• Rust server doesn't save
    44 replies, posted
[QUOTE=H3bus;49943836]What do you mean by "easily reproducible"? My server did it once, and never did it again since.[/QUOTE] I can run a test server with players on it, leave it running for a few hours (6 hours to be precise), log in, wait for the automatic save or run the save command, log out, wait for a couple of automatic saves or manually run the save command. Boom, not saving anymore. Happens every time.
[QUOTE=Didanix;49943876]I can run a test server with players on it, leave it running for a few hours (6 hours to be precise), log in, wait for the automatic save or run the save command, log out, wait for a couple of automatic saves or manually run the save command. Boom, not saving anymore. Happens every time.[/QUOTE] so there is a save limit?
[QUOTE=mrknifey;49944410]so there is a save limit?[/QUOTE] Well, not that I know of. I've tested this by saving dozens of times in a row, it saves just fine. I've also tested this by running the server for a few minutes, then repeating the steps above, and it still saves fine. It's more prone to breaking the longer it's running and for some reason the trigger is when I (or someone else) logs in to an empty server, then logs back out. At that moment, saving breaks.
I just made a script that restarts server on this error and sends e-mail about it. [url]http://pastebin.com/urLZ7Hd5[/url]
[QUOTE=Gracekpl;49945845]I just made a script that restarts server on this error and sends e-mail about it. [url]http://pastebin.com/urLZ7Hd5[/url][/QUOTE] I'm doing essentially the same thing, but with RCON. I additionally added a timer that checks if the RCON client has received a "save completed" message in X amount of time, and if not, sends the restart command.
[QUOTE=Gracekpl;49945845]I just made a script that restarts server on this error and sends e-mail about it. [url]http://pastebin.com/urLZ7Hd5[/url][/QUOTE] And with this, needed to change the the "server.saveinterval" option to minimum (less then 10 minutes - for example)?
[QUOTE=genus;49946549]And with this, needed to change the the "server.saveinterval" option to minimum (less then 10 minutes - for example)?[/QUOTE] Server parameters are up to you. I've set saving to once per minute "-server.saveinterval 60". Tell me if my script works for you.
[QUOTE=Gracekpl;49946649]Server parameters are up to you. I've set saving to once per minute "-server.saveinterval 60". Tell me if my script works for you.[/QUOTE] Sorry, but i can not to test your script immediately, because it will roll back my players for 5 days. But I'm think that this script must work properly.
Just to update you guys, Garry's working on the issue right now. EDIT: According to Garry it's fixed in the staging branch ([url]https://twitter.com/RustUpdates/status/711911435719282688[/url]) EDIT2: Definitely not fixed, just tried. :/
There's now a proper bug report on this here: [url]http://jira.facepunch.com/browse/RUST-693[/url]
[QUOTE=Didanix;49989822]There's now a proper bug report on this here: [url]http://jira.facepunch.com/browse/RUST-693[/url][/QUOTE] Thank you, your post has shown me what is the source of the problem! Thank you so much!!!
There's a new fix on the staging branch, which from my limited testing hasn't thrown a single exception yet. Here's to hoping that it's fixed and gets merged with main today! EDIT: Spoke too soon, again, doesn't work.
So the fix that made it to the main release yesterday is better, but still not perfect. Currently, saving can stop at any moment (even with players online), and you need to manually call 'save' to a) have the server save in the first place, as well as b) restart the autosave functionality. This seems to happen randomly, so at least we can recover this time by manually calling 'save'.
[QUOTE=Didanix;50002854]So the fix that made it to the main release yesterday is better, but still not perfect. Currently, saving can stop at any moment (even with players online), and you need to manually call 'save' to a) have the server save in the first place, as well as b) restart the autosave functionality. This seems to happen randomly, so at least we can recover this time by manually calling 'save'.[/QUOTE] Again, "IOException:" in the log file?
[QUOTE=genus;50003176]Again, "IOException:" in the log file?[/QUOTE] Nope, Garry's catching the exceptions now. It's apparently and old bug with mono, so Unity's fault.
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