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Improvements for the dedicated server

So... the server sends the data that tells the client to change the data (dying, etc), but it's the client that actually changes it?
Seems like the server and client sync data sometimes, but not all of it is automatic. So the EntityPlayer on the server may have different values for some things than the EntityPlayer clientside. Some server actions likely trigger the sync to occur, but it isn't a given.

I've yet to figure out how to sync changes to the Wellness value yet. (Maybe I'm not changing the right value or something, IDK.)

 
New issue... when a player joins, the serverside EntityPlayer syncs some of the data, but NOT the player's current health or max health. Those only get updated serverside during certain changes (like when the player uses a medkit or gets hurt), and I don't know how to force the server to grab the correct data from the client. At login, the serverside player has 100 health and 100 maxhealth, regardless of the actual values for that player. So, if I send the NetPackagePlayerStats too early, the client gets their health changed to 100 even when that's not correct. Any ideas what would trigger the server to grab the correct health/maxhealth values?

 
Alloc,

Are any of the Improvements here already in A16 or will we continue as normal with more updates?

Not a big deal either way, was just curious.

Thanks.

 
Should be no update required.
that's good news. are you saying we should be able to use those existing fixes and apply them to a16 or will there be a revision of these fixes for us to apply.

The main function I am looking for is the option to RENDERMAP to generate map in advance in order to have a smoother loading server when multiple players are moving around and or using minibike as it takes lots of loading and writing to the server.

 
that's good news. are you saying we should be able to use those existing fixes and apply them to a16 or will there be a revision of these fixes for us to apply.
The main function I am looking for is the option to RENDERMAP to generate map in advance in order to have a smoother loading server when multiple players are moving around and or using minibike as it takes lots of loading and writing to the server.
I don't know if this is possible as the map is done in regions. If the region is being entered for the first time, it's generating as the player is moving through it.

 
I don't know if this is possible as the map is done in regions. If the region is being entered for the first time, it's generating as the player is moving through it.
Alright then maybe there just something wrong on A16 with map generation on dedicated servers.

 
rendermap does not work in client console, only on dedicated control panel, intended?

2017-06-11T15:55:02 74.784 INF Error in RenderMap.Run: System.UnauthorizedAccessException: Access to the path "d:\Worls/Navezgane/NavezganeDedi/map" is denied. at System.IO.Directory.CreateDirectoriesInternal (System.String path) [0x00000] in <filename unknown>:0 at System.IO.Directory.CreateDirectory (System.String path) [0x00000] in <filename unknown>:0

at AllocsFixes.MapRendering.MapRendering.WriteMapInfo () [0x00000] in <filename unknown>:0

at AllocsFixes.MapRendering.MapRendering.RenderFullMap () [0x00000] in <filename unknown>:0

at AllocsFixes.CustomCommands.RenderMap.Execute (System.Collections.Generic.List`1 _params, CommandSenderInfo _senderInfo) [0x00000] in <filename unknown>:0
 
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If I'm running the most recent fixes, what would cause my map to not show up on the website? The site loads, and we can login to it, but it never displays a map.

I have run the rendermap command via the control panel twice, and both successfully completed.

 
Read on the permissions stuff for the web interface, that's probably what you're running into. Also test logging in with a Steam user that has level 0 admin permissions on the server.

 
A16: Nobody seems to mention that, currently snakes nor wolfes are shown on the map or even listed as animals, maybe some other new stuff too but this are the 2 i (didn't) saw (see).

 
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.

 
Steam OpenID not passing

Hello everyone,

I've installed a server, A16, and the server fixes on Debian 8.

Permissions and everything work. The console shows the OpenID getting passed

"2017-06-18T10:40:07 99.985 INF Steam OpenID login from 71.xx.xx.xx:55594 with ID 76561197986258927, permission level 0"

But the web page on 8082 returns "Not logged in." after the OpenID transaction.

Anyone else experienced this?

Edit: I've noticed the error INF Steam certificate error: RemoteCertificateChainErrors, which appears to be coming from the steamcommunity.com response.

Is there a certificate I need to update on Debian to make it work? the ca-certificates package is already up to date.

 
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