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Improvements for the dedicated server

@thomtree: The player list is meant to become more powerful, currently it's obviously not of that much use ;)

@Lonestarcanuck: My /tp /sethome /home commands don't store anything at all as I don't have such commands.

 
@thomtree: The player list is meant to become more powerful, currently it's obviously not of that much use ;) .
i have opened the server map 24/7 and look most of the time in every inventory. If iam at home i look every hour 2 times in all inventorys. Its the only help for us to ban these duping guys. Or you have another solution ? It would be nice if the work would be easier.

thanks

 
Hey Alloc.

This is my first time posting in your forums so first I want to say thank you for all the work you put into the server fixes. Now that's out of the way. spawnmultipleentity/unlockall commands are no longer working for me, have they been taken out for the time being or am missing something. Last time using unlockall was before your last update and seemed to be working for me then. Any ideas?

Thanks

TreeHuggingCharly

 
Hey Alloc.
This is my first time posting in your forums so first I want to say thank you for all the work you put into the server fixes. Now that's out of the way. spawnmultipleentity/unlockall commands are no longer working for me, have they been taken out for the time being or am missing something. Last time using unlockall was before your last update and seemed to be working for me then. Any ideas?

Thanks

TreeHuggingCharly
Those are part of Coppi's that Alloc added and then took out a few updates back. You can add them with Coppi's separately.

 
i have opened the server map 24/7 and look most of the time in every inventory. If iam at home i look every hour 2 times in all inventorys. Its the only help for us to ban these duping guys. Or you have another solution ? It would be nice if the work would be easier.
As I said opening the inventory will definitely come to the player list. No idea what else to add to make that checking easier for you though.

 
Alloc how hard would it be to add a feature to schedule a shutdown every NNN seconds (so every 3 hours for example).
On linux, you can use cron:

Code:
0 0,3,6,9,12,15,18,21 * * * /usr/local/bin/7dtd.sh kill instance_name #kills server 
1 0,3,6,9,12,15,18,21 * * * /usr/local/bin/7dtd.sh start instance_name #starts server
That would stop the server every 3hours on the hour and restart it one minute later.

 
On linux, you can use cron:

Code:
0 0,3,6,9,12,15,18,21 * * * /usr/local/bin/7dtd.sh kill instance_name #kills server 
1 0,3,6,9,12,15,18,21 * * * /usr/local/bin/7dtd.sh start instance_name #starts server
That would stop the server every 3hours on the hour and restart it one minute later.
yes I can also do that on Windows Server 2012 but killing the process does not save the last game state like using the console shutdown command via Telnet. when I tried killing the process on a schedule players complained they lost items or progress because everything was lost between the last server save and the process kill.

 
You can write a batch file that you can rum from the scheduler, something like:

start telnet.exe 192.168.1.1

cscript SendKeys.vbs

Then have sendkeys.vbs say:

set OBJECT=WScript.CreateObject("WScript.Shell")

WScript.sleep 50

OBJECT.SendKeys "mylogin{ENTER}"

WScript.sleep 50

OBJECT.SendKeys "mypassword{ENTER}"

WScript.sleep 50

OBJECT.SendKeys " cd /folder/7dayserver{ENTER}"

WScript.sleep 50

OBJECT.SendKeys " shutdown command that 7 days uses"

...or something. I'm sure I'm missing something.

Kind of making it up as I google, but I still suggest using a server manager that supports this feature.

 
Last edited by a moderator:
yes I can also do that on Windows Server 2012 but killing the process does not save the last game state like using the console shutdown command via Telnet. when I tried killing the process on a schedule players complained they lost items or progress because everything was lost between the last server save and the process kill.
Ah right.

On linux with Allocs management scripts, it doesn't kill the process, it gracefully shuts down the server (if possible).

I'm a winblows newb, so can't help with that.

 
@Guppycur - cool idea I will research that, always wanted to script telnet.

@Zigstum so Alloc has a shutdown command that can be scripted? how is it exposed? maybe I can use Powershell to call it.

- - - Updated - - -

@Alloc - can your commands like shutdown be called from a Windows server (2012/R2) powershell?

I have not done a lot of development since I got dev neutered in the late 90s so not sure if 7DTD or your component exposes any interfaces.

that would be supper cool. @madmole does not seem to understand or care about server management and I don't know who on the dev team does.

 
@Lonestarcanuck: As zigstum already pointed out that instance shutdown stuff is Linux Bash scripting, nothing within the game. You can definitely get something similar done on Windows, just don't ask *me* how ;)

@Guppy: I actually don't really feel like adding stuff for something that's not even (officially) in the game yet ;)

 
Yeh, I get that; but if you gated it behind permissions, you wouldn't really be adding it as much as, allowing US to add it. Yeh, that's my rationalization and I'm sticking with it. :)

 
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


 
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.

 
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