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Posts posted by Alloc
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Latest update: If you add a file "protect" to the "webserver" folder it will enable authorization (username = admin, pass = control panel pass).
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For some unknown reason telnet (scripts, netcat?) seems always get stuck at:
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for several "minutes". This pretty much causes some complicated delays in restarts, etc. The message after pressing CTRL-C hints of the issue:
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that RSync would be running without any "indication"... but I don't understand why as /usr/local/lib/7dtd/commands/backup.sh doesn't specify any silencing parameters.
Hm, not sure if rsync should output anything be default. But also it normally shouldn't really take that long... For testing you could try adding "-v", maybe it would output what it's doing then.
This stems from my intention of running:#!/bin/bash . /usr/local/lib/7dtd/common.sh nice -n 10 /usr/local/bin/7dtd.sh backup loop 5 6 telnetCommand hoyry3 "say Stopping server, maintenance, try again later..."
in <basedir>/hooks/serverPreStop/backup.sh
Why in PreStop? If the server is shutdown anyway you should do the backup in PostStop as by then everything is written
(Obviously the "say"-stuff is right in the PreStop )
Theres a too short delay in /usr/local/lib/7dtd/commands/stop.sh:Yeah yeah ... I know ... adding that soon™
well i disabled the webserver as I never used it and I had noticed the cpu usage on just the webserver part as being a bit high was like 10% the last time I had it on and checked in htop so i disabled it.Hm, interesting. How did you find out which thread was the webserver? Does it give you any indication of it? (Would be interested in that too ) Webserver shouldn't even be a single thread as each request is handled in a dedicated thread (more or less, they get reused, thanks to the ThreadPool framework in .NET )
but is there no way the api could be had without all the rest of the webserver ?Well, you could remove all the files from the "webserver" folder and than you basically would have API but nothing else. It would still be the same webserver as that is what is providing the API.
"(What's the problem with the "lp" or "lpe" commands?)"nothing wrong with it, just didn't want to do it with a cron lpe
So how would you access the web API? Wouldn't it still be a cron job?
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I might be adding just a single flag-file to enable the authentication ... Though one should always remember that HTTP authentication does not provide confidentiality nor is it really secure. If you don't want anyone having access you should use a standalone HTTP server with SSL and let it proxy to the integrated webserver (that's what I'm doing with the public port on my server, just not using SSL so far).
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Nope, currently unprotected. I need to find a good way to add configuration later on but right now it's just unprotected
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No, just can't make it right for everyone atm
As I do not want to care for both servers atm (a public and a protected one) I only have that one and that is either unprotected or protected for everyone. The latest this will change is when the API provides more control over the game, currently you can't do any harm and the shown data isn't that private either
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Not mentioning the update procedure for the Linux stuff in the release notes of the server fixes has a reason: The fixes are for anyone and obviously don't require you to do anything special for Linux. It was only a matter of the Linux scripts (and compound files) so that's where such information can be found
To fix this the manual at https://7dtd.illy.bz/wiki/Installation#InstalltheLinuxengine should probably statewget -O linux_files.tar.gz http://illy.bz/fi/7dtd/linux_files.tar.gz
to be future proof.
Really good suggestion, thanks & done
https://7dtd.illy.bz/wiki/Server%20fixes mentions the command "teleport / tele: Teleport a given player to a position" however the in-game console command teleport is not recognized (*** ERROR: unknown command 'teleport'), tele works, also the tele command description mentions the command teleportplayer instead of teleport.Urgh, yeah ... teleportplayer and teleport is not the same Thanks, fixed.
btw how to use the API? or at least for this method of using the webmap https://7dtd.illy.bz/wiki/webmapThe API is provided by the webserver so if you don't have that running you can't use the API.
could there be a hook for player positions.. i mean short of me using lpe and getting positions from that, it seems like the only way right now.Nope, the hooks are for events, a players position is not an event Also hooks are log based and there's nothing about positions in the log. You really should go with querying the information when you need it for such things. (What's the problem with the "lp" or "lpe" commands?)
So I have killed the server first, deleted the old linux_files tar, downloaded the new one, replaced the old linux files, ran the updater. It continues to say running 9.1.Did you actually run updatescripts so you got version 53? If it starts but tells you "9.1" it's probably just using the old server fixes (which are updated with the scripts part).
SteamworksNative fallback handler error occurs ~10 times or so when starting the instance. Apparently server is running and working as intended. Should I just ignore the messages?Yup, all of that seems to be ok
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Nope, I was talking about this part which points you to the release notes:
Please check the release notes before continuing: https://7dtd.illy.bz/wiki/Release%20Notes
(And I think it's actually really clearly said there what and where Not reading command output doesn't mean there is none or that it wouldn't contain anything useful)
Also release notes for a software product can be found on the product's website most of the time so that would be a good place to start.
Not meant to be harsh or anything but I just don't like documenting all that stuff and trying to get the commands to point you at what to do for people not even reading it. That's just making me having to repeat instructions over and over again and you (as in "the user") having to wait for my response on questions. That's kinda frustrating
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Any news yet for Dedicated server on Windows ? Kinda sad....
o.O
What's that got to do with Linux? Also, what news would you expect? Dedi on Windows has been officially there since 7.8 (iirc) ...
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Just quoting myself this time:
DO NOT FORGET TO READ THE RELEASE NOTES OF THE SCRIPTS!If it hadn't been just one post above yours it would be different ... but I'm not writing all this stuff for fun
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Ok, version 53 seems to be ok.
DO NOT FORGET TO READ THE RELEASE NOTES OF THE SCRIPTS!
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Just doing what I can
Uploaded the mod for the server hotfix release.
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Yep, new Unity version so it's incompatible atm.
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Mod updated for A9.2, couldn't test so far though as the Linux server is not yet running
But I doubt there should be any problems, compiled against the new version just fine.
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Ah, good to know this was causing problems. I have heard of larger region folders (12 GiB) but they were running the Windows build
The other "errors" are ok.
Alpha 9.2
Currently I'm missing the new engine files but that will most likely be fixed during the evening (CEST). So like in 4hrs probably.
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Well, I hope this isn't a major problem for now ... but I'll probably have to further improve the rendering stuff so there are less file accesses.
v52 probably was a bump to the server mod. I should really get that done differently, it's kinda annoying how it works right now
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Regarding the second part: Were you trying to run the "rendermap" command at that time?
@first one: Might just as well be related to the max open files too. Looks like the engine is often keeping a lot of files opened and AFAIK net sockets are counted in too...
Can't say for sure though. You might try increasing the files limit as shown by qriff here.
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1.60 spaming console with not able to run rpc call with player not on the server. And player still on the server dispite he is not in his client.
Log?
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No way unless you find the required 64 bit files (and I can tell you that's basically impossible atm)
So well, 2.8 is quite a bit already, but I can not say for sure if that's the problem.
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Don't think so. Nothing in the logs so far?
EDIT: Do you have many players on it? Did you monitor memory usage? Could be that it's just crashing because of OOM or something like that.
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Nah, it works just fine. You probably just didn't wait for 30sec after the inventory was changed by the player (the server only receives the players inventory every 30s).
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SI with SteamID *should* work in both cases already.
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Did you try it with a player that's online at that moment to make sure it's really about steam id not working?
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Release notes for the scripts show you whenever I package a new version of the mod with them. Those say v.51 contain the mod version 0.91.5356.41724, which (by looking at the release notes for the fixes) is some build between rev.147 (0.91.5355.36217) and rev. 154 (0.91.5358.38435) (so not much changed in respect to 147).
EDIT: "With steamid also players that are currently not online can be checked " means that you can view them if they have been online since this version was installed as I still have to store what they had in their inventory.
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Uh, yeah, sorry, should have removed that output for releases
Nothing to worry about, that's actually when the rendering works fine
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Native Linux server (with management scripts)
in Multiplayer
Posted
@qriff: STOP_WAIT as global config option added