• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Improvements for the dedicated server

Minor error on the 16.2 version, running on dedi 16.2 on windows10: From log on startup: Web:Static:FileNotFound: "/static/densitymismatch.json" @ "C:\SteamCMD\TS-a16.2\Mods\Allocs_WebAndMapRendering/webserver/densitymismatch.json"

Doesn't seem to have any obvious effect.

 
Okay, how do I eliminate this INFormation line, and why has it only developed from the 16.1->16.2 changes?

Minor error on the 16.2 version, running on dedi 16.2 on windows10: From log on startup: Web:Static:FileNotFound: "/static/densitymismatch.json" @ "C:\SteamCMD\TS-a16.2\Mods\Allocs_WebAndMapRendering/webserver/densitymismatch.json"
Doesn't seem to have any obvious effect.
https://7daystodie.com/forums/showthread.php?12837-Improvements-for-the-dedicated-server&p=711289&viewfull=1#post711289

It's not an error, it's just telling you that the file isn't there. Atm at least, you have to manually copy the file generated by visitmap into the webserver folder (or set up a symlink to it).

 
Last edited by a moderator:
On windows, try this in a command prompt with run as admin:

cd to Allocs_WebAndMapRendering\webserver folder

mklink densitymismatch.json "..\..\..\densitymismatch.json"

That creates a symlink so trying to open the json in webserver will open the file in the root game folder.

then you won't need to move anything ;)

 
^You could also make a junction to that parent folder and have all the files.
heh, not sure I would want all the exe and dll files available for download from the game server :p

I did add a symlink to the Prefabs folder on Guppy's prefab server so you can export and then download the file ;)

 
So if you never used the visitmap command, you will get this info error until you do. Creating the link creates a similar error until you use visitmap. Thanks for the info guys.

 
If the error annoys you, you can always place an empty file in the proper spot named densitymismatch.json

As soon as it sees the file, it will no longer throw the error.

 
Can you explain like I am 5 on what the purpose of the densitymismatch.json file is for and why you would want to generate it and move it to the webserver folder?

Thank you for your time and information.

 
If the error annoys you, you can always place an empty file in the proper spot named densitymismatch.json
As soon as it sees the file, it will no longer throw the error.
Naww, the only thing that was annoying was not understanding what was wrong. :smile-new:

 
Can you explain like I am 5 on what the purpose of the densitymismatch.json file is for and why you would want to generate it and move it to the webserver folder?
Thank you for your time and information.
it identifies blocks that have density that isn't within the accepted range for that block type.

It appears a lot of them are contained within prefabs.

You could then run the rcd (repair chunk density) command on each affected area to fix the densities

 
it identifies blocks that have density that isn't within the accepted range for that block type.
It appears a lot of them are contained within prefabs.

You could then run the rcd (repair chunk density) command on each affected area to fix the densities
Thank you kind sir.

 
https://7daystodie.com/forums/showthread.php?12837-Improvements-for-the-dedicated-server&p=711289&viewfull=1#post711289
It's not an error, it's just telling you that the file isn't there. Atm at least, you have to manually copy the file generated by visitmap into the webserver folder (or set up a symlink to it).
I guess my issue is introduction of an 'error' line in a new version without any explanation and I don't want to be the one complaining about a free enhancement. I guess that is just the nature of the beast, there seems to be a hole in that side of the project. THanks for your input.

On a related note, is there a way to correct the timezone for last played? As it seems it's wrong for a my local timezone and thus shows people as not being on for hours when they've just logged off.

 
On a related note, is there a way to correct the timezone for last played? As it seems it's wrong for a my local timezone and thus shows people as not being on for hours when they've just logged off.
In players.js

Code:
function prettyDate(date){
 var diff = (((new Date()).getTime() - date.getTime()) / 1000),
the new Date() will be your local time, the date var will be whatever the server timezone is

for my work stuff I work with everything in UTC then use local browser time for display only. That's the easiest way I know to fix it, but that would require the data from allocs mod to return UTC dates.

 
Is there a special thread for the webmap? I haven't found one.

For the webmap i'd have two suggestions:

1) Would it be possible to set Waypoints on the webmap, visible to all other viewers? Markers need to be only visible on the webmap, not ingame. Also nice would be if the ingame markers are shown on the webmap.

2) Would it be possible to visualize the heatmap as an overlay in the webmap?

 
the new Date() will be your local time, the date var will be whatever the server timezone is
Actually the mod has always been using UTC, just JS didn't know it when reading it ;)

Added the missing "Z" to the time now.

Is there a special thread for the webmap? I haven't found one.
Nope, it's part of the mod so this is the thread for it :)

1) Would it be possible to set Waypoints on the webmap, visible to all other viewers? Markers need to be only visible on the webmap, not ingame. Also nice would be if the ingame markers are shown on the webmap.
Technically yes, but not sure if that's going to happen. This whole thing is still targeted as an administration interface, end-user support by permission levels is just a minor additional feature of it ;)

Will put it on my list though, as soon as there's a DB (wouldn't really work properly without one after all) in the backend I'll think about it again.

2) Would it be possible to visualize the heatmap as an overlay in the webmap?
Hm, never looked into how the heatmap works but this definitely should be possible. Actually like the idea. On my list :)

 
Is there a special thread for the webmap? I haven't found one.
For the webmap i'd have two suggestions:

1) Would it be possible to set Waypoints on the webmap, visible to all other viewers?
Check map.guppycur.com, if that's what you're looking for, let me know and I will get you the code.

 
Not sure if there is some feature available in this tool for this, so I'll just give it a run and see what sticks.

We have completely destroyed a couple of POI's near our base. But, when we get a certain distance away they still show up as a distant POI.

is there some command that can be ran to make that region file re-calculate the distant POI view?

Its a little weird walking along and the building just totally disappears.

Thanks for your time and assistance.

 
Not sure if there is some feature available in this tool for this, so I'll just give it a run and see what sticks.
We have completely destroyed a couple of POI's near our base. But, when we get a certain distance away they still show up as a distant POI.

is there some command that can be ran to make that region file re-calculate the distant POI view?

Its a little weird walking along and the building just totally disappears.

Thanks for your time and assistance.
When it re-calculates, it will run it based on the RWG settings, and will draw the POI's in again anyway. Distant POI only generates when the server initially starts and it generates the map. You can delete a region file from the POI data, but it would just re-generate the same thing, not what is actually on the map now. (Have tried this and can confirm.)

 
Technically yes, but not sure if that's going to happen. This whole thing is still targeted as an administration interface, end-user support by permission levels is just a minor additional feature of it ;)

Will put it on my list though, as soon as there's a DB (wouldn't really work properly without one after all) in the backend I'll think about it again.
While you are speaking about DB, i just tried some days ago to add MongoDB driver for C# into a testing mod, this so far worked (connecting) but also worked not (query/insert) because the driver itself needed some things from mscorlib.dll that are not included in the current games mscorlib. I also tried older driver versions but all seem to request stuff not existing in mscorlib 2.0.0.0

So my Question is: is there any way to get this missing Classes/Methods from System.* into another dll? Last time i did C# was @ university several years ago.

I tried to copy some of the missing methods from the current mono repo into my mod but it always requests those from mscorlib.

 
Back
Top