was 
embedded in the game traffic itself and was being represented by all 
clients on all four servers at the exact same time.


If I was to guess, something like an authentication request or 
item-server related activity was suddenly causing all clients and the 
server to suddenly transmit much more data.  Whatever it was, it would 
have been something that affected all clients across those four servers 
on the same host.


Valve would have noticed huge spikes like this since ALL of their 
servers and clients would suddenly start transmitting 20-30% more traffic.


I am guessing they are trying to debug the problem by collecting evidence.

That's just a guess though.



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.

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 datagram 32 bits (4.000 bytes)
 NET_Tick
:   70 bits (   8.750 bytes)
  [soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav : 323
bits (  40.375 bytes)
   [soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa : 112
bits (  14.000 bytes)
[soundprecache] 3747:)weapons/pickaxe_swing1.wav : 168
bits (  21.000 bytes)
[soundprecache] 3748:)weapons/pickaxe_swing2.wav : 64
bits (   8.000 bytes)
[soundprecache] 3749:)weapons/pickaxe_swing3.wav : 64
bits (   8.000 bytes)
  [soundprecache] 3750:weapons/blade_slice_2.wav : 214
bits (  26.750 bytes)
  [soundprecache] 3751:weapons/blade_slice_3.wav : 64
bits (   8.000 bytes)
  [soundprecache] 3752:weapons/blade_slice_4.wav : 64
bits (   8.000 bytes)
   [soundprecache] 3753:)weapons\sniper_railgun_dry_fire.wav : 248
bits (  31.000 bytes)
   [soundprecache] 3754:)weapons\sniper_railgun_charged_shot_01.w : 176
bits (  22.000 bytes)
   [soundprecache] 3755:)weapons\sniper_railgun_charged_shot_02.w : 120
bits (  15.000 bytes)
   [soundprecache] 3756:)weapons\sniper_railgun_charged_shot_crit : 160
bits (  20.000 bytes)
   [soundprecache] 3757:)weapons\sniper_railgun_charged_shot_crit : 160
bits (  20.000 bytes)
   [soundprecache] 3758:)weapons\sniper_railgun_world_reload.wav : 152
bits (  19.000 bytes)
[soundprecache] 3759:)weapons\sniper_railgun_no_fire.wav : 112
bits (  14.000 bytes)
  [soundprecache] 3760:)weapons\sniper_railgun_single_01.wav : 128
bits (  16.000 bytes)
  [soundprecache] 3761:)weapons\sniper_railgun_single_02.wav : 72
bits (   9.000 bytes)
[soundprecache] 3762:)weapons/flame_thrower_bb_start.wav : 232
bits (  29.000 bytes)
[soundprecache] 3763:)weapons/flame_thrower_bb_loop_crit.wav : 128
bits (  16.000 bytes)
 [soundprecache] 3764:)weapons/flame_thrower_bb_loop.wav : 56
bits (   7.000 bytes)
  [soundprecache] 3765:)weapons/ambassador_shoot.wav : 184
bits (  23.000 bytes)
 [soundprecache] 3766:)weapons/ambassador_shoot_crit.wav : 96
bits (  12.000 bytes)
 [soundprecache] 3767:)weapons/demo_sword_hit_world1.wav : 224
bits (  28.000 bytes)
 [soundprecache] 3768:)weapons/demo_sword_hit_world2.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3769:vo/sword_hit01.wav : 158
bits (  19.750 bytes)
 [soundprecache] 3770:vo/sword_hit02.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3771:vo/sword_hit03.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3772:vo/sword_hit04.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3773:vo/sword_hit05.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3774:vo/sword_hit06.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3775:vo/sword_hit07.wav : 64
bits (   8.000 bytes)
 

Re: [hlds_linux] netspike.txt

2012-07-11 Thread daniel jokiaho
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 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 seemed to be a spike happening, 
intermittently, for limited periods of time.  I observed a 30% traffic 
in/out increase for 30-60 seconds at a time.


All clients on all servers on that particular host, and all servers on 
that host, would suddenly start sending much more data, for no 
apparent reason.


I only have a 10base-T uplink on this host, so I am limited to 10Mbps. 
All four of the servers were full that day.  However, due to the 
traffic spikes, we had to shut one of them down to prevent exceeding 
the circuit limitation.  This is how the issue first came to my 
attention.


I did a tcpdump of the traffic but whatever the issue was, it was 
embedded in the game traffic itself and was being represented by all 
clients on all four servers at the exact same time.


If I was to guess, something like an authentication request or 
item-server related activity was suddenly causing all clients and the 
server to suddenly transmit much more data.  Whatever it was, it would 
have been something that affected all clients across those four 
servers on the same host.


Valve would have noticed huge spikes like this since ALL of their 
servers and clients would suddenly start transmitting 20-30% more 
traffic.


I am guessing they are trying to debug the problem by collecting 
evidence.


That's just a guess though.



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.

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 datagram 32 bits (4.000 bytes)
 NET_Tick
:   70 bits (   8.750 bytes)
  [soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav : 323
bits (  40.375 bytes)
   [soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa : 112
bits (  14.000 bytes)
[soundprecache] 3747:)weapons/pickaxe_swing1.wav : 168
bits (  21.000 bytes)
[soundprecache] 3748:)weapons/pickaxe_swing2.wav : 64
bits (   8.000 bytes)
[soundprecache] 3749:)weapons/pickaxe_swing3.wav : 64
bits (   8.000 bytes)
  [soundprecache] 3750:weapons/blade_slice_2.wav : 214
bits (  26.750 bytes)
  [soundprecache] 3751:weapons/blade_slice_3.wav : 64
bits (   8.000 bytes)
  [soundprecache] 3752:weapons/blade_slice_4.wav : 64
bits (   8.000 bytes)
   [soundprecache] 3753:)weapons\sniper_railgun_dry_fire.wav : 248
bits (  31.000 bytes)
   [soundprecache] 3754:)weapons\sniper_railgun_charged_shot_01.w : 176
bits (  22.000 bytes)
   [soundprecache] 3755:)weapons\sniper_railgun_charged_shot_02.w : 120
bits (  15.000 bytes)
   [soundprecache] 3756:)weapons\sniper_railgun_charged_shot_crit : 160
bits (  20.000 bytes)
   [soundprecache] 3757:)weapons\sniper_railgun_charged_shot_crit : 160
bits (  20.000 bytes)
   [soundprecache] 3758:)weapons\sniper_railgun_world_reload.wav : 152
bits (  19.000 bytes)
[soundprecache] 3759:)weapons\sniper_railgun_no_fire.wav : 112
bits (  14.000 bytes)
  [soundprecache] 3760:)weapons\sniper_railgun_single_01.wav : 128
bits (  16.000 bytes)
  [soundprecache] 3761:)weapons\sniper_railgun_single_02.wav : 72
bits (   9.000 bytes)
[soundprecache] 3762:)weapons/flame_thrower_bb_start.wav : 232
bits (  29.000 bytes)
[soundprecache] 3763:)weapons/flame_thrower_bb_loop_crit.wav : 128
bits (  16.000 bytes)
 [soundprecache] 3764:)weapons/flame_thrower_bb_loop.wav : 56
bits (   7.000 bytes)
  [soundprecache] 3765:)weapons/ambassador_shoot.wav : 184
bits (  23.000 bytes)
 [soundprecache] 3766:)weapons/ambassador_shoot_crit.wav : 96
bits (  12.000 bytes)
 [soundprecache] 3767:)weapons/demo_sword_hit_world1.wav : 224
bits (  28.000 bytes)
 [soundprecache] 3768:)weapons/demo_sword_hit_world2.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3769:vo/sword_hit01.wav : 158
bits (  19.750 bytes)
 [soundprecache] 3770:vo/sword_hit02.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3771:vo/sword_hit03.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3772:vo/sword_hit04.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3773:vo/sword_hit05.wav : 64
bits (   8.000 bytes)
 [soundprecache] 3774:vo/sword_hit06.wav 

Re: [hlds_linux] netspike.txt

2012-07-11 Thread Erik-jan Riemers
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:


 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 seemed to be a spike happening,
 intermittently, for limited periods of time.  I observed a 30% traffic
 in/out increase for 30-60 seconds at a time.

 All clients on all servers on that particular host, and all servers on
 that host, would suddenly start sending much more data, for no apparent
 reason.

 I only have a 10base-T uplink on this host, so I am limited to 10Mbps.
 All four of the servers were full that day.  However, due to the traffic
 spikes, we had to shut one of them down to prevent exceeding the circuit
 limitation.  This is how the issue first came to my attention.

 I did a tcpdump of the traffic but whatever the issue was, it was
 embedded in the game traffic itself and was being represented by all
 clients on all four servers at the exact same time.

 If I was to guess, something like an authentication request or
 item-server related activity was suddenly causing all clients and the
 server to suddenly transmit much more data.  Whatever it was, it would have
 been something that affected all clients across those four servers on the
 same host.

 Valve would have noticed huge spikes like this since ALL of their servers
 and clients would suddenly start transmitting 20-30% more traffic.

 I am guessing they are trying to debug the problem by collecting evidence.

 That's just a guess though.



 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.

 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 datagram 32 bits (4.000 bytes)
  NET_Tick
 :   70 bits (   8.750 bytes)
   [soundprecache] 3745:)weapons/scatter_gun_**double_shoot.wav : 323
 bits (  40.375 bytes)
[soundprecache] 3746:)weapons/scatter_gun_**double_shoot_crit.wa :
 112
 bits (  14.000 bytes)
 [soundprecache] 3747:)weapons/pickaxe_swing1.**wav : 168
 bits (  21.000 bytes)
 [soundprecache] 3748:)weapons/pickaxe_swing2.**wav : 64
 bits (   8.000 bytes)
 [soundprecache] 3749:)weapons/pickaxe_swing3.**wav : 64
 bits (   8.000 bytes)
   [soundprecache] 3750:weapons/blade_slice_2.wav : 214
 bits (  26.750 bytes)
   [soundprecache] 3751:weapons/blade_slice_3.wav : 64
 bits (   8.000 bytes)
   [soundprecache] 3752:weapons/blade_slice_4.wav : 64
 bits (   8.000 bytes)
[soundprecache] 3753:)weapons\sniper_railgun_**dry_fire.wav : 248
 bits (  31.000 bytes)
[soundprecache] 3754:)weapons\sniper_railgun_**charged_shot_01.w :
 176
 bits (  22.000 bytes)
[soundprecache] 3755:)weapons\sniper_railgun_**charged_shot_02.w :
 120
 bits (  15.000 bytes)
[soundprecache] 3756:)weapons\sniper_railgun_**charged_shot_crit :
 160
 bits (  20.000 bytes)
[soundprecache] 3757:)weapons\sniper_railgun_**charged_shot_crit :
 160
 bits (  20.000 bytes)
[soundprecache] 3758:)weapons\sniper_railgun_**world_reload.wav : 152
 bits (  19.000 bytes)
 [soundprecache] 3759:)weapons\sniper_railgun_**no_fire.wav : 112
 bits (  14.000 bytes)
   [soundprecache] 3760:)weapons\sniper_railgun_**single_01.wav : 128
 bits (  16.000 bytes)
   [soundprecache] 3761:)weapons\sniper_railgun_**single_02.wav : 72
 bits (   9.000 bytes)
 [soundprecache] 3762:)weapons/flame_thrower_**bb_start.wav : 232
 bits (  29.000 bytes)
 [soundprecache] 3763:)weapons/flame_thrower_**bb_loop_crit.wav : 128
 bits (  16.000 bytes)
  [soundprecache] 3764:)weapons/flame_thrower_**bb_loop.wav : 56
 bits (   7.000 bytes)
   [soundprecache] 3765:)weapons/ambassador_**shoot.wav : 184
 bits (  23.000 bytes)
  [soundprecache] 3766:)weapons/ambassador_**shoot_crit.wav : 96
 bits (  12.000 bytes)
  [soundprecache] 3767:)weapons/demo_sword_hit_**world1.wav : 224
 bits (  28.000 bytes)
  [soundprecache] 3768:)weapons/demo_sword_hit_**world2.wav : 64
 bits (   8.000 bytes)
  [soundprecache] 3769:vo/sword_hit01.wav : 158
 bits (  19.750 bytes)
  [soundprecache] 3770:vo/sword_hit02.wav : 64
 bits (   8.000 bytes)
  [soundprecache] 3771:vo/sword_hit03.wav : 64
 bits (   

Re: [hlds_linux] netspike.txt

2012-07-11 Thread 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 having. What is 
this file for? Can someone from valve enlighten the matter?

-ics
- Alkuperäinen viesti -
 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 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 seemed to be a spike happening, 
  intermittently, for limited periods of time.   I observed a 30% traffic 
  in/out increase for 30-60 seconds at a time.
  
  All clients on all servers on that particular host, and all servers on 
  that host, would suddenly start sending much more data, for no 
  apparent reason.
  
  I only have a 10base-T uplink on this host, so I am limited to 10Mbps. 
  All four of the servers were full that day.   However, due to the 
  traffic spikes, we had to shut one of them down to prevent exceeding 
  the circuit limitation.   This is how the issue first came to my 
  attention.
  
  I did a tcpdump of the traffic but whatever the issue was, it was 
  embedded in the game traffic itself and was being represented by all 
  clients on all four servers at the exact same time.
  
  If I was to guess, something like an authentication request or 
  item-server related activity was suddenly causing all clients and the 
  server to suddenly transmit much more data.   Whatever it was, it would 
  have been something that affected all clients across those four 
  servers on the same host.
  
  Valve would have noticed huge spikes like this since ALL of their 
  servers and clients would suddenly start transmitting 20-30% more 
  traffic.
  
  I am guessing they are trying to debug the problem by collecting 
  evidence.
  
  That's just a guess though.
  
  
  
  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.
   
   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 datagram 32 bits (4.000 bytes)
   NET_Tick
   :             70 bits (     8.750 bytes)
   [soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav : 323
   bits (   40.375 bytes)
   [soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa : 112
   bits (   14.000 bytes)
   [soundprecache] 3747:)weapons/pickaxe_swing1.wav : 168
   bits (   21.000 bytes)
   [soundprecache] 3748:)weapons/pickaxe_swing2.wav : 64
   bits (     8.000 bytes)
   [soundprecache] 3749:)weapons/pickaxe_swing3.wav : 64
   bits (     8.000 bytes)
   [soundprecache] 3750:weapons/blade_slice_2.wav : 214
   bits (   26.750 bytes)
   [soundprecache] 3751:weapons/blade_slice_3.wav : 64
   bits (     8.000 bytes)
   [soundprecache] 3752:weapons/blade_slice_4.wav : 64
   bits (     8.000 bytes)
   [soundprecache] 3753:)weapons\sniper_railgun_dry_fire.wav : 248
   bits (   31.000 bytes)
   [soundprecache] 3754:)weapons\sniper_railgun_charged_shot_01.w : 176
   bits (   22.000 bytes)
   [soundprecache] 3755:)weapons\sniper_railgun_charged_shot_02.w : 120
   bits (   15.000 bytes)
   [soundprecache] 3756:)weapons\sniper_railgun_charged_shot_crit : 160
   bits (   20.000 bytes)
   [soundprecache] 3757:)weapons\sniper_railgun_charged_shot_crit : 160
   bits (   20.000 bytes)
   [soundprecache] 3758:)weapons\sniper_railgun_world_reload.wav : 152
   bits (   19.000 bytes)
   [soundprecache] 3759:)weapons\sniper_railgun_no_fire.wav : 112
   bits (   14.000 bytes)
   [soundprecache] 3760:)weapons\sniper_railgun_single_01.wav : 128
   bits (   16.000 bytes)
   [soundprecache] 3761:)weapons\sniper_railgun_single_02.wav : 72
   bits (     9.000 bytes)
   [soundprecache] 3762:)weapons/flame_thrower_bb_start.wav : 232
   bits (   29.000 bytes)
   [soundprecache] 3763:)weapons/flame_thrower_bb_loop_crit.wav : 128
   bits (   16.000 bytes)
   [soundprecache] 3764:)weapons/flame_thrower_bb_loop.wav : 56
   bits (     7.000 bytes)
   [soundprecache] 3765:)weapons/ambassador_shoot.wav : 184
   bits (   23.000 bytes)
   [soundprecache] 3766:)weapons/ambassador_shoot_crit.wav : 96
   bits (   12.000 bytes)
   [soundprecache] 3767:)weapons/demo_sword_hit_world1.wav : 224
   bits (   28.000 bytes)
   [soundprecache] 3768:)weapons/demo_sword_hit_world2.wav : 64
   bits (     8.000 bytes)
   [soundprecache] 3769:vo/sword_hit01.wav : 158
   bits (   19.750 bytes)
   [soundprecache] 3770:vo/sword_hit02.wav : 64
   bits (     8.000 bytes)
   [soundprecache] 3771:vo/sword_hit03.wav : 64
   bits (     8.000 bytes)
   

Re: [hlds_linux] netspike.txt

2012-07-11 Thread Thorsten Knoll

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 having. What is 
this file for? Can someone from valve enlighten the matter?

-ics
- Alkuperäinen viesti -

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 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 seemed to be a spike happening,
intermittently, for limited periods of time.   I observed a 30% traffic
in/out increase for 30-60 seconds at a time.

All clients on all servers on that particular host, and all servers on
that host, would suddenly start sending much more data, for no
apparent reason.

I only have a 10base-T uplink on this host, so I am limited to 10Mbps.
All four of the servers were full that day.   However, due to the
traffic spikes, we had to shut one of them down to prevent exceeding
the circuit limitation.   This is how the issue first came to my
attention.

I did a tcpdump of the traffic but whatever the issue was, it was
embedded in the game traffic itself and was being represented by all
clients on all four servers at the exact same time.

If I was to guess, something like an authentication request or
item-server related activity was suddenly causing all clients and the
server to suddenly transmit much more data.   Whatever it was, it would
have been something that affected all clients across those four
servers on the same host.

Valve would have noticed huge spikes like this since ALL of their
servers and clients would suddenly start transmitting 20-30% more
traffic.

I am guessing they are trying to debug the problem by collecting
evidence.

That's just a guess though.



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.

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 datagram 32 bits (4.000 bytes)
NET_Tick
: 70 bits ( 8.750 bytes)
[soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav : 323
bits (   40.375 bytes)
[soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa : 112
bits (   14.000 bytes)
[soundprecache] 3747:)weapons/pickaxe_swing1.wav : 168
bits (   21.000 bytes)
[soundprecache] 3748:)weapons/pickaxe_swing2.wav : 64
bits ( 8.000 bytes)
[soundprecache] 3749:)weapons/pickaxe_swing3.wav : 64
bits ( 8.000 bytes)
[soundprecache] 3750:weapons/blade_slice_2.wav : 214
bits (   26.750 bytes)
[soundprecache] 3751:weapons/blade_slice_3.wav : 64
bits ( 8.000 bytes)
[soundprecache] 3752:weapons/blade_slice_4.wav : 64
bits ( 8.000 bytes)
[soundprecache] 3753:)weapons\sniper_railgun_dry_fire.wav : 248
bits (   31.000 bytes)
[soundprecache] 3754:)weapons\sniper_railgun_charged_shot_01.w : 176
bits (   22.000 bytes)
[soundprecache] 3755:)weapons\sniper_railgun_charged_shot_02.w : 120
bits (   15.000 bytes)
[soundprecache] 3756:)weapons\sniper_railgun_charged_shot_crit : 160
bits (   20.000 bytes)
[soundprecache] 3757:)weapons\sniper_railgun_charged_shot_crit : 160
bits (   20.000 bytes)
[soundprecache] 3758:)weapons\sniper_railgun_world_reload.wav : 152
bits (   19.000 bytes)
[soundprecache] 3759:)weapons\sniper_railgun_no_fire.wav : 112
bits (   14.000 bytes)
[soundprecache] 3760:)weapons\sniper_railgun_single_01.wav : 128
bits (   16.000 bytes)
[soundprecache] 3761:)weapons\sniper_railgun_single_02.wav : 72
bits ( 9.000 bytes)
[soundprecache] 3762:)weapons/flame_thrower_bb_start.wav : 232
bits (   29.000 bytes)
[soundprecache] 3763:)weapons/flame_thrower_bb_loop_crit.wav : 128
bits (   16.000 bytes)
[soundprecache] 3764:)weapons/flame_thrower_bb_loop.wav : 56
bits ( 7.000 bytes)
[soundprecache] 3765:)weapons/ambassador_shoot.wav : 184
bits (   23.000 bytes)
[soundprecache] 3766:)weapons/ambassador_shoot_crit.wav : 96
bits (   12.000 bytes)
[soundprecache] 3767:)weapons/demo_sword_hit_world1.wav : 224
bits (   28.000 bytes)
[soundprecache] 3768:)weapons/demo_sword_hit_world2.wav : 64
bits ( 8.000 bytes)
[soundprecache] 3769:vo/sword_hit01.wav : 158
bits (   19.750 bytes)
[soundprecache] 3770:vo/sword_hit02.wav : 64
bits ( 8.000 bytes)
[soundprecache] 3771:vo/sword_hit03.wav : 64
bits ( 8.000 bytes)
[soundprecache] 3772:vo/sword_hit04.wav : 64
bits ( 8.000 bytes)
[soundprecache] 3773:vo/sword_hit05.wav : 64
bits ( 8.000 bytes)
[soundprecache] 

Re: [hlds_linux] netspike.txt

2012-07-11 Thread Fletcher Dunn
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 was dropped to the 
infamous snapshot overflow error, it would re-run the network packing code 
for that client, forcing the netspike file to be dumped, to help figure out 
what entities are the cause of the problem.  That could definitely cause CPU 
spikes.  I didn't realize we had shipped with that debugging mode on.  We'll 
make it configurable by convar for the next release.

In the meantime, each time it dumps a network trace, it means you dropped a 
client.  It needed to send them a full snapshot of the game state, but the 
snapshot was too big, so it had to drop the client.  You might want to see 
which entities are responsible for so much traffic, because you are dropping 
players.

If there's something particular to your server, this trace will help you tune 
it.  If you find a problem you think is global to the game, please report it 
here.

Your humble servant,
Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thorsten Knoll
Sent: Wednesday, July 11, 2012 8:39 AM
To: ics; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

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 having. 
 What is this file for? Can someone from valve enlighten the matter?

 -ics
 - Alkuperäinen viesti -
 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 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 seemed to be a spike happening,
 intermittently, for limited periods of time.   I observed a 30% traffic
 in/out increase for 30-60 seconds at a time.

 All clients on all servers on that particular host, and all servers 
 on that host, would suddenly start sending much more data, for no 
 apparent reason.

 I only have a 10base-T uplink on this host, so I am limited to 10Mbps.
 All four of the servers were full that day.   However, due to the
 traffic spikes, we had to shut one of them down to prevent exceeding
 the circuit limitation.   This is how the issue first came to my
 attention.

 I did a tcpdump of the traffic but whatever the issue was, it was 
 embedded in the game traffic itself and was being represented by all 
 clients on all four servers at the exact same time.

 If I was to guess, something like an authentication request or 
 item-server related activity was suddenly causing all clients and the
 server to suddenly transmit much more data.   Whatever it was, it would
 have been something that affected all clients across those four 
 servers on the same host.

 Valve would have noticed huge spikes like this since ALL of their 
 servers and clients would suddenly start transmitting 20-30% more 
 traffic.

 I am guessing they are trying to debug the problem by collecting 
 evidence.

 That's just a guess though.



 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.

 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 datagram 32 bits (4.000 bytes) NET_Tick
 : 70 bits ( 8.750 bytes)
 [soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav : 323
 bits (   40.375 bytes)
 [soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa : 112
 bits (   14.000 bytes)
 [soundprecache] 3747:)weapons/pickaxe_swing1.wav : 168
 bits (   21.000 bytes)
 [soundprecache] 3748:)weapons/pickaxe_swing2.wav : 64
 bits ( 8.000 bytes)
 [soundprecache] 3749:)weapons/pickaxe_swing3.wav : 64
 bits ( 8.000 bytes)
 [soundprecache] 3750:weapons/blade_slice_2.wav : 214
 bits (   26.750 bytes)
 [soundprecache] 3751:weapons/blade_slice_3.wav : 64
 bits ( 8.000 bytes)
 [soundprecache] 3752:weapons/blade_slice_4.wav : 64
 bits ( 8.000 bytes)
 [soundprecache] 3753:)weapons\sniper_railgun_dry_fire.wav : 248
 bits (   31.000 bytes)
 [soundprecache] 3754:)weapons\sniper_railgun_charged_shot_01.w : 176
 bits (   22.000 bytes)
 [soundprecache] 3755:)weapons

Re: [hlds_linux] netspike.txt

2012-07-11 Thread Erik-jan Riemers
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.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher
Dunn
Sent: woensdag 11 juli 2012 18:58
To: Half-Life dedicated Linux server mailing list; ics
Subject: Re: [hlds_linux] netspike.txt

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
was dropped to the infamous snapshot overflow error, it would re-run the
network packing code for that client, forcing the netspike file to be
dumped, to help figure out what entities are the cause of the problem.  That
could definitely cause CPU spikes.  I didn't realize we had shipped with
that debugging mode on.  We'll make it configurable by convar for the next
release.

In the meantime, each time it dumps a network trace, it means you dropped a
client.  It needed to send them a full snapshot of the game state, but the
snapshot was too big, so it had to drop the client.  You might want to see
which entities are responsible for so much traffic, because you are dropping
players.

If there's something particular to your server, this trace will help you
tune it.  If you find a problem you think is global to the game, please
report it here.

Your humble servant,
Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thorsten
Knoll
Sent: Wednesday, July 11, 2012 8:39 AM
To: ics; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

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
 having. What is this file for? Can someone from valve enlighten the
 matter?

 -ics
 - Alkuperäinen viesti -
 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 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 seemed to be a spike happening,
 intermittently, for limited periods of time.   I observed a 30% traffic
 in/out increase for 30-60 seconds at a time.

 All clients on all servers on that particular host, and all servers
 on that host, would suddenly start sending much more data, for no
 apparent reason.

 I only have a 10base-T uplink on this host, so I am limited to 10Mbps.
 All four of the servers were full that day.   However, due to the
 traffic spikes, we had to shut one of them down to prevent exceeding
 the circuit limitation.   This is how the issue first came to my
 attention.

 I did a tcpdump of the traffic but whatever the issue was, it was
 embedded in the game traffic itself and was being represented by all
 clients on all four servers at the exact same time.

 If I was to guess, something like an authentication request or
 item-server related activity was suddenly causing all clients and the
 server to suddenly transmit much more data.   Whatever it was, it would
 have been something that affected all clients across those four
 servers on the same host.

 Valve would have noticed huge spikes like this since ALL of their
 servers and clients would suddenly start transmitting 20-30% more
 traffic.

 I am guessing they are trying to debug the problem by collecting
 evidence.

 That's just a guess though.



 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.

 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 datagram 32 bits (4.000 bytes) NET_Tick
 : 70 bits ( 8.750 bytes)
 [soundprecache] 3745:)weapons/scatter_gun_double_shoot.wav : 323
 bits (   40.375 bytes)
 [soundprecache] 3746:)weapons/scatter_gun_double_shoot_crit.wa : 112
 bits (   14.000 bytes)
 [soundprecache] 3747:)weapons/pickaxe_swing1.wav : 168
 bits (   21.000 bytes)
 [soundprecache] 3748:)weapons/pickaxe_swing2.wav : 64
 bits

Re: [hlds_linux] netspike.txt

2012-07-11 Thread Fletcher Dunn
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 analyzing it, email it to me directly.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers
Sent: Wednesday, July 11, 2012 10:30 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

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.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: woensdag 11 juli 2012 18:58
To: Half-Life dedicated Linux server mailing list; ics
Subject: Re: [hlds_linux] netspike.txt

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 was dropped to the 
infamous snapshot overflow error, it would re-run the network packing code 
for that client, forcing the netspike file to be dumped, to help figure out 
what entities are the cause of the problem.  That could definitely cause CPU 
spikes.  I didn't realize we had shipped with that debugging mode on.  We'll 
make it configurable by convar for the next release.

In the meantime, each time it dumps a network trace, it means you dropped a 
client.  It needed to send them a full snapshot of the game state, but the 
snapshot was too big, so it had to drop the client.  You might want to see 
which entities are responsible for so much traffic, because you are dropping 
players.

If there's something particular to your server, this trace will help you tune 
it.  If you find a problem you think is global to the game, please report it 
here.

Your humble servant,
Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thorsten Knoll
Sent: Wednesday, July 11, 2012 8:39 AM
To: ics; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

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 
 having. What is this file for? Can someone from valve enlighten the 
 matter?

 -ics
 - Alkuperäinen viesti -
 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 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 seemed to be a spike happening,
 intermittently, for limited periods of time.   I observed a 30% traffic
 in/out increase for 30-60 seconds at a time.

 All clients on all servers on that particular host, and all servers 
 on that host, would suddenly start sending much more data, for no 
 apparent reason.

 I only have a 10base-T uplink on this host, so I am limited to 10Mbps.
 All four of the servers were full that day.   However, due to the
 traffic spikes, we had to shut one of them down to prevent exceeding
 the circuit limitation.   This is how the issue first came to my
 attention.

 I did a tcpdump of the traffic but whatever the issue was, it was 
 embedded in the game traffic itself and was being represented by all 
 clients on all four servers at the exact same time.

 If I was to guess, something like an authentication request or 
 item-server related activity was suddenly causing all clients and the
 server to suddenly transmit much more data.   Whatever it was, it would
 have been something that affected all clients across those four 
 servers on the same host.

 Valve would have noticed huge spikes like this since ALL of their 
 servers and clients would suddenly start transmitting 20-30% more 
 traffic.

 I am guessing they are trying to debug the problem by collecting 
 evidence.

 That's just a guess though.



 Russell Smith wrote:
 What is this file?   I haven't noticed it before, but it's showing up

Re: [hlds_linux] netspike.txt

2012-07-11 Thread ics
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 downloading the map (any map will do) and it will load and load (i 
hear the hdd scream in misery) and at the end, i just get snapshot 
overlow. Other than that, i have no issues for dropped players that i 
know of, unless they get dropped by something causing them to drop 
within the game itself.


I know some maps, especially badly made custom ones can cause issues 
like this but most cases that map is bloated with too many entities 
already or too many entities being active on the same area while rockets 
and other bits are spawning out. However i run 2 completely vanilla 
servers for TF2 and one of those, the most popular server i had, had the 
largest file to date (2,56GB) and i just had to let those files go so i 
cannot dug in to those but i'm sure i'll get more data.


-ics

11.7.2012 19:58, Fletcher Dunn kirjoitti:

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 was dropped to the infamous snapshot overflow 
error, it would re-run the network packing code for that client, forcing the netspike 
file to be dumped, to help figure out what entities are the cause of the problem.  That 
could definitely cause CPU spikes.  I didn't realize we had shipped with that debugging 
mode on.  We'll make it configurable by convar for the next release.

In the meantime, each time it dumps a network trace, it means you dropped a 
client.  It needed to send them a full snapshot of the game state, but the 
snapshot was too big, so it had to drop the client.  You might want to see 
which entities are responsible for so much traffic, because you are dropping 
players.

If there's something particular to your server, this trace will help you tune 
it.  If you find a problem you think is global to the game, please report it 
here.

Your humble servant,
Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thorsten Knoll
Sent: Wednesday, July 11, 2012 8:39 AM
To: ics; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

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 having. What is 
this file for? Can someone from valve enlighten the matter?

-ics
- Alkuperäinen viesti -

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 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 seemed to be a spike happening,
intermittently, for limited periods of time.   I observed a 30% traffic
in/out increase for 30-60 seconds at a time.

All clients on all servers on that particular host, and all servers
on that host, would suddenly start sending much more data, for no
apparent reason.

I only have a 10base-T uplink on this host, so I am limited to 10Mbps.
All four of the servers were full that day.   However, due to the
traffic spikes, we had to shut one of them down to prevent exceeding
the circuit limitation.   This is how the issue first came to my
attention.

I did a tcpdump of the traffic but whatever the issue was, it was
embedded in the game traffic itself and was being represented by all
clients on all four servers at the exact same time.

If I was to guess, something like an authentication request or
item-server related activity was suddenly causing all clients and the
server to suddenly transmit much more data.   Whatever it was, it would
have been something that affected all clients across those four
servers on the same host.

Valve would have noticed huge spikes like this since ALL of their
servers and clients would suddenly start transmitting 20-30% more
traffic.

I am guessing they are trying to debug the problem by collecting
evidence.

That's just a guess though.



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.

Why is this showing up now, and how

Re: [hlds_linux] netspike.txt

2012-07-11 Thread Russell Smith

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 
aren't particularly large right now as I just did a clean install Monday 
night on both my servers.


Regards,
Russell

On 11.07.2012 09:58, Fletcher Dunn wrote:

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 was dropped to the infamous snapshot overflow
error, it would re-run the network packing code for that client,
forcing the netspike file to be dumped, to help figure out what
entities are the cause of the problem.  That could definitely cause
CPU spikes.  I didn't realize we had shipped with that debugging mode
on.  We'll make it configurable by convar for the next release.

In the meantime, each time it dumps a network trace, it means you
dropped a client.  It needed to send them a full snapshot of the game
state, but the snapshot was too big, so it had to drop the client.
You might want to see which entities are responsible for so much
traffic, because you are dropping players.

If there's something particular to your server, this trace will help
you tune it.  If you find a problem you think is global to the game,
please report it here.

Your humble servant,
Fletch




___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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Re: [hlds_linux] netspike.txt

2012-07-11 Thread Invalid Protocol
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 logged datagrams are small, even less than 100 bytes. I assume that when 
this happens the server is almost killed. Both files have exactly 2147483647 
bytes and last logged datagram is truncated.

Something like:

114346.040083/7609262 Player [name][16][adr:1.2.3.4:6] was sent a datagram 
319697 bits (39962.125 bytes)
114351.395064/7609619 Player [name][16][adr:1.2.3.4:6] was sent a datagram 
21340 bits (2667.500 bytes)
114351.590024/7609632 Player [name][16][adr:1.2.3.4:6] was sent a datagram 
20041 bits (2505.125 bytes)
114351.770071/7609644 Player [name][16][adr:1.2.3.4:6] was sent a datagram 
18259 bits (2282.375 bytes)
114351.875036/7609651 Player [name][16][adr:1.2.3.4:6] was sent a datagram 
17725 bits (2215.625 bytes)
114351.965024/7609657 Player [name][16][adr:1.2.3.4:6] was sent a datagram 
17213 bits (2151.625 bytes)
114352.055024/7609663 Player [name][16][adr:1.2.3.4:6] was sent a datagram 1601 
bits ( 200.125 bytes)
114352.100024/7609666 Player [name][16][adr:1.2.3.4:6] was sent a datagram 2274 
bits ( 284.250 bytes)
etc...

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: Wednesday, July 11, 2012 7:58 PM
To: Half-Life dedicated Linux server mailing list; ics
Subject: Re: [hlds_linux] netspike.txt

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 was dropped to the 
infamous snapshot overflow error, it would re-run the network packing code 
for that client, forcing the netspike file to be dumped, to help figure out 
what entities are the cause of the problem.  That could definitely cause CPU 
spikes.  I didn't realize we had shipped with that debugging mode on.  We'll 
make it configurable by convar for the next release.

In the meantime, each time it dumps a network trace, it means you dropped a 
client.  It needed to send them a full snapshot of the game state, but the 
snapshot was too big, so it had to drop the client.  You might want to see 
which entities are responsible for so much traffic, because you are dropping 
players.

If there's something particular to your server, this trace will help you tune 
it.  If you find a problem you think is global to the game, please report it 
here.

Your humble servant,
Fletch


___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux


Re: [hlds_linux] netspike.txt

2012-07-11 Thread ics

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.

StringTable soundprecache : 8257 bits (1032.125 bytes)
StringTable instancebaseline :   160672 bits (20084.000 bytes)
StringTable userinfo :11919 bits (1489.875 bytes)
StringTable DynamicModels : 7128 bits ( 891.000 bytes)
Total Delta :   130135 bits (16266.875 bytes)

StringTable soundprecache :11173 bits (1396.625 bytes)
StringTable instancebaseline :   192452 bits (24056.500 bytes)
StringTable userinfo : 7610 bits ( 951.250 bytes)
StringTable DynamicModels : 8030 bits (1003.750 bytes)
Total Delta :   100317 bits (12539.625 bytes)

StringTable soundprecache :10887 bits (1360.875 bytes)
StringTable instancebaseline :   176476 bits (22059.500 bytes)
StringTable userinfo : 8675 bits (1084.375 bytes)
StringTable DynamicModels :11910 bits (1488.750 bytes)
Total Delta :   110850 bits (13856.250 bytes)

-ics

11.7.2012 20:40, Fletcher Dunn kirjoitti:

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 analyzing it, email it to me directly.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com 
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Erik-jan Riemers
Sent: Wednesday, July 11, 2012 10:30 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

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.

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Fletcher Dunn
Sent: woensdag 11 juli 2012 18:58
To: Half-Life dedicated Linux server mailing list; ics
Subject: Re: [hlds_linux] netspike.txt

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 was dropped to the infamous snapshot overflow 
error, it would re-run the network packing code for that client, forcing the netspike 
file to be dumped, to help figure out what entities are the cause of the problem.  That 
could definitely cause CPU spikes.  I didn't realize we had shipped with that debugging 
mode on.  We'll make it configurable by convar for the next release.

In the meantime, each time it dumps a network trace, it means you dropped a 
client.  It needed to send them a full snapshot of the game state, but the 
snapshot was too big, so it had to drop the client.  You might want to see 
which entities are responsible for so much traffic, because you are dropping 
players.

If there's something particular to your server, this trace will help you tune 
it.  If you find a problem you think is global to the game, please report it 
here.

Your humble servant,
Fletch

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Thorsten Knoll
Sent: Wednesday, July 11, 2012 8:39 AM
To: ics; Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] netspike.txt

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
having. What is this file for? Can someone from valve enlighten the
matter?

-ics
- Alkuperäinen viesti -

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 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 seemed to be a spike happening,
intermittently, for limited periods of time.   I observed a 30% traffic
in/out increase for 30-60 seconds at a time.

All clients on all servers on that particular host, and all servers
on that host, would suddenly start sending much more data