Jump to content

Devidian

Members
  • Posts

    80
  • Joined

  • Days Won

    1

Posts posted by Devidian

  1.  

    Plain old out of memory crash, not related to my mod.

     

     

    You should mention that it's a bug in the currently used version of unity not using more than 16G of RAM.

    @Hagalaz weren't u using my scripts ? That is exactly what my out of memory script was for.

  2. Technically yes, but not sure if that's going to happen. This whole thing is still targeted as an administration interface, end-user support by permission levels is just a minor additional feature of it ;)

    Will put it on my list though, as soon as there's a DB (wouldn't really work properly without one after all) in the backend I'll think about it again.

     

    While you are speaking about DB, i just tried some days ago to add MongoDB driver for C# into a testing mod, this so far worked (connecting) but also worked not (query/insert) because the driver itself needed some things from mscorlib.dll that are not included in the current games mscorlib. I also tried older driver versions but all seem to request stuff not existing in mscorlib 2.0.0.0

     

    So my Question is: is there any way to get this missing Classes/Methods from System.* into another dll? Last time i did C# was @ university several years ago.

    I tried to copy some of the missing methods from the current mono repo into my mod but it always requests those from mscorlib.

  3. What is the state of linux server? I stopped running mine (and playing the game) in A14 d.t constant crashes caused by memory leak.

     

    Is linhx server stable now?

     

    I'm running a linux server since A11 (first ubuntu now debian) and it was always almost stable as it is right now. Ok sure, if you dont restart the server in periods it is getting unstable but with a daylie restart everything is fine except the "normal" alpha bugs

  4. The following script could be executed with nodejs:

     

    "use strict";
    //exports.__esModule = true;
    var net = require("net");
    var port = 8081;
    var host = "localhost";
    var client = net.createConnection({port:port},()=>{
    
    
    //console.log("Telnet connection established\n");
    
    
    client.on("data",(c)=>{
    let text = c.toString();
    
    
    if(["\n","\r","\r\n"].indexOf(text)>=0) return;
    
    
    if(text.match(/^day/i)){
     let data = text.split(" ");
     let day = data[1].replace(",","");
     let time = data[2];
    
    
     console.log(`It is Day ${day}! Time is ${time}.`);
     client.write("exit\r\n","utf8");
    } else{
    
    
    //  let out = text.replace(/\r\n$/gi,"").replace(/^\r\n/gi,"").replace(/^\n/gi,"");
    //  console.log(out);
    }
    });
    
    
       client.on("end", function () {
           // ITS OVER!
           //console.log("Server gone!");
       });
            setTimeout((c)=>{ c.write("gt\r\n","utf8",()=>{
                   //console.log("sent gt to telnet");
            }); }, 1000,client);
    });
    
    
    

     

    I hacked it in the server console, that is why its not very pretty, i'll make a cleaned up version later.

    It will execute gt and then print something like:

     

    It is Day 50! Time is 13:44.

     

    on your servers console and then exits. You could use this maybe to fetch day in an interval x, save it to a text file and then read it from wherever you want.

    I called the script main.js so in my case i would execute "node main > output.txt"

     

    You could also let the connection open and have nodejs updating the data in output.txt, maybe save as JSON string.

  5. Thanks, I will give that a shot.

     

    I just made a quick test with nodejs yesterday to connect to telnet and get the live log. Maybe i'll provide a script with some settings you can then use if you like. Dont know you xp in javascript /node but i could create an api which returns the result as json for example.

     

    I'm useing the webserver from allocs for my servers, there is a day displayed :)

  6. As of the Alpha 16 release, I noticed that the current day in-game is no longer written in the log files. I was using this information on a website for players on my server. Is there another way to get the current day in-game from the server files on a linux server?

     

    you could write a script that executes "gt" via telnet which returns "Day xx, hh:mm"

  7. Oh, and another thing I've been noticing since a16...

     

    I get this error in the log of whatever server isn't the first one to start....

    2017-07-16T10:09:54 1.099 INF Failed to register the log file writer: Sharing violation on path /home/sdtd/engine/sdtd.log2017-07-16T10:09:54 1.102 INF   at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 
     at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
     at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
     at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0 
     at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding) [0x00000] in <filename unknown>:0 
     at (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool,System.Text.Encoding)
     at SdtdLog.Init () [0x00000] in <filename unknown>:0 
    UMA Overlay loading took 1185 ms
    

     

    I did go through and checked the a15 logs, and don't see this happening.

     

    As Alloc answered to my question on the same here: https://7daystodie.com/forums/showthread.php?12837-Improvements-for-the-dedicated-server&p=671995&viewfull=1#post671995

     

    Oh yeah, it's for the log-channel system the console guys added. It doesn't hurt, iirc by default nothing is enabled to go there anyway.
  8. really? because, there is something going into it...

     

    ^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@^@$
    2017-06-26T10:18:02 25318.201 INF Started thread TelnetClientReceive_127.0.0.1:36722
    2017-06-26T10:18:02 25318.202 INF Telnet connection from: 127.0.0.1:36724
    2017-06-26T10:18:02 25318.202 INF Started thread TelnetClientSend_127.0.0.1:36722
    2017-06-26T10:18:02 25318.202 INF Started thread TelnetClientSend_127.0.0.1:36724
    2017-06-26T10:18:02 25318.202 INF Started thread TelnetClientReceive_127.0.0.1:36724
    2017-06-26T10:18:02 25318.203 INF Telnet connection from: 127.0.0.1:36726
    2017-06-26T10:18:02 25318.203 INF Started thread TelnetClientReceive_127.0.0.1:36726
    2017-06-26T10:18:02 25318.203 INF Telnet connection from: 127.0.0.1:36728
    2017-06-26T10:18:02 25318.203 INF Started thread TelnetClientSend_127.0.0.1:36726
    2017-06-26T10:18:02 25318.204 INF Started thread TelnetClientReceive_127.0.0.1:36728
    2017-06-26T10:18:02 25318.204 INF Started thread TelnetClientSend_127.0.0.1:36728
    2017-06-26T10:18:02 25318.211 INF Executing command 'lp' by Telnet from 127.0.0.1:36722
    2017-06-26T10:18:02 25318.259 INF Executing command 'lp' by Telnet from 127.0.0.1:36724
    2017-06-26T10:18:02 25318.309 INF Executing command 'lp' by Telnet from 127.0.0.1:36726
    2017-06-26T10:18:02 25318.360 INF Executing command 'lp' by Telnet from 127.0.0.1:36728
    2017-06-26T10:18:03 25319.201 INF Exited thread TelnetClientSend_127.0.0.1:36726
    2017-06-26T10:18:03 25319.201 INF Telnet connection closed: 127.0.0.1:36722
    2017-06-26T10:18:03 25319.202 INF Exited thread TelnetClientSend_127.0.0.1:36724
    2017-06-26T10:18:03 25319.202 INF Telnet connection closed: 127.0.0.1:36728
    2017-06-26T10:18:03 25319.202 INF Exited thread TelnetClientSend_127.0.0.1:36728
    2017-06-26T10:18:03 25319.202 INF Telnet connection closed: 127.0.0.1:36726
    2017-06-26T10:18:03 25319.202 INF Exited thread TelnetClientReceive_127.0.0.1:36726
    2017-06-26T10:18:03 25319.202 INF Exited thread TelnetClientReceive_127.0.0.1:36728
    2017-06-26T10:18:03 25319.202 INF Exited thread TelnetClientSend_127.0.0.1:36722
    2017-06-26T10:18:03 25319.202 INF Exited thread TelnetClientReceive_127.0.0.1:36722
    2017-06-26T10:18:03 25319.203 INF Telnet connection closed: 127.0.0.1:36724
    2017-06-26T10:18:03 25319.203 INF Exited thread TelnetClientReceive_127.0.0.1:36724
    2017-06-26T10:19:03 25378.695 INF Telnet connection from: 127.0.0.1:39236
    2017-06-26T10:19:03 25378.695 INF Started thread TelnetClientReceive_127.0.0.1:39236
    2017-06-26T10:19:03 25378.695 INF Started thread TelnetClientSend_127.0.0.1:39236
    2017-06-26T10:19:03 25378.696 INF Telnet connection from: 127.0.0.1:39238
    2017-06-26T10:19:03 25378.696 INF Started thread TelnetClientSend_127.0.0.1:39238
    2017-06-26T10:19:03 25378.696 INF Started thread TelnetClientReceive_127.0.0.1:39238
    2017-06-26T10:19:03 25378.702 INF Executing command 'lp' by Telnet from 127.0.0.1:39236
    2017-06-26T10:19:03 25378.752 INF Executing command 'lp' by Telnet from 127.0.0.1:39238
    

     

    Some binary code first and then logs... (from the first instance) i truncated the file and it regrow.

     

    By the way: it would be great to hide all Telnet connections in the logs because sometimes its full of telnet spam.

  9. I recently noticed this:

     

    2017-06-26T10:11:41 0.724 INF [MODS] Start loading
    2017-06-26T10:11:41 0.725 INF [MODS] Trying to load from Allocs_CommandExtensions
    Non platform assembly: /home/sdtd/engine/Mods/Allocs_CommandExtensions/AllocsCommands.dll (this message is harmless)
    2017-06-26T10:11:41 0.739 INF [MODS] Loaded Mod: Allocs command extensions (12)
    2017-06-26T10:11:41 0.740 INF [MODS] Trying to load from Allocs_CommonFunc
    Non platform assembly: /home/sdtd/engine/Mods/Allocs_CommonFunc/7dtd-server-fixes.dll (this message is harmless)
    2017-06-26T10:11:41 0.741 INF [MODS] Found ModAPI, creating instance
    2017-06-26T10:11:41 0.741 INF [MODS] Loaded Mod: Allocs server fixes (14)
    2017-06-26T10:11:41 0.741 INF [MODS] Trying to load from Allocs_WebAndMapRendering
    Non platform assembly: /home/sdtd/engine/Mods/Allocs_WebAndMapRendering/MapRendering.dll (this message is harmless)
    2017-06-26T10:11:41 0.742 INF [MODS] Found ModAPI, creating instance
    2017-06-26T10:11:41 0.742 INF [MODS] Loaded Mod: Allocs MapRendering and Webinterface (19)
    2017-06-26T10:11:41 0.743 INF [MODS] Trying to load from CoppisAdditions
    Non platform assembly: /home/sdtd/engine/Mods/CoppisAdditions/CoppisAdditions.dll (this message is harmless)
    2017-06-26T10:11:41 0.744 INF [MODS] Found ModAPI, creating instance
    2017-06-26T10:11:41 0.744 INF [MODS] Loaded Mod: Coppis command additions (2)
    2017-06-26T10:11:41 0.744 INF [MODS] Trying to load from ServerTools
    Non platform assembly: /home/sdtd/engine/Mods/ServerTools/ServerTools.dll (this message is harmless)
    2017-06-26T10:11:41 0.745 INF [MODS] Found ModAPI, creating instance
    2017-06-26T10:11:41 0.745 INF [MODS] Loaded Mod: Server Tools (3.7)
    2017-06-26T10:11:41 0.745 INF [MODS] Loading done
    2017-06-26T10:11:41 0.755 INF Loading permissions file at '/home/sdtd/instances/OZCOOPI/admins.xml'
    2017-06-26T10:11:41 0.788 INF Loading permissions file done.
    2017-06-26T10:11:41 0.837 INF SdtdLog: No config found
    [b]2017-06-26T10:11:41 0.839 INF[/b] Failed to register the log file writer: Sharing violation on path /home/sdtd/engine/sdtd.log
    2017-06-26T10:11:41 0.841 INF   at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0
     at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0
     at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
     at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0
     at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding) [0x00000] in <filename unknown>:0
     at (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool,System.Text.Encoding)
     at SdtdLog.Init () [0x00000] in <filename unknown>:0
    UMA Overlay loading took 2956 ms
    
    
    (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    
    UMA Slot loading took 3 ms
    
    
    
    

     

    don't know where this belongs to, so i post it here.

     

    This only happens to the second instance starting. in the first the log looks like this:

     

    2017-06-26T03:16:05 0.784 INF [MODS] Loading done
    2017-06-26T03:16:05 0.795 INF Loading permissions file at '/home/sdtd/instances/OZCOOPII/admins.xml'
    2017-06-26T03:16:05 0.831 INF Loading permissions file done.
    [b]2017-06-26T03:16:05 0.880 INF[/b] SdtdLog: No config found
    UMA Overlay loading took 5006 ms
    
    
    (Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
    
    
    UMA Slot loading took 3 ms
    
    
    

     

    The instance itself seems to run fine.

  10. yep, The case: there was a noise, and 0 hostiles and 0 animals on the map. When i found where the noise was coming from: a snake that bite my ass :D

     

    Same to a wolf, there were animals and hostiles on the map this time but none around my position on the map while i was in front of a wolf.

  11. For those silly people that can't do mod7 in their head? Not sure if I want to support those peasants ;P

    Added it.

     

    haha :D i always used to mod7 in my head but i always hear ppl asking for the day, or ppl using pre-calculated excel lists (lol) or handwritten "7th day forecast" :D. Especially for ppl joining TS first and asking for the day i thought this is a good help for them.

    Thanks for adding! ;)

  12. As this is not at git hub i'll make a pull request here :D

     

    @stats.js

    		// 7 to 1 (days till next horde):   Number(7-data.gametime.days%7)
    		// Week day 1 to 7: 				(data.gametime.days%7>0?data.gametime.days%7:7)
    		var time = "Day " + data.gametime.days + ' (' + (data.gametime.days%7>0?data.gametime.days%7:7) + "), ";
    

  13. Hi Alloc,

     

    In the screenshot below, the red squares indicate where the players are. Why are there zombies showing biomes away? Is the map incorrect or is there a chance that left behind zombies are keeping map chunks active consuming unnecessary server resources (including "MaxSpawnedZombies")? I know with another thread I posted on collapsing blocks/physics issues that zombies do keep chunks active and things will keep collapsing even if the player is miles away.

     

    The "le" command seems to only return "EntityZombie" close to me. There must be another command or your map must use some different mechanism because it'll show them regardless of player distance.

     

    Would it be worthwhile to consider a command that'll remove all entities map wide further than a specified distance from the nearest player? Coppi created a "removeentity" command, so if you think this is going too far outside of Alloc's fixes I'll chase it up with him.

     

    604TEqw.png

     

    I've those pseudo zombies on my server too, had them in alphas before too but since A15 they are more often. I just checked with "le" too and they are on the list, even if no player is online. I killed them through telnet "kill id" and they disappeared from map too. So this seems to be an game issue not an issue from Allocs fixes.

  14. I had just an cool idea about commands for admin/mods

     

    command: /setjail

     

    action: set teleport coordinates for /jail

     

    command: /jail [playername]

     

    action: teleports the player to /jail and removes or set his /home also to this location. When possible: If player is not online, execute command if he is logging in the next time;

     

     

    reason: Sometimes when player act against the rules i don't want to ban them immediately. Instead i would like to build a Jail with some Rules on wooden Signs and the only exit may be suicide.

  15. Yeah, stats are basically summed up events. Problem is with storing that stuff, I'm still looking for a good data store solution (not a lot of free fully embeddable DB solutions for .NET to choose from it seems :( and I don't want more custom binary serialization or ♥♥♥♥ like that ;) ).

     

    So damn that i did not find any time to do my "save to mongodb" project i was thinking about some time ago - but i would not have embedded it, so that dont cares. Anyway just googled quick, what about http://www.litedb.org/ ? I've just red the homepage and it sounds good to me.

  16. Hi Alloc,

     

    Was wondering if you could shed some light on a little quirk we're having. I thought that once all the players left the server, time stopped and all entities were despawned. For some strange reason there are several persistent zeds that will not go away.

     

    "Sometimes" the killall command won't get rid of them. I'll do the killall to kill them and then hit it again to get rid of the bodies. If I hit it a third time, those "phantom" Zombies I just killed may or may not be on the map, but they are listed in the killall return text even when the le command says nothing. If I do the le command, the highlighted zombieArlene in the picture below is not in the list. She shouldn't even be there since that chunk has never been loaded.

     

    They even come back after a reboot.

     

    Log file via PM if requested.

     

     

    I also have this ghost zombies on my server, but they are gone with the daylie restart.

  17. Hey using your mod a bit over a week now and have added a custom teleport in custom chat commands with a delay of 30

     

    <Command Command="atlantis" Response="teleportplayer {EntityId} -684 -1 -162" DelayBetweenUses="30" />

     

    But when i test it, i can use it instantly again. Any idea what is wrong?

  18. Does the scripts support an Auto-restart of a server instance or if someone has a script for it, our server seems to crash randomly and i have to manually restart it.

     

    No auto-restart, check the log-lines, my server always crashes when they are between 30k and 40k (AI and physics stop working, forges get buggy) So have an eye on this before it is crashing. The more player you have on your server the time until logs go above 30k can vary, so this may be the "randomly" factor, just a guess.

×
×
  • Create New...