Native Linux server (with management scripts)

stdout.log and if it does create one the output_log*.txt from the time you tried to start it, both in the instance's "log"-subfolder.

 
It would appear hook parameters are missing (at least for playerConnect) in v.85 (2015-04-29), only instance name (1) is passed.

Code:
2015-04-30 07:57:28.568 [1] qInit.php: Initializing, parameters: /home/sdtd/hooks/playerConnect/qTrigger-playerConnect.sh instance-name [1]
 
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It would appear hook parameters are missing (at least for playerConnect) in v.85 (2015-04-29), only instance name (1) is passed.

Code:
2015-04-30 07:57:28.568 [1] qInit.php: Initializing, parameters: /home/sdtd/hooks/playerConnect/qTrigger-playerConnect.sh instance-name [1]
Log stuff fixed, thanks to behemoth.

Has been some time since I have been working on the scripts :(

 
Alloc: I presume this is related to your patches needing some recompile against v11.5.

Code:
Missing method EasyAntiCheat.Server.EasyAntiCheatServer::Update() in assembly /home/sdtd/engine/7DaysToDie_Data/Managed/EasyAntiCheat.Server.dll, referenced in assembly /home/sdtd/engine/7DaysToDie_Data/Managed/Assembly-CSharp.dll
 
With latest versions, in current_output.log, now receiving:

Code:
2014.08.27 10:47:58: [b]Error in Allocs telnetListenThread: Too many open files[/b]
2014.08.27 10:47:58: Stack Trace:   at System.Net.Sockets.Socket.Accept () [0x00000] in <filename unknown>:0
2014.08.27 10:47:59: at System.Net.Sockets.TcpListener.AcceptTcpClient () [0x00000] in <filename unknown>:0
2014.08.27 10:47:59: at AllocsNetTelnetServer.telnetListenThread () [0x00000] in <filename unknown>:0
This has apparently been manifesting earlier as daemon crashes but without error messages (or lost) and now failing to start (on Debian, latest).

Code:
# 7dtd.sh status one
Instance: one

Status: Running
Open ports:
   25000 (udp)
   25001 (udp)
   25002 (udp)
   27036 (udp)
   37720 (tcp)
   8081 (tcp)
/usr/local/lib/7dtd/[b]common.sh: line 186:  5231 Killed[/b]                  nc 127.0.0.1 $TEL_PORT 0<&3
Players:

Game info:
   Server name:    One
   Password:
   Max players:    64
   World:          Random Gen

Network info:
   Port:           25000
   Public:         true
   Control Panel:  off
   Telnet:         Port 8081, Pass
Fix, insert/raise http://unix.stackexchange.com/a/85458 in /etc/security/limits.conf from default of 4096 with:

Code:
sdtd       hard     nofile     16384
sdtd       soft     nofile      8192
Note: Relogin required!

Diagnostics: http://www.cyberciti.biz/tips/linux-procfs-file-descriptors.html
I had again some issues with max open files running

Code:
ulimit -n <number>
fixed it for me.

During the startup there are about 36k open files and when the server is running 45k.

 
I had again some issues with max open files running
Code:
ulimit -n <number>
fixed it for me.

During the startup there are about 36k open files and when the server is running 45k.
I'm sorry but afaik running the command alone only sets the limit for that single shell instance, you need to edit your limits.conf to make it permanent. This is a extremely common misconception.

 
I assume your mod is updated via the script update. Which doesn't for some reason seem to behave.
Yes and no ;)

Currently the updatescripts command updated whatever was in the scripts-archive. And as before A12 the mod was already directly related to a specific server build and before A10 the scripts even *required* the fixes to be installed I bundled it.

But if I don't do a new scripts build you currently won't get the new fixes by updating the scripts (which actually does nothing as there is nothing new). Updates to the scripts are listed there: https://7dtd.illy.bz/wiki/Release%20Notes

We also appear to run a more recent? version "(697925)".
Yep, as above before A12 scripts and server build had to match, those checks are totally useless by now and are already removed from my dev copy of the scripts.

Future releases of the scripts also will have no direct relation to the fixes but instead there will be an updatefixes command.

 
I can't fix give / li. (give says "item not found" for everything and li gives "Listed 0 matching items.".

I've wiped /usr/local/lib/7dtd and /home/sdtd/engine.

Bootstrapped.

But give / li still not working, everything else is all good.

I also think https://7dtd.illy.bz/wiki/Installation - Manual installation

is missing 7dtd.sh updatescripts as it contains the magic ingredient of

Code:
cp /usr/local/lib/7dtd/server-fixes/* $SDTD_BASE/engine/ -R
which is found only in /usr/local/lib/7dtd/commands/updatescripts.sh .

Which should ideally be symlinked, as they will get wiped with 7dtd.sh updatescripts because management_scripts.tar.gz contains Mods dated 2015.07.06 and server_fixes.tar.gz contains the patches dated 2015.07.17.

So currently any (new / forced) installation needs to manually apply server_fixes.tar.gz to be up to date.

 
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I also think https://7dtd.illy.bz/wiki/Installation - Manual installationis missing 7dtd.sh updatescripts as it contains the magic ingredient of

Code:
cp /usr/local/lib/7dtd/server-fixes/* $SDTD_BASE/engine/ -R
which is found only in /usr/local/lib/7dtd/commands/updatescripts.sh .
It's also in updateengine, which the instructions say to run (as you won't get any server without ;) ).

But yeah, as I said, this is gonna change with the next update that I'm trying to get out before the weekend. Symlinking the Mods folder is a good idea though, no idea why I didn't do that in the first place.

 
As with every new Alpha, I created a new map to give Alpha 12 a try... I can connect, it asks me for my password, then it hangs...

I'm currently getting this in my current_output.log when I try to connect...

Code:
2015-07-22T22:11:49 18.854 INF [steamworks.NET] GameServer.Init successful
2015-07-22T22:11:50 19.718 INF [steamworks.NET] GameServer.LogOn successful
A client which was not in the connected player list disconnected. ???

(Filename:  Line: 1900)

2015-07-22T22:12:04 33.949 INF [NET] PlayerConnected EntityID=-1, PlayerID='', OwnerID='', PlayerName=''
Anyone have any ideas?

Weird, I made a new server and it works now... disregard my post :)

 
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My existing game is broken now too. I get a ton of errors when updating. My guess is that the scripts need updating?

 
first: big thanks for this nice script, works very good on my debian dedi

My existing game is broken now too. I get a ton of errors when updating. My guess is that the scripts need updating?
im useing the script since 12.3 today i updated to 12.4 and its working all fine (as far as i can say for now... didnt played myself on the server jet but 2 of my friends are playing on it right now)

 
My existing game is broken now too. I get a ton of errors when updating. My guess is that the scripts need updating?
Scripts aren't related to how the server is running, they just start it (besides allowing to set up the config but worst case here would be an outdated option but the log would cleary state this).

 
Hey Alloc, little stupid question. Do the Linux Server also support the 64 Bit Systems? I ask, because the fps on our Windows Server is very bad sine alpha 12 and so we want to test it with the linux binaries.

 
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