Server works correctly, players are in-game but it doesn't do anything on "save" command. Server is running on Linux.
[url]https://i.gyazo.com/d03cf9028c8d519593b133a3f81d7b7e.png[/url]
0.sav was modified 2016-03-06 06:24 and the time now in GMT+1 is 17:21 meaning that over 10 hours of changes are stored in server's memory and will be lost without saving.
What can I do to force server to save or avoid losing data?
[url]https://i.gyazo.com/670cd5b622dd31c2ffa15e8fb322ae0a.png[/url]
Server is running as root and whole server directory has 777 permissions.
Edit: I found something in logs. IOException: Invalid parameter after trying to save. After that error, server never tried to save again. Any clue what to do? [url]https://i.gyazo.com/dc8727cfced9f7d20da9b67215b95ea7.png[/url]
Got the same issue and a 1 day rollback at server restart :/
Couldn't force a save by any means.
EDIT: Native linux server here.
We are having the same problem on our server too. Basically, the saving interval is not functioning and after we did a restart a few minutes ago, the server rolled back for about 1 day or so.
Also, server running on Linux.
-haku from Rust In Peace SEA
I just noticed the server has written a new.sav file instead of the usual 0.sav just before stopping saving.
Lucky only the map wasn't saved.
This needs to be fixed ASAP. What have you done with this guys? I am just praying that my server won't crash and I won't lose 2 days of playtime. Also, I submitted a ticket to Facepunch Support and Twitter to Garry but I bet they won't answer at all.
+ anazhd is right. UserPersistence.db saves just fine.
[QUOTE=Gracekpl;49885178]This needs to be fixed ASAP. What have you done with this guys? I am just praying that my server won't crash and I won't lose 2 days of playtime. Also, I submitted a ticket to Facepunch Support and Twitter to Garry but I bet they won't answer at all.
+ anazhd is right. UserPersistence.db saves just fine.[/QUOTE]
now the real problem is, how to handle those whiners. :ohno:
I've explained to everyone what happened and most accept the no give policy quite well. Il fact we've lost almost no player.
However I've developped a script that check when saves occur and warn the players if no save were performed during the last 30mn.
This is not a fix but will avoid those huge rollback at least.
[QUOTE=H3bus;49887737]I've explained to everyone what happened and most accept the no give policy quite well. Il fact we've lost almost no player.
However I've developped a script that check when saves occur and warn the players if no save were performed during the last 30mn.
This is not a fix but will avoid those huge rollback at least.[/QUOTE]
Hi H3bus, would you mind sharing the script?
Unfortunately this script implements all "special feature" of our server.
But if you know a bit of coding it's really easy to do with nodejs, websockets and a bit of regexp.
Your RCON must be in websocket mode also...
Well I dont have any problem with the saving. My only problem is that my rust server somehow crashes everytime at about 4am GMT+1 ^.^
[QUOTE=Cr4ftii;49898215]Well I dont have any problem with the saving. My only problem is that my rust server somehow crashes everytime at about 4am GMT+1 ^.^[/QUOTE]
Is your server running on Linux?
Yes.
Its running on Debian 8 with 8cores and 8vcores on 32GB Ram
Server running on debian 8, too. Saving stop working after some hours. When i trying execute "save" from rcon - no effect (without error messages). Problem is solving by server restart.
Facepunch's support told me that the dev are aware of this issue.
I also see that no data is written to Log.Log.txt. Only Log.EAC.txt and output.txt contain data. And the command "restart" just off the server without restarting. And does anyone know, "-autoupdate" works now?
[editline]11th March 2016[/editline]
When the "save" stops working I see at output.log:
[CODE]IOException: Invalid parameter
at System.IO.FileStream.Dispose (Boolean disposing) [0x00000] in <filename unknown>:0
at System.IO.Stream.Close () [0x00000] in <filename unknown>:0
at System.IO.Stream.Dispose () [0x00000] in <filename unknown>:0
at SaveRestore+<Save>c__IteratorE.MoveNext () [0x00000] in <filename unknown>:0
at SaveRestore+<DoAutomatedSave>c__Iterator10.MoveNext () [0x00000] in <filename unknown>:0
at SaveRestore.Save (Boolean AndWait) [0x00000] in <filename unknown>:0
at ConVar.Server.save (.Arg arg) [0x00000] in <filename unknown>:0
at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Glo$
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Glo$
at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0
at ConsoleSystem+Index+<BuildFunctions>c__AnonStorey26.<>m__22 (.Arg arg) [0x00000] in <filename unknown>:0
at ConsoleSystem+Run.Internal (.Arg arg, Boolean bWantReply) [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Run:Internal(Arg, Boolean)
SystemRealm:Normal(RunOptions, String, Object[])
SystemRealm:Normal(String, Object[])
Facepunch.RConClient:HandleMessage(Int32, String)
Facepunch.RConClient:Update()
Facepunch.RConListener:UpdateClients()
Facepunch.RConListener:Cycle()
Facepunch.RCon:Update()
ServerMgr:DoTick()
(Filename: Line: -1)[/CODE]
and
[CODE]IOException: Sharing violation on path /RUSTDS/server/XXXXXX/save/Procedural Map_4000_2147181680/new.sav
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions opti$
at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean useAsync) [0x00000] in <fil$
at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,bool)
at SaveRestore+<Save>c__IteratorE.MoveNext () [0x00000] in <filename unknown>:0
(Filename: Line: -1)[/CODE]
Please, give us some info about this issue Facepunch. When I submitted a ticket to FP Support they told me to write here, lol.
I have this problem too. Debian 8.3.
[QUOTE=Gracekpl;49915520]Please, give us some info about this issue Facepunch. When I submitted a ticket to FP Support they told me to write here, lol.[/QUOTE]
That's exactly the same answer I received when I reported a bug with my Rust server using Linux. In fact I don't understand why FacePunch has a support site for Rust if they always answer the same thing when you want to post a bug report...
I have the problem with the saves too. It doesn't always saves (Normally it should save every 5 minutes) and the last time I restarted my server I had one day of rollback.
There is a lot to correct with the linux server version, here are the problems I discovered:
- Players are sometimes bouncing ([url]https://facepunch.com/showthread.php?t=1508058[/url])
- The server doesn't always saves (This thread)
- My server is not listed on the list (Maybe I'm the only one facing this issue: [url]https://facepunch.com/showthread.php?t=1510157[/url])
I hope these issues are going to be the top priorities when the team will be back from the GDC. I really like Linux and the fact that a Linux server requires less resources to run should give the priority to this version instead of the Windows version.
[QUOTE=Yann_CH;49919834] I really like Linux and the fact that a Linux server requires less resources to run should give the priority to this version instead of the Windows version.[/QUOTE]
Ok, so you like Linux. We got it,but did you really just say that?
[QUOTE=lordrushx1;49920040]Ok, so you like Linux. We got it,but did you really just say that?[/QUOTE]
I don't think there's any problem with that, linux is everywhere. Even FP Forum server is running on linux. Rust linux server should be at least have some prioritization since Rust dev team already introduced it to us. And, are you having the same problem here? I don't see your point replying to this topic.
Anyhow, the only way to avoid this from happening ( for now ) is restarting the server every X hours.
[QUOTE=lordrushx1;49920040]Ok, so you like Linux. We got it,but did you really just say that?[/QUOTE]
Absolutely! I'm talking about the server not the client (yes I want to be sure that you understood that because you don't seem to understand the advantage of Linux in the server world)
Anyway, I don't want to start a debate here with you. If you want to discuss that point I'll be happy to do that in another topic or via private message.
[QUOTE=anazhd;49922341]I don't think there's any problem with that, linux is everywhere. Even FP Forum server is running on linux. Rust linux server should be at least have some prioritization since Rust dev team already introduced it to us. [/QUOTE]
Yes, I totally agree with you.
[QUOTE=anazhd;49922341]Anyhow, the only way to avoid this from happening ( for now ) is restarting the server every X hours. [/QUOTE]
Okay, thanks for the workaround, I'll do that and I hope it will be fixed soon.
This is not good, I've upset loads of people. In this day and age, I don't even know WHY you would make a windows server, let alone prioritize it over the Linux version. It's 2016 people. Even if this is fixed, the linux version is not to be trusted, because it clearly doesn't get enough love. If this happened on the windows side, it would be immediately fixed. Give us some warning or something, like "btw we couldn't give two flying shits about the linux server app, so be warned".
[editline]13th March 2016[/editline]
Facepunch, do you even agile? This was posted like a week ago.
Been seeing the same issue for the past few days and most of my regular players basically left because of this.
Now, I've tried this on several different servers and several different scenarios, but I've always installed the server on 64-bit Ubuntu 14.04, if that makes any difference.
Clearly this has something to do with I/O handles not flushing/opening/closing properly.
Would be nice to get an official response on this!
[B]EDIT[/B]: I've noticed that this bug applies to 'save', 'backup' and 'writecfg' and in my case seems to happen when the server tries to save for the second time after the server is empty. I've reproduced the issue several times, but it usually needs to stay up/accumulate a certain amount of saves before it can occur.
[editline]14th March 2016[/editline]
Just got a reply from Garry:
"[I]Will look at that when we're back in office later this week, thanks for reminding[/I]"
Source: [url]https://twitter.com/garrynewman/status/709483242341007360[/url]
[QUOTE=Didanix;49932323]Been seeing the same issue for the past few days and most of my regular players basically left because of this.
Now, I've tried this on several different servers and several different scenarios, but I've always installed the server on 64-bit Ubuntu 14.04, if that makes any difference.
Clearly this has something to do with I/O handles not flushing/opening/closing properly.
Would be nice to get an official response on this!
[B]EDIT[/B]: I've noticed that this bug applies to 'save', 'backup' and 'writecfg' and in my case seems to happen when the server tries to save for the second time after the server is empty. I've reproduced the issue several times, but it usually needs to stay up/accumulate a certain amount of saves before it can occur.
[editline]14th March 2016[/editline]
Just got a reply from Garry:
"[I]Will look at that when we're back in office later this week, thanks for reminding[/I]"
Source: [url]https://twitter.com/garrynewman/status/709483242341007360[/url][/QUOTE]
Gosh, finally some response. Thanks for posting that so I can start curing my checking-rcon-OSD thing.
[QUOTE=Didanix;49932323]Been seeing the same issue for the past few days and most of my regular players basically left because of this.
Now, I've tried this on several different servers and several different scenarios, but I've always installed the server on 64-bit Ubuntu 14.04, if that makes any difference.
Clearly this has something to do with I/O handles not flushing/opening/closing properly.
Would be nice to get an official response on this!
[B]EDIT[/B]: I've noticed that this bug applies to 'save', 'backup' and 'writecfg' and in my case seems to happen when the server tries to save for the second time after the server is empty. I've reproduced the issue several times, but it usually needs to stay up/accumulate a certain amount of saves before it can occur.
[editline]14th March 2016[/editline]
Just got a reply from Garry:
"[I]Will look at that when we're back in office later this week, thanks for reminding[/I]"
Source: [url]https://twitter.com/garrynewman/status/709483242341007360[/url][/QUOTE]
+1
I can confirm this by replicating the same thing, which is this error will happen after the last person on the server disconnected.
Bug confirmed, I started to use native linux dedicated server a week ago and yesterday the server forgot to save the world from the morning.
I restarted the server in the evening and loaded back a save from a day ago. Most of the players lost their session, few of them got one more chance (got back their loots/base/etc.)
Im happy with the native linux dedicated server. I would say it was a shame they stopped the support long time ago. And it is another shame, this bug came a week ago and ther is no hotfix. Please dev.
I think you're all mad for even thinking about using the Linux version from this point on.
I can also confirm that this issue is happening when A) running inside a virtual machine and B) running directly on hardware.
I have no idea how this could only be happening for some of us, and not for others, especially since it's easily reproducible on any hardware.
What do you mean by "easily reproducible"?
My server did it once, and never did it again since.
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