• Experimental Dedicated Server - open to all
    584 replies, posted
[QUOTE=kulan;45911194] The command is app_update 258550 -beta experimental[/QUOTE] Also, again - make sure you're logged in as anonymous.
So garry, can we only host Dedicated or could we use this for small private test servers too?
[QUOTE=Juggale;45917235]So garry, can we only host Dedicated or could we use this for small private test servers too?[/QUOTE] The entire point is that you can now run a small private test server, if you want.
With the latest update, I'm still getting the infinite AF_PACKET errors. The server starts fine and after it generates the terrain the message is written to the output file infinitely as it did before. Anyone else still getting the issue?
[QUOTE=womayhem;45925998]With the latest update, I'm still getting the infinite AF_PACKET errors. The server starts fine and after it generates the terrain the message is written to the output file infinitely as it did before. Anyone else still getting the issue?[/QUOTE] does it have an impact on server performance? If it doesn't could we just direct the output to null until it is fixed?
[QUOTE=garry;45598209]The rcon update is building You can't rcon via the game anymore btw.. you're going to need a rcon client.[/QUOTE] I know this is probably: A. A stupid question and, B. A non-supported topic but, Will the Rusty RCON client work?
[QUOTE=Technoguy;45928910]I know this is probably: A. A stupid question and, B. A non-supported topic but, Will the Rusty RCON client work?[/QUOTE] It connects to my experimental server, but that's about it. It doesn't even show the players connected and often crashes the game when I attempt to use commands.
[QUOTE=cybit3d;45929057]It connects to my experimental server, but that's about it. It doesn't even show the players connected and often crashes the game when I attempt to use commands.[/QUOTE] Ahh okay thanks!
linux experimental server is working fine for me on debian stable
[QUOTE=pewp;45926301]does it have an impact on server performance? If it doesn't could we just direct the output to null until it is fixed?[/QUOTE] The server doesn't work at all while the message is being spammed. Even without the log file it doesn't start.
[QUOTE=jaybutts;45929540]linux experimental server is working fine for me on debian stable[/QUOTE] working fine, as in shows up in server list and doesn't kick players when they connect?
[QUOTE=jaybutts;45929540]linux experimental server is working fine for me on debian stable[/QUOTE] This has my interest - using wine or the native bins? And what Gachl asked.
[QUOTE=jaybutts;45929540]linux experimental server is working fine for me on debian stable[/QUOTE] What launch.sh are you using? I'm attempting to get this set up, myself.
If i start the legacy Server on my Root there comes an ERROR like "The game crashed. The report named "......."next to game executable. It would be great if you send it to the Developer of the game!" error: Unity Player [version: Unity 4.5.3f3_fca41a4fabea] rust_server.exe caused an Access Violation (0xc0000005) in module rust_server.exe at 0023:00000000. Error occurred at 2014-09-09_210148. C:\Rust\Legacy\rust_server.exe, run by Administrator. 32% memory in use. 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [3929 MB free]. Write to location 00000000 caused an access violation. Context: EDI: 0x00ac0d18 ESI: 0x00ac0bb8 EAX: 0x00ac0d1c EBX: 0x67723a89 ECX: 0x0095dc8c EDX: 0x00954c47 EIP: 0x00000000 EBP: 0x0105fa18 SegCs: 0x00000023 EFlags: 0x00210246 ESP: 0x0105f8e0 SegSs: 0x0000002b Bytes at CS:EIP: ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? output_log: Initialize engine version: 4.5.3f3 (fca41a4fabea) GfxDevice: creating device client; threaded=1 d3d: no support for this device type (accelerated/ref) D3D9 initialization failed GfxDevice: creating device client; threaded=1 d3d11: failed to create D3D11 device (0x887a0004) D3D11 initialization failed D3D9/D3D11 initialization failed, trying OpenGL GfxDevice: creating device client; threaded=1 OpenGL: Version: OpenGL 1.1 [1.1.0] Renderer: GDI Generic Vendor: Microsoft Corporation VRAM: 64 MB (via fallback) Extensions: GL_WIN_swap_hint GL_EXT_bgra GL_EXT_paletted_texture Crash!!! report: [UnityCrashHandler] AppName=Unity Player Info=Unity 4.5.3f3_fca41a4fabea FilesPath=C:\Rust\Legacy\2014-09-09_210146\ File01=C:\Rust\Legacy\2014-09-09_210146\error.log|Error log Time=2014-09-09_210148 File02=C:\Rust\Legacy\2014-09-09_210146\crash.dmp|Error dump File03=C:\Rust\Legacy\rust_server_Data\output_log.txt|Output log file
[QUOTE=xCyb3rEliT3x;45934454]spam[/QUOTE] This topic is not regarding Legacy, but Experimental.
So I disconnected from my server, stopped the server, started it again, I then Die upon spawning, any way to fix this, or is this a part ot it being Experimental? Kinda sad loosing all your loot cause the server had been shut down.
There was a bug last night where you couldn't spawn... i'd expect this stuff to happen.
Legacy and Release server aren't displayed in the server browser regardless of my ports being open and even with DMZ on. Edit: Only shows in my history after a direct connect for legacy. Whats the console command to connect in Exp? Edit: Seems a couple random people joined out of nowhere. I still cannot see the server in my own server browser. If anyone sees Noxis in the experimental server list please let me know.
[QUOTE=sendjes;45935717]So I disconnected from my server, stopped the server, started it again, I then Die upon spawning, any way to fix this, or is this a part ot it being Experimental? Kinda sad loosing all your loot cause the server had been shut down.[/QUOTE] This is happening with all servers. Upon restart, all sleeping bag ownership is lost and active players appear to die. There is a post about it here: [url]http://facepunch.com/showthread.php?t=1422362[/url]
[B]Linux hosting issue > seeing "Steam Auth Startup:InvalidTicket" when attempting to connect.[/B] First off, I've looked around and there seems to be a lot of info lacking for the Linux server files (Debian). Here's my server install: /home/core/steam/rust/RustDedicated_Data/Plugins/x86_64 I've started the server using this script: [url]http://hastebin.com/pijisipune.vhdl[/url] Here's the output.txt log [url]http://hastebin.com/cijucipuqe.vhdl[/url] I dont see my server in the server browser under experimental - the port is forwarded.... I'm seeing this at the moment whenever I try to manually connect, it just sits at connecting. Edit: After changing up a few things in the start, im now seeing "Steam Auth Startup:InvalidTicket" when attempting to connect.
Is Legacy Version working on a Windows Server ?
Is there any way to get more debugging out of the Linux server? I'm running Cent7 and the whole setup was a breeze. Stuff in the server log have me wondering if there's more info to be had or what else I can do to help debug this. [QUOTE]Unloading 6 Unused Serialized files (Serialized files now loaded: 1) WARNING: Shader Unsupported: 'FX/Pixelate' - Setting to default shader. The referenced script on this Behaviour is missing! (Filename: Line: 1467) The referenced script on this Behaviour is missing! (Filename: Line: 1620) A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 72 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 1578) The referenced script on this Behaviour is missing! (Filename: Line: 1467) The referenced script on this Behaviour is missing! (Filename: Line: 1620) A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 72 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 1578) The referenced script on this Behaviour is missing! (Filename: Line: 1467) The referenced script on this Behaviour is missing! (Filename: Line: 1620) A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 72 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 1578) Started Server on port 28015 (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Couldn't initialize Steam Server [/QUOTE] The initialize Steam Server bit is the most obvious failure but there's not enough info on why. Also not knowing anything about Unity the referenced script behavior missing messages have me wondering if that's anything as well. TCPDump is showing traffic out to Amazon services and a few other places. It'd be nice to know if any of these calls are failing or if they have anything to do with the Steam server. [QUOTE]16:58:16.411921 IP rust1.testing.local.57175 > 173.193.138.213-static.reverse.softlayer.com.https: Flags [S], seq 974036628, win 14600, options [mss 1460,sackOK,TS val 834525 ecr 0,nop,wscale 7], length 0 173.193.138.213-static.reverse.softlayer.com.https: Flags [S], seq 974036628, win 14600, options [mss 1460,sackOK,TS val 834525 ecr 0,nop,wscale 7], length 0 16:59:05.797394 IP ec2-54-194-31-79.eu-west-1.compute.amazonaws.com.27015 > rust1.testing.local.59126: Flags [S.], seq 3263703445, ack 2155567361, win 17898, options [mss 8961,sackOK,TS val 265919956 ecr 883788,nop,wscale 4], length 0 16:59:05.797450 IP rust1.testing.local.59126 > ec2-54-194-31-79.eu-west-1.compute.amazonaws.com.27015: Flags [.], ack 1, win 115, options [nop,nop,TS val 883911 ecr 265919956], length 0 16:59:05.799785 IP rust1.testing.local.59126 > ec2-54-194-31-79.eu-west-1.compute.amazonaws.com.27015: Flags [P.], seq 1:21, ack 1, win 115, options [nop,nop,TS val 883913 ecr 265919956], length 20 16:59:05.914785 IP ec2-54-194-31-79.eu-west-1.compute.amazonaws.com.27015 > rust1.testing.local.59126: Flags [.], ack 21, win 1119, options [nop,nop,TS val 265919985 ecr 883913], length 0 16:59:05.918541 IP ec2-54-194-31-79.eu-west-1.compute.amazonaws.com.27015 > rust1.testing.local.59126: Flags [.], ack 21, win 1119, options [nop,nop,TS val 265919987 ecr 883913], length 0 [/QUOTE] My script is feeding LD the rust root directory, the /RustDedicated_Data/Plugins/x86_64 directory and steam's /steamcmd/linux32 directory. The above start puts me where everyone else has landed; the client connects and is immediately disconnected with the auth ticket error. I'm assuming the failure of the steam server to start on the rust server means it cannot communicate with steam to ensure the user is valid and that's the client error we're seeing.
Hello all, I have there is an error when the server starts rust. My servers are on linux Sentos x64. A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 72 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 72 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 72 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? DllNotFoundException: /Plugins/x86_64/libSteamNative.so Steam.Server.Init (Steam.ServerConfig config) UnityEngine.Debug:LogException(Exception) Steam.Server:Init(ServerConfig) ServerMgr:StartSteamServer() ServerMgr:Initialize(Boolean, String) c__Iterator0:MoveNext() Tell me how to fix this, thanks in advance!
Made a tutorial. Hope it helps.... [video=youtube;S2jmqBZlig8]http://www.youtube.com/watch?v=S2jmqBZlig8[/video]
[QUOTE=Kainzo;45938837] <..snip..> Edit: After changing up a few things in the start, im now seeing "Steam Auth Startup:InvalidTicket" when attempting to connect.[/QUOTE] Correct, this is as far as I've gotten with Linux as well. Think this is something Garry needs to investigate at some point.
[QUOTE=vipelite;45940252]DllNotFoundException: /Plugins/x86_64/libSteamNative.so Steam.Server.Init (Steam.ServerConfig config) UnityEngine.Debug:LogException(Exception) Steam.Server:Init(ServerConfig) ServerMgr:StartSteamServer() ServerMgr:Initialize(Boolean, String) c__Iterator0:MoveNext() Tell me how to fix this, thanks in advance![/QUOTE] please read this thread, there's guides and everything you need to know in here. [QUOTE=TomBodet;45940231]Also not knowing anything about Unity the referenced script behavior missing messages have me wondering if that's anything as well.[/QUOTE] You can ignore that, this is only a notice, not an error. [QUOTE=TomBodet;45940231]TCPDump is showing traffic out to Amazon services and a few other places. It'd be nice to know if any of these calls are failing or if they have anything to do with the Steam server.[/quote] I've also tried [URL="http://facepunch.com/showthread.php?t=1414775&p=45747118&viewfull=1#post45747118"]analysing the traffic[/URL] but to no avail... nobody seems to give a crap :( especially not facepunch. To me this issue seems to be steam related and I don't think GDB will help with this issue as the steam error code originates from failing network traffic. If we could understand the steam server authentication protocol I'm sure we could at least point in the direction of the issue.
[QUOTE=Gachl;45940723]To me this issue seems to be steam related and I don't think GDB will help with this issue as the steam error code originates from failing network traffic. If we could understand the steam server authentication protocol I'm sure we could at least point in the direction of the issue.[/QUOTE] Yeah that's my thought as well. Whether it's Steam not being able to create the local instance due to missing libraries or it's a problem in the session comms we'll never know without more info.
My experimental server is up and running without issue hosted on a 2008 R2 box. People can connect and it shows up in the server browser. If anyone needs help let me know!
@garry save us from the invalid ticket :3
[QUOTE=theeggman;45940690]Correct, this is as far as I've gotten with Linux as well. Think this is something Garry needs to investigate at some point.[/QUOTE] Just need to wait I guess.
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