[QUOTE=sendjes;46136129][URL="https://twitter.com/RustUpdates/status/512695582557614080"][IMG]http://i.imgur.com/rN6Mi5u.png[/IMG][/URL][/QUOTE]
yeah but how does it work? does it shut down the server and auto restart it?
Only posted it for info, but from what I can tell, Garry is talking about a .bat file to auto start after the update, but how it would be done I don't know.
Sorry if this is late or already been mentioned.....Are you running from home or with a GSP? For the moment I just have a scheduled task that shuts the server down and does a steam update before restarting, this is through Streamline Servers. I'd rather use that until -autoupdate is confirmed working and stable.
If from home you could probably throw a script together that will shut down the server and kick off an update before restarting it and make it a scheduled task that runs at whenever time you need it.
[QUOTE=NexusOne;46136415]Sorry if this is late or already been mentioned.....Are you running from home or with a GSP? For the moment I just have a scheduled task that shuts the server down and does a steam update before restarting, this is through Streamline Servers. I'd rather use that until -autoupdate is confirmed working and stable.
If from home you could probably throw a script together that will shut down the server and kick off an update before restarting it and make it a scheduled task that runs at whenever time you need it.[/QUOTE]
Yeah from what it sounds like -autoupdate just closes the server when there is a update, im not sure on how to make a script that will detect that the server is not running and to then run steamcmd
[QUOTE]Yeah from what it sounds like -autoupdate just closes the server when there is a update, im not sure on how to make a script that will detect that the server is not running and to then run steamcmd[/QUOTE]
I have chucked together a very simple method if self hosting (For Windows/Windows Server) that can be used if using MistaDs Server Install/Update scripts referenced in this [URL="http://facepunch.com/showthread.php?t=1414305"]post here[/URL]
What it does is terminate any running server process before downloading any available updates. It will then wait 10 seconds before starting the server up again using whatever your command line arguments may be.
Note that this works fine for me with my settings. Use your common sense and as long as you specify the correct paths in the files and configure your command line arguments correctly, it will work for you
[URL="https://docs.google.com/document/d/1BDFQZFVw819_RTIgQ8ruEInkTXw3Y7Isx9TO2gJbXXI/edit?usp=sharing"]Document is located here[/URL] that will guide you through the process.
Once you have tested this and confirmed it works, you can create a scheduled task in Windows/Windows Server that will call the batch at whatever time you wish.
Note I chucked this together *very* quickly so you guys have an easy method to auto update your servers until the [B]-autoupdate[/B] stuff is confirmed working or how it works is identified. If you think it needs improvement (or have a better method) please let me know but if it works for me it should work for you also!
Edit - as in the doc, original credit goes to Naggerknife and MistaD for putting together the original scripts!
Maybe it could be combine with this alternative to Firedaemon:
Launcher Service
[url]http://emutastic.emulation64.com/netosoft/projects.htm[/url]
So... do I need to have -autoupdate in the command line of my server to keep it up to date?
I only ask because I have my experimental hosted by a GSP, I'm wondering if they will be doing the updates? or if I need to add the -autoupdate.
I found out the hard way today that they didn't add -load to the command line and the server wiped, I added -load today which prompted a "what else did they miss" moment :-(
I see that -autoupdate is missing an explanation on it's exact function and effects on the server, random reboots could piss off players so maybe I should be performing manually when the server is empty.
Hmmm, what to do...
When I try and run Experimental I get,
Set current directory to /home/wholetthedogsout_woof_woof_woof/rust
Found path: /home/wholetthedogsout_woof_woof_woof/rust/RustDedicated
Mono path[0] = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Managed'
Mono path[1] = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Mono'
Mono config path = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Mono/etc'
and nothing happens, on Ubuntu.
[QUOTE=chasgames;46139647]When I try and run Experimental I get,
Set current directory to /home/wholetthedogsout_woof_woof_woof/rust
Found path: /home/wholetthedogsout_woof_woof_woof/rust/RustDedicated
Mono path[0] = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Managed'
Mono path[1] = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Mono'
Mono config path = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Mono/etc'
and nothing happens, on Ubuntu.[/QUOTE]
Actually that's all that happens you need to add the "-log filename.log" to the start command. It will create a file with the console output
[QUOTE=vipelite;46132163]/home/vipelite/steam/server/rust_server/RustDedicated_Data/Plugins/x86_64/libRustNative.so
There is this file[/QUOTE]
what is your start command ?
[QUOTE]
what is your start command ?[/QUOTE]
[QUOTE]./RustDedicated -load -autoupdate -barchmode +server.hostname "vipelite" +server.port 28015 +server.identity "vipelite" +server.seed 12314 +server.maxplayers 20 +rcon.port 27016 +rcon.password "******" +server.ip 109.194.35.4 -logfile rust.log -nographics[/QUOTE]
daemontools is an easy way to ensure your dedicated server is restarted if it dies, for whatever reason. It will also capture stdout and log to a file with timestamps. All the distros have it.
apt-get install daemontools
yum install daemontools
[QUOTE=Lutini;46135369]And you can learn a bit more about command [B]-autoupdate[/B]? How does it all work?[/QUOTE]
[QUOTE=dafin0;46135986]Yes if anyone could let us know how to get the server to auto update when there is a patch out that would be great. the less i need to monitor the server and updates the better.[/QUOTE]
[QUOTE=sendjes;46136372]Only posted it for info, but from what I can tell, Garry is talking about a .bat file to auto start after the update, but how it would be done I don't know.[/QUOTE]
-autoupdate makes the server check for updates and, if it finds them, downloads them, updates itself, and then shuts down.
Your batch script should re-launch the server when control's passed back to it by the server shutting down. If you don't know how to make a batchfile do this, there are multiple ways to handle it so there's always Google.
[editline]3rd October 2014[/editline]
[QUOTE=vipelite;46141179]./RustDedicated -load -autoupdate [B]-barchmode[/B][/QUOTE]
That needs to be -ba[B]t[/B]chmode
When you try to join a server:
[code]InvalidOperationException: Steamworks is not initialized.
Steamworks.InteropHelp.TestIfAvailableGameServer ()
Steamworks.SteamGameServer.SetServerName (System.String pszServerName)
ServerMgr.UpdateServerInformation ()
ServerMgr.ClientReady (Network.Message packet)
Network.Node.Call (Network.Message packet)
Network.Router.Route (Network.Message packet)
Network.Server.ReceivedMessage (Network.Message pack)
Network.Implementation.Lidgren.Server.Cycle ()
UnityEngine.Debug:LogException(Exception)
Network.Implementation.Lidgren.Server:Cycle()
ServerMgr:Update()
InvalidOperationException: Steamworks is not initialized.
Steamworks.InteropHelp.TestIfAvailableGameServer ()
Steamworks.SteamGameServer.EndAuthSession (CSteamID steamID)
ServerMgr.OnDisconnected (Network.Message pack)
Network.Node.Call (Network.Message packet)
Network.Router.Route (Network.Message packet)
Network.Server.ReceivedMessage (Network.Message pack)
Network.Implementation.Lidgren.Server.OnDisconnected (Lidgren.Network.NetIncomingMessage msg, Network.Implementation.Lidgren.LidgrenConnection cn)
Network.Implementation.Lidgren.Server.Cycle ()
ServerMgr.Update ()
UnityEngine.Debug:LogException(Exception, Object)
ServerMgr:Update()
[/code]
When you start:
[code][S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:
steamclient.so
with error:
steamclient.so: wrong ELF class: ELFCLASS32
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.so.
Couldn't initialize Steam Server (3565236517)
[/code]
Help, pls.
change the line start
[QUOTE]./RustDedicated -batchmode -hostname "My Server" -port 28015 -datadir "serverdata/" -logfile rust.log[/QUOTE]
[QUOTE]RustDedicated_Data/Plugins/x86_64/libRustNative.so
SelfCheck Failed: RustNative library couldn't load! /home/vipelite/steam/server/rust_server/RustDedicated_Data/Plugins/x86_64/libRustNative.so
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)[/QUOTE]
For those who were wondering how -autoupdate affects the server, or not:
[code]
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
New version detected!
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
... no -autoupdate switch so not closing
[/code]
[QUOTE=vipelite;46141873]change the line start[/QUOTE]
Have you checked the file permissions?
[QUOTE=ykpon;46141367]When you try to join a server:
[code]InvalidOperationException: Steamworks is not initialized.
Steamworks.InteropHelp.TestIfAvailableGameServer ()
Steamworks.SteamGameServer.SetServerName (System.String pszServerName)
ServerMgr.UpdateServerInformation ()
ServerMgr.ClientReady (Network.Message packet)
Network.Node.Call (Network.Message packet)
Network.Router.Route (Network.Message packet)
Network.Server.ReceivedMessage (Network.Message pack)
Network.Implementation.Lidgren.Server.Cycle ()
UnityEngine.Debug:LogException(Exception)
Network.Implementation.Lidgren.Server:Cycle()
ServerMgr:Update()
InvalidOperationException: Steamworks is not initialized.
Steamworks.InteropHelp.TestIfAvailableGameServer ()
Steamworks.SteamGameServer.EndAuthSession (CSteamID steamID)
ServerMgr.OnDisconnected (Network.Message pack)
Network.Node.Call (Network.Message packet)
Network.Router.Route (Network.Message packet)
Network.Server.ReceivedMessage (Network.Message pack)
Network.Implementation.Lidgren.Server.OnDisconnected (Lidgren.Network.NetIncomingMessage msg, Network.Implementation.Lidgren.LidgrenConnection cn)
Network.Implementation.Lidgren.Server.Cycle ()
ServerMgr.Update ()
UnityEngine.Debug:LogException(Exception, Object)
ServerMgr:Update()
[/code]
When you start:
[code][S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.
dlopen failed trying to load:
steamclient.so
with error:
steamclient.so: wrong ELF class: ELFCLASS32
[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.so.
Couldn't initialize Steam Server (3565236517)
[/code]
Help, pls.[/QUOTE]
You steamclient.so is 32bit but you are running a 64bit system wich leads to you recieving that first error.
[QUOTE=wirs;46142309]Have you checked the file permissions?[/QUOTE]
yes all rights well, I have a lot of servers sourse
Hey guys,now i restart steam for an update, client version 1309,when i connect on server after 10sec my client disconnect and on console see this error.
Missing shader in menu camera (TOD_Rays)
Any Solution?Or Just need another update?
Is there anyway to bind a IP to the server other then using the primary IP of the server? (Like -ip XXX.XXX.XXX.XXX in the command line of legacy)
[QUOTE=wirs;46142309]
You steamclient.so is 32bit but you are running a 64bit system wich leads to you recieving that first error.[/QUOTE]
File steamclient.so 64bit solve the problem?
Ugh same problems here....
[QUOTE]
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Total system RAM: 7913 MiB
InvalidOperationException: Steamworks is not initialized.
at Steamworks.InteropHelp.TestIfAvailableGameServer () [0x00000] in <filename unknown>:0
at Steamworks.SteamGameServer.BeginAuthSession (System.Byte[] pAuthTicket, Int32 cbAuthTicket, CSteamID steamID) [0x00000] in <filename unknown>:0
at Auth_Steam+<Run>c__IteratorC.MoveNext () [0x00000] in <filename unknown>:0
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
<AuthorisationRoutine>c__IteratorD:MoveNext()
UnityEngine.MonoBehaviour:StartCoroutine_Auto(IEnumerator)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
ConnectionAuth:OnNewConnection(Connection, Connect)
ServerMgr:NewConnection(Message)
Network.Node:Call(Message)
Network.Router:Route(Message)
Network.Server:ReceivedMessage(Message)
Network.Implementation.Lidgren.Server:IncomingConnection(NetIncomingMessage)
Network.Implementation.Lidgren.Server:Cycle()
ServerMgr:Update()
(Filename: Line: -1)
[EAC] Registering '76561197970788778'
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Yardik has joined
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Exception in Server.ReceivedMessage: 0 -> 2
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Total system RAM: 7913 MiB
InvalidOperationException: Steamworks is not initialized.
at Steamworks.InteropHelp.TestIfAvailableGameServer () [0x00000] in <filename unknown>:0
at Steamworks.SteamGameServer.SetServerName (System.String pszServerName) [0x00000] in <filename unknown>:0
at ServerMgr.UpdateServerInformation () [0x00000] in <filename unknown>:0
at ServerMgr.ClientReady (Network.Message packet) [0x00000] in <filename unknown>:0
at Network.Node.Call (Network.Message packet) [0x00000] in <filename unknown>:0
at Network.Router.Route (Network.Message packet) [0x00000] in <filename unknown>:0
at Network.Server.ReceivedMessage (Network.Message pack) [0x00000] in <filename unknown>:0
at Network.Implementation.Lidgren.Server.Cycle () [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Network.Implementation.Lidgren.Server:Cycle()
ServerMgr:Update()
(Filename: Line: -1)
Server Network Exception
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
Total system RAM: 7913 MiB
InvalidOperationException: Steamworks is not initialized.
at Steamworks.InteropHelp.TestIfAvailableGameServer () [0x00000] in <filename unknown>:0
at Steamworks.SteamGameServer.EndAuthSession (CSteamID steamID) [0x00000] in <filename unknown>:0
at ServerMgr.OnDisconnected (Network.Message pack) [0x00000] in <filename unknown>:0
at Network.Node.Call (Network.Message packet) [0x00000] in <filename unknown>:0
at Network.Router.Route (Network.Message packet) [0x00000] in <filename unknown>:0
at Network.Server.ReceivedMessage (Network.Message pack) [0x00000] in <filename unknown>:0
at Network.Implementation.Lidgren.Server.OnDisconnected (Lidgren.Network.NetIncomingMessage msg, Network.Implementation.Lidgren.LidgrenConnection cn) [0x00000] in <filename unknown>:0
at Network.Implementation.Lidgren.Server.Cycle () [0x00000] in <filename unknown>:0
at ServerMgr.Update () [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception, Object)
ServerMgr:Update()
(Filename: Line: -1)
[/QUOTE]
Anyone have any solutions for this problem? Running on Ubuntu. Server starts without any errors I can find.
The same problem..
[QUOTE]
Fallback handler could not load library /home/makc/rust/RustDedicated_Data/Mono/x86_64/./lib/home/makc/rust/RustDedicated_Data/Plugins/x86_64/libRustNative.so
Fallback handler could not load library /home/makc/rust/RustDedicated_Data/Mono/x86_64/lib/home/makc/rust/RustDedicated_Data/Plugins/x86_64/libRustNative.so
SelfCheck Failed: RustNative library couldn't load! /home/makc/rust/RustDedicated_Data/Plugins/x86_64/libRustNative.so
(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)
[/QUOTE]
Why duplicated path to libRustNative.so?
[QUOTE=wirs;46142309]You steamclient.so is 32bit but you are running a 64bit system wich leads to you recieving that first error.[/QUOTE]
Give me pls need steamclient.so for solved this problem :rolleyes:
Don't wanna be that guy but need help I bought a server for legacy a while back and i just recently switched to experimental and I'm trying to figure out admin does rcon in the console work or not anymore?
[QUOTE=ykpon;46156105]Give me pls need steamclient.so for solved this problem :rolleyes:[/QUOTE]
Just download the steam client on Linux and the 64bit steamclient.so comes with it (use locate or find after you download and install steam). Unfortunately when I add the 64bit steamclient.so to my LD_LIBRARY_PATH RustDedicated core dumps when trying to register with SteamWorks.
[editline]5th October 2014[/editline]
odd - if I run Steam client on my unix box and try to start rustserver at command line while the steam client is up, I also RustDedicated also coredumps. It has something to do with the 64 bit libraries I guess. I'd love to have this fixed, I was looking forward to running my own dedicated server.
[QUOTE=garry;45587128]So I started writing a guide here.
[url]http://rustdev.facepunchstudios.com/dedicated-server[/url]
Let me know if you want anything specific covered.[/QUOTE]
Ok so I have the server up and running I just cannot connect to it. I put in client.connect my ip etc but Rust cannot find it. Which is odd because Rust can find the"legacy" server just fine. I have open the ports, I even put my machine in the DVM no luck. Firewall is off... Please advise.
[QUOTE=yardik;46156983]Just download the steam client on Linux and the 64bit steamclient.so comes with it (use locate or find after you download and install steam). Unfortunately when I add the 64bit steamclient.so to my LD_LIBRARY_PATH RustDedicated core dumps when trying to register with SteamWorks.[/QUOTE]
This is the reason why I asked you steamclient.so. :)
I'm getting this error followed by a nullpointerexception when trying to run the server on a Windows Server 2012 R2 virtual machine via Hyper-V:
[quote=Rust][AmplifyMotion] Initialization failed. This plugin requires support for Image Effects and Render Textures.
NullReferenceException: Object reference not set to an instance of an object
AmplifyMotionEffectBase.OnDisable ()
UnityEngine.Behaviour:set_enabled(Boolean)
AmplifyMotionEffectBase:OnEnable()
[/quote]
Is it trying to check for rendering features and failing? I shouldn't need a GPU to run the server, right?
EDIT:
Nevermind that's completely irrelevant and I'm dumb. Remember to set Windows Firewall rules, folks.
[QUOTE=vipelite;46142632]yes all rights well, I have a lot of servers sourse[/QUOTE]
same problem:
Fallback handler could not load library /home/user/steamcmd/rust/RustDedicated_Data/Mono/x86_64/lib/home/user/steamcmd/rust/RustDedicated_Data/Plugins/x86_64/libRustNative.so
SelfCheck Failed: RustNative library couldn't load! /home/user/steamcmd/rust/RustDedicated_Data/Plugins/x86_64/libRustNative.so
try all trick(check permission, path ecc) didnt work
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