Native Linux server (with management scripts)

Is there a way to list admins / mods?My script library is building up nicely but a much needed feature is to retrieve a list of admins and moderators, including ones added via console which to my knowledge are not saved permanently in admins.xml.
With a console/telnet command? Where are they stored?

 
Ist there any way to extend the give/li commands to include more items? I noticed that f.ex. concrete was missing.
Sure there is but I did not find out yet how to spawn blocks (currently it's items only, that's why e.g. no keystones or concrete).

And just out of curiosity, any idea when u plan on releasing the new release (with the newest server fixes)? :D
Probably later tonight ;)

Is there a way to list admins / mods?
Not yet.

With a console/telnet command? Where are they stored?
admins.xml, but only on shutdown (and only read on startup).

 
I noticed quite a lot of log-output in the output.log ;D in the following format:

2014.09.02 19:30:48: Add Dirty: -14, -33

Any idea what this could be? Seems like 80% or so of the log consists of this.

 
Uh, yeah, sorry, should have removed that output for releases ;)

Nothing to worry about, that's actually when the rendering works fine ;)

 
Release notes for the scripts show you whenever I package a new version of the mod with them. Those say v.51 contain the mod version 0.91.5356.41724, which (by looking at the release notes for the fixes) is some build between rev.147 (0.91.5355.36217) and rev. 154 (0.91.5358.38435) (so not much changed in respect to 147).

EDIT: "With steamid also players that are currently not online can be checked " means that you can view them if they have been online since this version was installed as I still have to store what they had in their inventory.

 
Did you try it with a player that's online at that moment to make sure it's really about steam id not working?

 
I see now... so it does work after they have connected and disconnected since I have updated to v.51 (I hadn't actually connected to the server since updating the scripts today and was wondering why it not work :D

but if they are actually online and I use the si <steamid> it just shows there inventory from the last time they connected.. but si with actual username gets current online inventory... anyway to just have steamid work in both cases.

 
it doesn't though, the steamid only works for the offline case.. if that same player is online and you use the si <steamid> it just gives you the inventory from when they last disconnected

 
Nah, it works just fine. You probably just didn't wait for 30sec after the inventory was changed by the player (the server only receives the players inventory every 30s).

 
I can confirm that si with steamid works on an online player and does show the current inventory.

Is there any way I can add more debug output or something to check why my server is crashing? It crashes daily and sometimes multiple times a day, would be nice if I could figure out why :D .

 
Don't think so. Nothing in the logs so far?

EDIT: Do you have many players on it? Did you monitor memory usage? Could be that it's just crashing because of OOM or something like that.

 
No nothing interesting in the logs Im afraid, the saveworld command did seem to correlate with the crashes, but not always, so its probably just a coincidence.

There are around 15 players on the server. CPU load gets somewhat intensive (80%-90%) but ram seems to be doing ok, even though the game does seem to use around 2GB (log says heap grows to around 2.8GB). Do you have any idea how I could confirm if the game is running our of memory anyways? Does the game run as a 32bit process?

Edit: Well it does seem to be 32bit, is there any way I could try running it as 64bit?

 
Last edited by a moderator:
No way unless you find the required 64 bit files (and I can tell you that's basically impossible atm) ;)

So well, 2.8 is quite a bit already, but I can not say for sure if that's the problem.

 
Well I dont have anything else to go on so I guess it really could be the memory and all I can do is wait for patch to improve that :/

Thats a pitty about the 64bit version, I guess there is no point in me looking if you didnt find it lol :D .

 
Hi Isalof. To check your server's status, how about using top command.

like,

Code:
#!/bin/sh
sdtdpid=$(cat /TO/YOUR/INSTANCE/7dtd.pid)
top -b -n 1 -p $sdtdpid > /TO/LOG/DIR/top7dtd.log
 
Thanks I will have a look at it kakusha.

Im getting an error with the newest release v52 which is prevent the server from working, could u have a look at it Alloc?

2014.09.04 06:53:01: Fallback handler could not load library /home/sdtd/engine/7DaysToDie_Data/Mono/x86/SteamworksNative

2014.09.04 06:53:01: Exception: ServicesGameServer.Initialize failed: SteamInitializeFailed

2014.09.04 06:53:01: at ManagedSteam.ServicesGameServer.Startup (UInt32 ip, UInt16 steamPort, UInt16 gamePort, UInt16 queryPort, ServerMode serverMode, System.String versionString) [0x00000] in <filename unknown>:0

2014.09.04 06:53:01: at ManagedSteam.ServicesGameServer.Initialize (System.Globalization.CultureInfo activeCulture, UInt32 ip, UInt16 steamPort, UInt16 gamePort, UInt16 queryPort, ServerMode serverMode, System.String versionString) [0x00000] in <filename unknown>:0

2014.09.04 06:53:01: at ManagedSteam.ServicesGameServer.Initialize (UInt32 ip, UInt16 steamPort, UInt16 gamePort, UInt16 queryPort, ServerMode serverMode, System.String versionString) [0x00000] in <filename unknown>:0

2014.09.04 06:53:01: at SteamMasterServer.Connect (UnityEngine.MonoBehaviour _mono) [0x00000] in <filename unknown>:0

2014.09.04 06:53:01: at GameManager.md0011 () [0x00000] in <filename unknown>:0

2014.09.04 06:53:01: at GameManager.Awake () [0x00000] in <filename unknown>:0

Edit:

Oh and before that (with the previous version) the server was throwing the following exceptions:

2014.09.04 00:10:02: Add Dirty: -153, 87

2014.09.04 00:10:02: Save PlayerData file: Too many open files

2014.09.04 00:10:02: Updating player inventory - player id: 172

2014.09.04 00:10:02: Save player fow file: Too many open files

2014.09.04 00:10:02: Exception in MapRenderBlockBuffer.saveTextureToFile(): System.IO.IOException: Too many open files

2014.09.04 00:10:02: 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

2014.09.04 00:10:02: at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int)

2014.09.04 00:10:02: at System.IO.File.Create (System.String path, Int32 bufferSize) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: at System.IO.File.Create (System.String path) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: at System.IO.File.WriteAllBytes (System.String path, System.Byte[] bytes) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: at AllocsFixes.MapRendering.MapRenderBlockBuffer.saveTextureToFile (System.String _fileName) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: Exception in MapRenderBlockBuffer.saveTextureToFile(): System.IO.IOException: Too many open files

2014.09.04 00:10:02: 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

2014.09.04 00:10:02: at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int)

2014.09.04 00:10:02: at System.IO.File.Create (System.String path, Int32 bufferSize) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: at System.IO.File.Create (System.String path) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: at System.IO.File.WriteAllBytes (System.String path, System.Byte[] bytes) [0x00000] in <filename unknown>:0

2014.09.04 00:10:02: at AllocsFixes.MapRendering.MapRenderBlockBuffer.saveTextureToFile (System.String _fileName) [0x00000] in <filename unknown>:0

 
Last edited by a moderator:
Back
Top