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Native Linux server (with management scripts)


Alloc

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Just some a16 Experimental Updates....

 

The script does not create the following items in the config file.

  <property name="BedrollDeadZoneSize"  value="15"/>     
 <property name="BloodMoonEnemyCount"  value="8" />     
 <property name="HideCommandExecutionLog"    value="0"/>   
 <property name="MaxUncoveredMapChunksPerPlayer"  value="131072"/>     
 <property name="ServerAdminSlots"   value="0"/>    
 <property name="ServerAdminSlotsPermission" value="0"/>      
 <property name="ServerDisabledNetworkProtocols" value="UNET"/>      
 <property name="ServerReservedSlots"  value="0"/>     
 <property name="ServerReservedSlotsPermission" value="100"/>      

 

The following line is removed.

  <property name="EnemySenseMemory" value="60"/>

 

Also, just a general note on changes...

 

Default server port has been 26900 for ages, but script still uses 25000.

LandClaim Size default is now 41. I think the script uses either 30 or 7. I can never remember.

 

 

 

Almost forgot, EnemySenseMemory will prevent your server from starting.

OOh, found another one. EnemySpawnMode is not 0-5 or whatever it was. It's True or False. Again, incorrect input will prevent it from starting.

 

Yep, can confirm. server starts and runs fine now.

Edited by Zilla (see edit history)
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I've been using this script for a while now and it's worked well, but at this point it should probably be forked onto github or somewhere where we can all collaboratively keep it more up to date. I'm not even sure what changes need to be done to get this up to a16. Also, there were some major changes this alpha to things like max number of zombies, and this script still uses the "50%-200%" sort of system.

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Just some a16 Experimental Updates....

 

....

Thanks Sylen :)

Was aware of those changes (of course, some even came from my side ;) ), just had more critical stuff to work on. I'll try to finally get the scripts updated these days.

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@Alloc:

I'v set up a linux server on the experimental branch A16 b119 and your server tools work great. But what about the server fixes? I dit not test them because the release notes are from 2017-01-03 and they say nothing about A16. Do they work?

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ipv6 issue?

 

First of all, thanks for all of the work it took (and still takes) providing this great set of tools.

 

This is my first time using the server scripts and for the most part, all went well once I got a handle on the config file changes that were keeping the server from running. I'm still seeing one issue that I don't think is harming anything, but shich is annoying. When running 7dtd.sh status <instance>, I get something like this:

 

Status: Running

Open ports:

26900 (tcp)

26900 (udp)

26901 (udp)

26902 (udp)

8080 (tcp)

8081 (tcp)

8082 (tcp)

(udp6)

/usr/local/lib/7dtd/common.sh: line 201: 24947 Killed nc 127.0.0.1 $TEL_PORT 0<&3

 

It also shows up in 7dtd.sh instance list:

 

Instance name | Running | Players | Port

---------------------+----------+---------+------

/usr/local/lib/7dtd/common.sh: line 201: 3420 Killed nc 127.0.0.1 $TEL_PORT 0<&3

<instance> | yes | 0/ 4 | 26900

 

It looks like it has to do with ipv6 but I have that turned off in the kernel on this system.

 

Any ideas?

 

<edit>

CentOS 7, Dell PE1950, 8 Cores, 24GB RAM

7dtd Branch latest_experimental

</edit>

Edited by OregonGunslinger (see edit history)
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...

When running 7dtd.sh status <instance>, I get something like this:

...

/usr/local/lib/7dtd/common.sh: line 201: 24947 Killed nc 127.0.0.1 $TEL_PORT 0<&3

I'll have a look. What locale is your system set to?

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I'll have a look. What locale is your system set to?

 

[ds1 sdtd]# locale

LANG=en_US.UTF-8

LC_CTYPE="en_US.UTF-8"

LC_NUMERIC="en_US.UTF-8"

LC_TIME="en_US.UTF-8"

LC_COLLATE="en_US.UTF-8"

LC_MONETARY="en_US.UTF-8"

LC_MESSAGES="en_US.UTF-8"

LC_PAPER="en_US.UTF-8"

LC_NAME="en_US.UTF-8"

LC_ADDRESS="en_US.UTF-8"

LC_TELEPHONE="en_US.UTF-8"

LC_MEASUREMENT="en_US.UTF-8"

LC_IDENTIFICATION="en_US.UTF-8"

LC_ALL=

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Debian Framerate Loss

 

Hello,

 

I am writing to see if anyone would know the reason behind fps loss from the last update. Before it always ran around 70-90fps and now it seems to be stuck around 20-26. The only thing that has changed is we updated to 119.

 

Thanks

 

Server Info:

OS: Debian 8

Intel Core i7-4790K 4c/8t 4.0 GHz/4.4 GHz

RAM: 32 GB DDR3 1333 MHz

Disks: 2 x 240 GB SSD

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Another interesting anomaly:

 

[root@ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | yes | 8/26910 | 0

Instance2 | yes | 8/26920 | 0

Instance3 | yes | 0/ 8 | 26900

 

Number of players output in the first two instances.

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Another interesting anomaly:

 

[root@ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | yes | 8/26910 | 0

Instance2 | yes | 8/26920 | 0

Instance3 | yes | 0/ 8 | 26900

 

Number of players output in the first two instances.

 

I'm running version 106 (2016-12-08) of the scripts and the output shows the player count correctly.

 

I then did the updatescripts:

 

7dtd.sh updatescripts
A newer version of the scripts is available.
Local:     v.106
Available: v.108
Continue? (yn) y
Updating...
Update done.

Note: This updated only script files. If the global config file
/etc/7dtd.conf contains changes for the newer version or there
were new files added to the user folder /home/sdtd those changes
have not been applied!

Now my instances are not showing up and cannot start the servers because it does not recognize the instance names anymore.

 

I checked the /etc/7dtd.conf and it seems I need to re-edit the following values which got reset to default:

 

export SDTD_BASE=/home/sdtd
export SDTD_BACKUP_ROOT=/home/sdtd/backup

 

Once I got the scripts to see the correct location and backup targets, I could then start the instances. Here is what it looks like with the instance command when they are offline and then online (but with no users connected)

 

Instances not started:

7dtd.sh instances list
Instance name        | Running  | Players | Port
---------------------+----------+---------+------
hamcraft             |       no |    -/ 8 | 28000
nav                  |       no |    -/ 8 | 28010
valmod               |       no |    -/ 8 | 28020

 

2 of 3 instances started:

7dtd.sh instances list
Instance name        | Running  | Players | Port
---------------------+----------+---------+------
hamcraft             |      yes |    8/28000 |     0
nav                  |      yes |    8/28010 |     0
valmod               |       no |    -/ 8 | 28020

 

Thanks,

LHammonds

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In my case, the formatting also seems correct when the instances are not running.

 

[ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | no | -/ 8 | 26910

Instance2 | no | -/ 8 | 26920

Instance3 | no | -/ 8 | 26900

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I am writing to see if anyone would know the reason behind fps loss from the last update. Before it always ran around 70-90fps and now it seems to be stuck around 20-26. The only thing that has changed is we updated to 119.

Not related to this thread at all ... but anyway, there's no issue, it's just that the tickrate (=FPS) target lock code works better now than pre A16, meaning the targeted 20 ticks per second should now properly be achieved instead of running faster at times.

 

 

Another interesting anomaly:

 

[root@ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | yes | 8/26910 | 0

Instance2 | yes | 8/26920 | 0

Instance3 | yes | 0/ 8 | 26900

 

Number of players output in the first two instances.

Yeah, that's been in like forever ... should really fix this. Think it's like an empty var due to the string parsing or something like that.

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...Yeah, that's been in like forever ... should really fix this. Think it's like an empty var due to the string parsing or something like that.

The only time I ever see it like that is before the servers are fully started. Once the server is finished booting up so players can join, it will display properly.

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The only time I ever see it like that is before the servers are fully started. Once the server is finished booting up so players can join, it will display properly.

 

Doesn't seem to be the case here:

 

[ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | yes | 8/26910 | 0

Instance2 | yes | 0/ 8 | 26920

Instance3 | yes | 0/ 8 | 26900

 

[ds1 sdtd]# uptime

16:26:54 up 2 days, 1:47, 2 users, load average: 1.13, 1.05, 1.16

 

Instances were started within minutes of the last reboot.

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  • 2 weeks later...

Hello,

 

How to update linux server from 15.2 to 16 version?

 

I have launched steamcmd and then run "app_update 251570". Steamcmd updated instalation. But when i run server it shows 15.2 version.

 

Thank you.

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Right now there is Alpha 16 b1 running on my server. I want to deploy another instance for example with Alpha 15.2 or Alpha 16 b1 modded. How do I do this? There is only one 'engine' folder, where the 7dtd files/mods are stored.

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Right now there is Alpha 16 b1 running on my server. I want to deploy another instance for example with Alpha 15.2 or Alpha 16 b1 modded. How do I do this? There is only one 'engine' folder, where the 7dtd files/mods are stored.

You would need to do a manual install in a separate folder. Possibly run as a separate user also so you can identify which process is which later if needed.

 

- - - Updated - - -

 

Going to do some testing with Ubuntu 17.04 and see how it goes.

So far everything is peachy except for this one error in stop.sh

 

Trying to gracefully shutdown.../usr/local/lib/7dtd/commands/stop.sh: line 49: warning: command substitution: ignored null byte in input
Waiting for server to shut down...
1/5
2/5
Done

 

As near as I can tell, they are still shutting down like they should. I've compared files and setups with my 16.04 server, and there is no difference in the script.

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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.

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