Just got a crash in a restarted server while clicking on an inventar of an online player (1 player online)
http://omega-zirkel.de/files/webcrash2016-04-27.log
http://omega-zirkel.de/files/webcrash2016-04-27.log
Nothing explicitly done there. Also see next quote:Do you know if there has been any progress reducing resource usage on the dedi, especially under linux?
There's no difference in how the Windows and Linux version work and now that Linux has 64 bit support that part is ruled out too. So if you experience a difference in stability or resource usage it's part of Unity. We tend to avoid code dedicated to one particular OSIt seems from the few things I have read, that Windows is much more stable and less piggy than the linux dedi, but I don't know anything concrete.
No, has been asked before though, will probably add this.Also, is there a way to chain commands together in the user scripts, eg:
Code:telnetCommand $1 "say \"msg 1\""; "say \""msg2\""
Try sending a \n, not sure if it will work though. IIRC the UI components actually search for the string "\n" too (as in a backslash followed by a "n", not a newline character) so sending that might also work.Also, is there a way to get newlines into a 'say' command, or do I need to use multiple say commands to get multiple lines of text sent to the server?
Try querying ".../static/index.html?yourparams". A GET request to the root directory results in a redirect and I assume that's where the params get lost.So, the question; what's happening to the profile ID in the URL and how can I save it for use when /static/index.html is actually loaded?
Wrong thread, it's about the modJust got a crash in a restarted server while clicking on an inventar of an online player (1 player online)
http://omega-zirkel.de/files/webcrash2016-04-27.log
Thanks for clarifying, I heard whispers of a stability difference, but nothing concrete. It's good to hear from an official source so that I can rule that out of my enquiriesThere's no difference in how the Windows and Linux version work and now that Linux has 64 bit support that part is ruled out too. So if you experience a difference in stability or resource usage it's part of Unity. We tend to avoid code dedicated to one particular OS![]()
I saw this change in the source files on your trac site, this is a welcome addition and will greatly reduce the amount of telnet connections needed, nice oneNo, has been asked before though, will probably add this.
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I had tried this first but with no success, however with the ability to chain commands together (I am about to install the updated serverfixes) this is not a problem.Try sending a \n, not sure if it will work though.
I will have a look into this again later, thanks for the pointerTry querying ".../static/index.html?yourparams". A GET request to the root directory results in a redirect and I assume that's where the params get lost.
-> Release notes:Concerning the 64bit support, does this mean that the startserver.sh respects the results of the uname command? In the past, I had to rename the ".x86_64" to "x86" to get it to load the 64bit. The startserver script seemed to ignore my request for the 64bit executable.
v.97 (2016-03-27)
Use 64 bit server on 64 bit systems
Huh? There's just a ticket, nothing done yet ^^I saw this change in the source files on your trac site, this is a welcome addition and will greatly reduce the amount of telnet connections needed, nice one![]()
Just tried it, sending "\n" (the exact two characters, *not* the newline character) works just fine.I had tried this first but with no success
good news (RTFM hint taken ^^)-> Release notes:
Code:v.97 (2016-03-27) Use 64 bit server on 64 bit systems
oops ^^Huh? There's just a ticket, nothing done yet ^^
I was being blonde, my apologies. say "Line1\nLine2\nLine3" works as expected XDJust tried it, sending "\n" (the exact two characters, *not* the newline character) works just fine.
#!/bin/bash
. /usr/local/lib/7dtd/common.sh
echo "1: $1 \n 2: $2 \n 3: $3 \n 4: $4 \n 5: $5 \n" >> /root/greet.log
telnetCommand $1 "sayplayer $4 \"[FFD700]Welcome $3![-] \""
1: test \n 2: \n 3: \n 4: \n 5: \n
INF Executing command 'sayplayer "[FFD700]Welcome !. [-]"' by Telnet from 127.0.0.1:38527
2016.05.18 13:22:08 +++
2016.05.18 13:51:19 --- 171
2016.05.01 00:52:44 +++ 231780 ⓢⓟⓘⓚⓔ3̷0̷0̷0̷1̷ Jalopy XXXXXXXXXXXX3702 XX.XX.XX.207
2016.05.01 00:54:09 --- 231780 ⓢⓟⓘⓚⓔ3̷0̷0̷0̷1̷ Jalopy XXXXXXXXXXXX3702
Game version: Alpha 14.6 (b26) Compatibility Version: Alpha 14.6
Mod Allocs command extensions: 8
Mod Allocs server fixes: 10
Mod Allocs MapRendering and Webinterface: 13
Mod Coppis command additions: 1
root@7DTD:~# 7dtd.sh updateengine --experimentalLocal buildid: 1189196
Continue? (yn) y
Updating...
Redirecting stderr to '/root/Steam/logs/stderr.txt'
[ 0%] Checking for available updates...
[----] Verifying installation...
Steam Console Client (c) Valve Corporation
-- type 'quit' to exit --
Loading Steam API...applicationmanager.cpp (3091) : Assertion Failed: CApplicationManager::GetMountVolume: invalid index
applicationmanager.cpp (3091) : Assertion Failed: CApplicationManager::GetMountVolume: invalid index
applicationmanager.cpp (3242) : Assertion Failed: m_vecInstallBaseFolders.Count() > 0
Created shared memory when not owner SteamController_Shared_mem
OK.
Connecting anonymously to Steam Public...Logged in OK
Waiting for license info...OK
applicationmanager.cpp (3242) : Assertion Failed: m_vecInstallBaseFolders.Count() > 0
Update state (0x3) reconfiguring, progress: 0.00 (0 / 0)
SteamCMD stuff ... can't do much about it but will do a quick test with a fresh U1604 install later on. Were you trying to "update" from experimental to exp_u52 or no install to exp_u52? Did you actually change the scripts as by default u52 isn't used at all with the scripts?In this particular instance, I'm attempting to update to the experimental_u52 version, which in the end, it doesn't actually do anyway since it just verifies the files without actually making any changes. I'll have to wipe the folders and re-install it to get the u52 build.
The assertion failures concerns me a bit though. I don't know if it's nothing, or if it's a sign of a deeper issue in my server I haven't noticed yet.
Didn't get that one ... haven't changed anything in a looong time on the bootstrapper script.P.S. Something else I noticed on the initial run. It looks like you added the pre-requisite installers into the initial build install.
Ah, ok, will try.I manually edited the scripts so that when I used --experimental, it would get the stable_u52 version.
If SteamCMD is asked to validate the files it will also replace everything that doesn't match the selected branch. Meaning it should definitely "install" whatever you selected. Every other behaviour would be a bug in SteamCMD but I never got that to happen so far.I was getting that when I had wiped the Engine folder and was re-installing. Because for some reason, even using --force it only verifies the files, and does not actually install the different version.
Yeah, the bootstrapper does install the prereqs on Debian based systems / systems using APT. But it's been that way for a looooong time nowThat's odd with the bootstrapper. I swear when I ran it after the system wipe it ran the installers for the pre-requisites and they failed because they were already installed. I'll have to try that again this weekend.
Hm, will see if I get the same issue. Normally there should be absolutely no reason having to use the u52 builds for the dedicated build, especially on Linux.So far I absolutely cannot run either the stable, or the experimental u52 version at all. (Not in 32-bit nor 64-bit)
Sorry about that partWhen a15 hits, I'll probably just have to give up hosting because I cannot afford newer hardware.