Native Linux server (with management scripts)

Debian Framerate Loss

Hello,

I am writing to see if anyone would know the reason behind fps loss from the last update. Before it always ran around 70-90fps and now it seems to be stuck around 20-26. The only thing that has changed is we updated to 119.

Thanks

Server Info:

OS: Debian 8

Intel Core i7-4790K 4c/8t 4.0 GHz/4.4 GHz

RAM: 32 GB DDR3 1333 MHz

Disks: 2 x 240 GB SSD

 
Another interesting anomaly:

[root@ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | yes | 8/26910 | 0

Instance2 | yes | 8/26920 | 0

Instance3 | yes | 0/ 8 | 26900

Number of players output in the first two instances.

 
Another interesting anomaly:
[root@ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | yes | 8/26910 | 0

Instance2 | yes | 8/26920 | 0

Instance3 | yes | 0/ 8 | 26900

Number of players output in the first two instances.
I'm running version 106 (2016-12-08) of the scripts and the output shows the player count correctly.

I then did the updatescripts:

Code:
7dtd.sh updatescripts
A newer version of the scripts is available.
Local:     v.106
Available: v.108
Continue? (yn) y
Updating...
Update done.

Note: This updated only script files. If the global config file
/etc/7dtd.conf contains changes for the newer version or there
were new files added to the user folder /home/sdtd those changes
have not been applied!
Now my instances are not showing up and cannot start the servers because it does not recognize the instance names anymore.

I checked the /etc/7dtd.conf and it seems I need to re-edit the following values which got reset to default:

Code:
export SDTD_BASE=/home/sdtd
export SDTD_BACKUP_ROOT=/home/sdtd/backup
Once I got the scripts to see the correct location and backup targets, I could then start the instances. Here is what it looks like with the instance command when they are offline and then online (but with no users connected)

Instances not started:

Code:
7dtd.sh instances list
Instance name        | Running  | Players | Port
---------------------+----------+---------+------
hamcraft             |       no |    -/ 8 | 28000
nav                  |       no |    -/ 8 | 28010
valmod               |       no |    -/ 8 | 28020
2 of 3 instances started:

Code:
7dtd.sh instances list
Instance name        | Running  | Players | Port
---------------------+----------+---------+------
hamcraft             |      yes |    8/28000 |     0
nav                  |      yes |    8/28010 |     0
valmod               |       no |    -/ 8 | 28020
Thanks,

LHammonds

 
In my case, the formatting also seems correct when the instances are not running.

[ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | no | -/ 8 | 26910

Instance2 | no | -/ 8 | 26920

Instance3 | no | -/ 8 | 26900

 
I am writing to see if anyone would know the reason behind fps loss from the last update. Before it always ran around 70-90fps and now it seems to be stuck around 20-26. The only thing that has changed is we updated to 119.
Not related to this thread at all ... but anyway, there's no issue, it's just that the tickrate (=FPS) target lock code works better now than pre A16, meaning the targeted 20 ticks per second should now properly be achieved instead of running faster at times.

Another interesting anomaly:
[root@ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | yes | 8/26910 | 0

Instance2 | yes | 8/26920 | 0

Instance3 | yes | 0/ 8 | 26900

Number of players output in the first two instances.
Yeah, that's been in like forever ... should really fix this. Think it's like an empty var due to the string parsing or something like that.

 
...Yeah, that's been in like forever ... should really fix this. Think it's like an empty var due to the string parsing or something like that.
The only time I ever see it like that is before the servers are fully started. Once the server is finished booting up so players can join, it will display properly.

 
The only time I ever see it like that is before the servers are fully started. Once the server is finished booting up so players can join, it will display properly.
Doesn't seem to be the case here:

[ds1 sdtd]# 7dtd.sh instances list

Instance name | Running | Players | Port

---------------------+----------+---------+------

Instance1 | yes | 8/26910 | 0

Instance2 | yes | 0/ 8 | 26920

Instance3 | yes | 0/ 8 | 26900

[ds1 sdtd]# uptime

16:26:54 up 2 days, 1:47, 2 users, load average: 1.13, 1.05, 1.16

Instances were started within minutes of the last reboot.

 
Hello,

How to update linux server from 15.2 to 16 version?

I have launched steamcmd and then run "app_update 251570". Steamcmd updated instalation. But when i run server it shows 15.2 version.

Thank you.

 
Right now there is Alpha 16 b1 running on my server. I want to deploy another instance for example with Alpha 15.2 or Alpha 16 b1 modded. How do I do this? There is only one 'engine' folder, where the 7dtd files/mods are stored.

 
Right now there is Alpha 16 b1 running on my server. I want to deploy another instance for example with Alpha 15.2 or Alpha 16 b1 modded. How do I do this? There is only one 'engine' folder, where the 7dtd files/mods are stored.
You would need to do a manual install in a separate folder. Possibly run as a separate user also so you can identify which process is which later if needed.

- - - Updated - - -

Going to do some testing with Ubuntu 17.04 and see how it goes.
So far everything is peachy except for this one error in stop.sh

Code:
Trying to gracefully shutdown.../usr/local/lib/7dtd/commands/stop.sh: line 49: warning: command substitution: ignored null byte in input
Waiting for server to shut down...
1/5
2/5
Done
As near as I can tell, they are still shutting down like they should. I've compared files and setups with my 16.04 server, and there is no difference in the script.

 
Oh, and another thing I've been noticing since a16...

I get this error in the log of whatever server isn't the first one to start....

Code:
2017-07-16T10:09:54 1.099 INF Failed to register the log file writer: Sharing violation on path /home/sdtd/engine/sdtd.log2017-07-16T10:09:54 1.102 INF   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 
 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
 at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
 at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0 
 at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding) [0x00000] in <filename unknown>:0 
 at (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool,System.Text.Encoding)
 at SdtdLog.Init () [0x00000] in <filename unknown>:0 
UMA Overlay loading took 1185 ms
I did go through and checked the a15 logs, and don't see this happening.

 
Oh, and another thing I've been noticing since a16...
I get this error in the log of whatever server isn't the first one to start....

Code:
2017-07-16T10:09:54 1.099 INF Failed to register the log file writer: Sharing violation on path /home/sdtd/engine/sdtd.log2017-07-16T10:09:54 1.102 INF   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 
 at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
 at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
 at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0 
 at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding) [0x00000] in <filename unknown>:0 
 at (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool,System.Text.Encoding)
 at SdtdLog.Init () [0x00000] in <filename unknown>:0 
UMA Overlay loading took 1185 ms
I did go through and checked the a15 logs, and don't see this happening.
As Alloc answered to my question on the same here: https://7daystodie.com/forums/showthread.php?12837-Improvements-for-the-dedicated-server&p=671995&viewfull=1#post671995

Oh yeah, it's for the log-channel system the console guys added. It doesn't hurt, iirc by default nothing is enabled to go there anyway.
 
As of the Alpha 16 release, I noticed that the current day in-game is no longer written in the log files. I was using this information on a website for players on my server. Is there another way to get the current day in-game from the server files on a linux server?

 
As of the Alpha 16 release, I noticed that the current day in-game is no longer written in the log files. I was using this information on a website for players on my server. Is there another way to get the current day in-game from the server files on a linux server?
you could write a script that executes "gt" via telnet which returns "Day xx, hh:mm"

 
Thanks, I will give that a shot.
I just made a quick test with nodejs yesterday to connect to telnet and get the live log. Maybe i'll provide a script with some settings you can then use if you like. Dont know you xp in javascript /node but i could create an api which returns the result as json for example.

I'm useing the webserver from allocs for my servers, there is a day displayed :)

 
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