PerfectoThat message should be gone now.
I'm running version 106 (2016-12-08) of the scripts and the output shows the player count correctly.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.
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A newer version of the scripts is available.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!
export SDTD_BASE=/home/sdtd
export SDTD_BACKUP_ROOT=/home/sdtd/backup
7dtd.sh instances list
Instance name | Running | Players | Port
---------------------+----------+---------+------
hamcraft | no | -/ 8 | 28000
nav | no | -/ 8 | 28010
valmod | no | -/ 8 | 28020
7dtd.sh instances list
Instance name | Running | Players | Port
---------------------+----------+---------+------
hamcraft | yes | 8/28000 | 0
nav | yes | 8/28010 | 0
valmod | no | -/ 8 | 28020
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.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.
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.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.
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....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.
Doesn't seem to be the case here: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.
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.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.
So far everything is peachy except for this one error in stop.shGoing to do some testing with Ubuntu 17.04 and see how it goes.
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
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
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#post671995Oh, 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....
I did go through and checked the a15 logs, and don't see this happening.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
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.
you could write a script that executes "gt" via telnet which returns "Day xx, hh:mm"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?
Thanks, I will give that a shot.you could write a script that executes "gt" via telnet which returns "Day xx, hh:mm"
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.Thanks, I will give that a shot.