Alloc Posted August 22, 2014 Author Share Posted August 22, 2014 I ended up installing the game manually to /home/sdtd/engine instead of using your scripts because of this reason, could that be a problem? Erm, yeah, this would explain it ... you probably didn't use the dedicated server build then but the normal client build. That won't work But downloading the dedi build somewhere else and then upload it to engine will work. Yeah I already noticed that, and switched those. Still if I use a blank save (meaning none) it always creates a wasteland world. Can't connect to my saved game, always tells me that I'm not logged in. :/ Still sounds weird ... logs? Link to comment Share on other sites More sharing options...
Thelassar Posted August 22, 2014 Share Posted August 22, 2014 Still sounds weird ... logs? No need, I just created a new instance, and it works fine there Link to comment Share on other sites More sharing options...
Alloc Posted August 22, 2014 Author Share Posted August 22, 2014 Updated for A9.1, nothing tested though (busy atm) Link to comment Share on other sites More sharing options...
xrichard Posted August 22, 2014 Share Posted August 22, 2014 Updated the server to build 363156 (and verified) but clients can't connect. Is it the latest one? Link to comment Share on other sites More sharing options...
Koolio Posted August 22, 2014 Share Posted August 22, 2014 hmm i did update engine and scripts.. redid a new instance.. but when i connect I get outdated server version of 9.0 when my client is 9.1 Link to comment Share on other sites More sharing options...
azunai Posted August 22, 2014 Share Posted August 22, 2014 same like the 2 posts above server still shows 9.0 Somehow though, some people can still connect with 9.1 while others (like me ) cant Link to comment Share on other sites More sharing options...
FeistyLemur Posted August 22, 2014 Share Posted August 22, 2014 I have the same issue. 363156 build is installed, when I connect it tells me it's v9.0 and I can't get in. I tried making a new test instance, no help. Link to comment Share on other sites More sharing options...
Koolio Posted August 22, 2014 Share Posted August 22, 2014 AudioManager: Using Unknown: NoSound Driver Begin MonoManager ReloadAssembly Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/UnityEngine.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/UnityEngine.dll into Unity Child Domain Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-CSharp-firstpass.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-CSharp.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-CSharp.dll into Unity Child Domain Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-UnityScript-firstpass.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-UnityScript.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-UnityScript.dll into Unity Child Domain Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/ICSharpCode.SharpZipLib.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/ICSharpCode.SharpZipLib.dll into Unity Child Domain Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/libnoise.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/libnoise.dll into Unity Child Domain Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/SteamworksManaged.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/SteamworksManaged.dll into Unity Child Domain Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/NSpeex.dll (this message is harmless) Loading /home/sdtd/engine/7DaysToDie_Data/Managed/NSpeex.dll into Unity Child Domain - Completed reload, in 0.045 seconds Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/System.dll (this message is harmless) Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/System.Xml.dll (this message is harmless) Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/System.Core.dll (this message is harmless) Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/UnityScript.Lang.dll (this message is harmless) Platform assembly: /home/sdtd/engine/7DaysToDie_Data/Managed/Boo.Lang.dll (this message is harmless) The file '/home/sdtd/engine/7DaysToDie_Data/mainData' is corrupted! Remove it and launch unity again! [Position out of bounds! 931644 > 931640] (Filename: Line: 273) The class named 'Localization' is abstract. The script class can't be abstract! (Filename: Line: 1633) 0.000 Version: Alpha 9.0 (b33) Compatibility Version: Alpha 9.0, OS: Windows 32 Bit (Filename: /BuildAgent/work/aeedb04a1292f85a/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 0.008 Last played version: Alpha 9.0 part of the output log did force update and new instance Link to comment Share on other sites More sharing options...
FeistyLemur Posted August 22, 2014 Share Posted August 22, 2014 What a day for an update to come out. I just got the power supply and cooler I needed for my spare parts to get my testing server moved over to new hardware. So I was all excited to see how it performs. I had an intel 6 core 980x gulftown system that was just missing a few things and now it's all loaded up and running. I'm so eager to see how it performs. Link to comment Share on other sites More sharing options...
Alloc Posted August 23, 2014 Author Share Posted August 23, 2014 Sorry, looks like I committed the wrong DLL ... should be ok now. @Koolio: Those "errors" on corrupted files seem to be quite "normal". Had them often before and never had any problems Link to comment Share on other sites More sharing options...
xrichard Posted August 23, 2014 Share Posted August 23, 2014 Sorry, looks like I committed the wrong DLL ... should be ok now. Up and running, thanks! <3 Link to comment Share on other sites More sharing options...
Koolio Posted August 23, 2014 Share Posted August 23, 2014 yup working now Link to comment Share on other sites More sharing options...
Leviathan5 Posted August 23, 2014 Share Posted August 23, 2014 What app id do I use to install the dedicate version of the game? Link to comment Share on other sites More sharing options...
Guest Posted August 23, 2014 Share Posted August 23, 2014 Danke Alloc für dieses tolle Server-Tool. Benutze es zwar erst seid 9.0 doch lنuft es prima und auch die erklنrungen in deinem Wiki sind gut. Aprobs 9.1 lنuft mit den REV. 127 .dll Datein auch wieder. Link to comment Share on other sites More sharing options...
Alloc Posted August 23, 2014 Author Share Posted August 23, 2014 What app id do I use to install the dedicate version of the game? 294420 Danke Alloc für dieses tolle Server-Tool. Benutze es zwar erst seid 9.0 doch lنuft es prima und auch die erklنrungen in deinem Wiki sind gut. Freut mich immer das zu hِren Link to comment Share on other sites More sharing options...
jomomomo Posted August 23, 2014 Share Posted August 23, 2014 Hi! I have the Linux server running on a machine at home, and it's working fine. I did however try to get this up and running on a Google Compute Engine, but my client gets stuck at "Waiting for server...". I've opened UDP ports 25000-25003 and in the 27xxx range. I can see it in the server list. I had this problem with the Alpha 8.8 too, when I last tried it a couple of weeks ago, so it's not something specific to Alpha 9.1. In the server logs I can see that I can connect at least, because it says "GMSG: jomomomo joined the game". When running "7dtd.sh status MyInstance" it says "0 players" however. I've tried the "Disable NAT" setting as both true and false. I guess it's some network setting I've missed, or something Google is blocking, but I really don't know what to try next. Any ideas? Link to comment Share on other sites More sharing options...
Alloc Posted August 23, 2014 Author Share Posted August 23, 2014 Nope, nothing out of my head ... Maybe logs could help though. Link to comment Share on other sites More sharing options...
FeistyLemur Posted August 26, 2014 Share Posted August 26, 2014 (edited) So I've been trying to restart my instance periodically using systemd timers in arch linux. I'm kind of at a loss as to what I'm overlooking though. I put a restart script in /usr/local/lib/7dtd/ called restart<instancename>.sh which consists of the following. #!/bin/bash . /usr/local/lib/7dtd/common.sh telnetCommand <instancename> "say Server will restart in 5 minutes" sleep 60 telnetCommand <instancename> "say Server will restart in 4 minutes" sleep 60 telnetCommand <instancename> "say Server will restart in 3 minutes" sleep 60 telnetCommand <instancename> "say Server will restart in 2 minutes" sleep 60 telnetCommand <instancename> "say Server will restart in 1 minutes" sleep 60 telnetCommand <instancename> "say Server going down for restart now!" sleep 10 /usr/local/bin/7dtd.sh kill <instancename> sleep 20 /usr/local/bin/7dtd.sh start <instancename> If I run this script from bash it works fine, however, when I invoke it with systemd.timers it all runs, but the server simply doesn't start back up, even though it reports success in the systemd unit. this is the unit itself which ive been invoking on a timer. [unit] Description=Restart game server. [service] Type=oneshot ExecStart=/usr/local/lib/7dtd/restart<instancename>.sh It runs, the server shuts down, it reports success and shows successful output in the status log for the unit, but the server just isn't running after. Yet if I run the script myself from bash it works perfectly. I'm not an expert with systemd but any idea what it is I'm missing? Edited August 26, 2014 by FeistyLemur (see edit history) Link to comment Share on other sites More sharing options...
Alloc Posted August 26, 2014 Author Share Posted August 26, 2014 Haven't worked with systemd myself either. But for generic debugging purposes: Did you check if there were new logs after that unit was run? E.g. stdout.log updated, output_log.txt updated? If so what's the content? Link to comment Share on other sites More sharing options...
FeistyLemur Posted August 26, 2014 Share Posted August 26, 2014 Haven't worked with systemd myself either. But for generic debugging purposes: Did you check if there were new logs after that unit was run? E.g. stdout.log updated, output_log.txt updated? If so what's the content? There are output logs at the time and they have a ton of errors about being unable to load the libraries from /home/sdtd/engine/ Presumably thats where the server fails to come back up? The script thinks the job is done and reports done! to systemd, I've even managed to get the instance to appear to be running I can even see my server on the browser but it fails to connect and then I go back to the terminal and check and now it's not running. A bunch of these errors... 2014.08.25 18:33:45: Fallback handler could not load library /home/sdtd/engine/7 DaysToDie_Data/Mono/x86/SteamworksNative 2014.08.25 18:33:45: Fallback handler could not load library /home/sdtd/engine/7 DaysToDie_Data/Mono/x86/SteamworksNative I'm pretty sure that was one of the start attempts I was making with the timer unit. I'll have to try again this evening to be sure I'm looking at the right log though, as there are quite a few of them in the folder. I'm guessing it's some kind of issue with user and permission maybe? I tried adding user=root to the unit that starts the script but that was no help. I did write a proper systemd start unit that works very well to start and stop an instance last night, so at least that much is working good now. I guess I'll play around with that more tonight if I can. Link to comment Share on other sites More sharing options...
Alloc Posted August 26, 2014 Author Share Posted August 26, 2014 Those "Fallback handler" errors are normal and can be ignored. It must be something else Link to comment Share on other sites More sharing options...
MobiuS Posted August 26, 2014 Share Posted August 26, 2014 Alloc, I found that if I issued: buff blah the server spits back (repeatedly and unending), "Exception: Buff named 'blah' does not exist!' Reconnected to telnet and the server is still spewing the error. I couldn't issue a shutdown so I had to kill the process. Great package, by the way MobiuS Link to comment Share on other sites More sharing options...
Alloc Posted August 26, 2014 Author Share Posted August 26, 2014 Hm, tell TFP about that Buff (and "debuff") are official commands introduced in 9.0, so should not be affected by the mod or the Linux stuff Link to comment Share on other sites More sharing options...
qriff Posted August 27, 2014 Share Posted August 27, 2014 (edited) With latest versions, in current_output.log, now receiving: 2014.08.27 10:47:58: [b]Error in Allocs telnetListenThread: Too many open files[/b] 2014.08.27 10:47:58: Stack Trace: at System.Net.Sockets.Socket.Accept () [0x00000] in <filename unknown>:0 2014.08.27 10:47:59: at System.Net.Sockets.TcpListener.AcceptTcpClient () [0x00000] in <filename unknown>:0 2014.08.27 10:47:59: at AllocsNetTelnetServer.telnetListenThread () [0x00000] in <filename unknown>:0 This has apparently been manifesting earlier as daemon crashes but without error messages (or lost) and now failing to start (on Debian, latest). # 7dtd.sh status one Instance: one Status: Running Open ports: 25000 (udp) 25001 (udp) 25002 (udp) 27036 (udp) 37720 (tcp) 8081 (tcp) /usr/local/lib/7dtd/[b]common.sh: line 186: 5231 Killed[/b] nc 127.0.0.1 $TEL_PORT 0<&3 Players: Game info: Server name: One Password: Max players: 64 World: Random Gen Network info: Port: 25000 Public: true Control Panel: off Telnet: Port 8081, Pass Fix, insert/raise http://unix.stackexchange.com/a/85458 in /etc/security/limits.conf from default of 4096 with: sdtd hard nofile 16384 sdtd soft nofile 8192 Note: Relogin required! Diagnostics: http://www.cyberciti.biz/tips/linux-procfs-file-descriptors.html Edited August 27, 2014 by qriff diagnostics (see edit history) Link to comment Share on other sites More sharing options...
Alloc Posted August 27, 2014 Author Share Posted August 27, 2014 Heh, thanks for the detailed report (and even a fix to it ). 7dtd is doing some bad stuff, especially at startup when it opens lots of files. And in one of the server fixes releases I even increased that problem (I think that's the one still shipped with the scripts) I will release a new package in the next hours which hopefully also eliminates the problem for now. Link to comment Share on other sites More sharing options...
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