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Improvements for the dedicated server

How do Server managers do a shutdown and restart? Most seem to use Alloc's mod and all I see is the 7DTD standard shutdown command. example CBSM uses RCON and Alloc' stuff so how does it restart 7DTD?
If you are running the server on the same machine as the server manager, you can do whatever you want with the server process, has nothing to do with Alloc's mod. At least that's how my server manager works. I'm sure there are other ways that it is done though.

 
Anyone running a Windows 2012 R2 or similar windows server? I have an auto start/restart batch file but I am trying to find a way to have it do a shutdown every 6 hours. somehow I would need to have it send a shutdown command. might have to look at use tcpconnect to make a telnet connection.

 
Any way to make my map (alloc file) to record movement of all players in a separate document in server folder (track player movement)?? I am Using CBSM but it not enough time recording and data is not accurate :( As I am admin - its important for my pve server to see who nicked stuff etc, but often I need movement log 1-3 weeks old... RunTek was best in this bit...but... :(

 
Any way to make my map (alloc file) to record movement of all players in a separate document in server folder (track player movement)?? I am Using CBSM but it not enough time recording and data is not accurate :( As I am admin - its important for my pve server to see who nicked stuff etc, but often I need movement log 1-3 weeks old... RunTek was best in this bit...but... :(
There is a way and we are running this atm.

You will need PrismaMod, mysql to record and php + webserver to view the data.

Let me know if you are interested.

 
Last edited by a moderator:
Just a status / FYI update.

Presently seems to be working on the experimental A15. Well, I did a sethome / delhome / home test and it seems to work.

 
How do Server managers do a shutdown and restart? Most seem to use Alloc's mod and all I see is the 7DTD standard shutdown command. example CBSM uses RCON and Alloc' stuff so how does it restart 7DTD?
I found just stopping the process resets the day to 0. I connect to my server over telnet using Putty and just use the shutdown command. Works well as long as you enable telnet in the config file and specify the password/port.

 
Im interested.
There is an exe called LP2DB - List Players 2 DB - it runs under mono on linux or natively in windows.

It connects to the server via telnet and periodically (we use 5sec interval) sends the 'lp' command to the server. It then sends an SQL to a local MySQL instance to save the positions and a timestamp according to their Steam ID.

Every minute it also sends a showinventory command for each connected player. This is also saved in the DB and stored with the SteamID and timestamp.

I wrote a player info page using JS Datatables - one of the functions is to click on a player and then view the inventory and navigate via datepicker or increments.

The only thing remaining is the ability to search based on location/date/inventory contents, and a representation on the map of the player tracks, but that will have to wait till I get time.

PM me your email address (or add me on steam with the same name I use here) and we can sort it out, if you want to try it.

Credit goes to Prisma501 for writing the program.

PS: When I said PrismaMod is needed I was mistaken, it is not needed for this functionality.

 
There is an exe called LP2DB - List Players 2 DB - it runs under mono on linux or natively in windows.It connects to the server via telnet and periodically (we use 5sec interval) sends the 'lp' command to the server. It then sends an SQL to a local MySQL instance to save the positions and a timestamp according to their Steam ID.

Every minute it also sends a showinventory command for each connected player. This is also saved in the DB and stored with the SteamID and timestamp.

I wrote a player info page using JS Datatables - one of the functions is to click on a player and then view the inventory and navigate via datepicker or increments.

The only thing remaining is the ability to search based on location/date/inventory contents, and a representation on the map of the player tracks, but that will have to wait till I get time.

PM me your email address (or add me on steam with the same name I use here) and we can sort it out, if you want to try it.

Credit goes to Prisma501 for writing the program.

PS: When I said PrismaMod is needed I was mistaken, it is not needed for this functionality.
added you on steam. TTL

 
Hello,

I have a question.

I use allocs server fixe since start of my servers , and until yesterday I could not find any offline player displayed on the map and the upper right corner , but since last night are there only : Players ( offline ) ( 16 ) but I have more than 300 players on my server had .

How can I solve the problem that again all be as indicated player .

sorry for my englisch

 
If I got that right you're saying that you're not seeing as many offline players as there should be?

Have you reset anything? Changed seed name? The data is stored in the save folder so if that folder changed (or got deleted) it will no longer know about those.

Could also be a bug but without the log ...

 
View Player Backpack Errors on Dedi A15(b83) - Mod Rev.289

Hey Alloc! Thanks for this first off, love it! I'm currently running my dedi with A15(B83) and updated the mod to rev.289 today and when I look at a players inventory, the TelNet console spams a lot of errors. BTW, this happened with rev.277 too, I hadn't tried rev.283. I notice the mod doesn't load the icons/textures for the items in the backpack view, and these errors seem to correlate to the action of me viewing a backpack. I've inserted one complete instance of an error below and attached as much as I could copy from my TelNet console in a text file. Let me know if there are any other files/info I can provide to assist.

Code:
2016-09-23T13:43:35 144.742 INF Error in Web.HandleRequest(): UnityEngine.UnityException: Texture '' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.
 at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels (int,int,int,int,int)
 at UnityEngine.Texture2D.GetPixels (Int32 x, Int32 y, Int32 blockWidth, Int32 blockHeight) [0x00000] in <filename unknown>:0
 at AllocsFixes.NetConnections.Servers.Web.Handlers.ItemIconHandler.LoadIcons () [0x00000] in <filename unknown>:0
 at AllocsFixes.NetConnections.Servers.Web.Handlers.ItemIconHandler.HandleRequest (System.Net.HttpListenerRequest req, System.Net.HttpListenerResponse resp, AllocsFixes.NetConnections.Servers.Web.WebConnection user, Int32 permissionLevel) [0x00000] in <filename unknown>:0
 at AllocsFixes.NetConnections.Servers.Web.Web.HandleRequest (IAsyncResult result) [0x00000] in <filename unknown>:0
Server Mod Errors - Viewing Player Backpack.txt

 

Attachments

Yes, getting the same as Boa_2K7 on b88, but wasn't sure what caused it.

Code:
2016-09-25T08:26:43 43023.728 INF Error in Web.HandleRequest(): UnityEngine.UnityException: Texture '' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings.
 at (wrapper managed-to-native) UnityEngine.Texture2D:GetPixels (int,int,int,int,int)
 at UnityEngine.Texture2D.GetPixels (Int32 x, Int32 y, Int32 blockWidth, Int32 blockHeight) [0x00000] in <filename unknown>:0 
 at AllocsFixes.NetConnections.Servers.Web.Handlers.ItemIconHandler.LoadIcons () [0x00000] in <filename unknown>:0 
 at AllocsFixes.NetConnections.Servers.Web.Handlers.ItemIconHandler.HandleRequest (System.Net.HttpListenerRequest req, System.Net.HttpListenerResponse resp, AllocsFixes.NetConnections.Servers.Web.WebConnection user, Int32 permissionLevel) [0x00000] in <filename unknown>:0 
 at AllocsFixes.NetConnections.Servers.Web.Web.HandleRequest (IAsyncResult result) [0x00000] in <filename unknown>:0
 
Thanks, I suppose I know what it is (after all I changed the game code that probably broke this in the first place ^^). Thoufht this change had already been in 14.7 so didn't think it was broken now... Update tomorrow or monday.

 
I must be blind, where do I find this...
It isn't showing for me, and presumably not for you either - which is strange assuming you have admin permission of '0' on your server.

Check out the web permissions section on the wiki:

https://7dtd.illy.bz/wiki/Integrated%20Webserver

It's most likely a config issue - when it is working, you will see a layer control box in the top right of the map that allows you to show and hide Players (online/offline), Zs, Animals, and Land Claims.

 
It isn't showing for me, and presumably not for you either - which is strange assuming you have admin permission of '0' on your server.Check out the web permissions section on the wiki:

https://7dtd.illy.bz/wiki/Integrated%20Webserver

It's most likely a config issue - when it is working, you will see a layer control box in the top right of the map that allows you to show and hide Players (online/offline), Zs, Animals, and Land Claims.
Wonder if we think of different things.

This one is when an admin i logged in

show people.PNG

What I'm thinking of is this list.

playerlist.jpg

I want to hide the offline players here.

 
Wonder if we think of different things.This one is when an admin i logged in

View attachment 17009

What I'm thinking of is this list.

View attachment 17010

I want to hide the offline players here.
Ahhh yes, we were talking about different things. There is currently no way to hide offline players from that list, unless you want to go into the source, hack, and then recompile it.

It seems that the filtering is not functioning properly or you could have put 'online' or whatever into the filter box above the column to hide the offline players.

Is there a reason you want to hide it, and is it just to hide it from non-admins?

 
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