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[Support] ich777 - Gameserver Dockers


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On 8/21/2023 at 10:12 PM, ich777 said:

Oh now I get it, there is no stable version for Linux out there, you have to use the Experimental version.

 

You even posted a screenshot, look how the App is named:

 

There where a App ID 1042422 out there IIRC which was only for Linux back then when they created the dedicated server for Linux.

Only Experimental is available for Linux, you can set up a VM and run DayZ in there if you want the latest stable <- don't ask my why that is, this is a thing you have to ask the developers.

 

The stable version from the dedicated server doesn't support Linux as you can see here (and no it won't work if you use this App ID):

grafik.png.3409a19472b06e095574d2a66eac91dc.png

Thank you very much for your advice on the vm, I already have my own server running from my house and it's going great, thank you very much for your time.

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Hello,

 

I'm having a recurring issue with the Sons Of The Forest docker, where it gets stuck in the port verification stage. It'll try to test the ports to see if they're open (it sees they are), and just hangs there. It happens about 2/3 of the time and can take up to a dozen restarts for it to launch succesfully.

 

Stuck at port 8766:

#DSL [Self-Tests] [Config] Dedicated Server configuration file is valid.
#DSL [Self-Tests] [Networking] Testing public accessibility...
src\clientdll\steamengine.cpp (3003) : Assertion Failed: Attempt to call interface with invalid hSteamUser /+/ 1, appid=1326470, hpipe=131073, inprocess, thread=472
src\common\interfacemap.cpp (890) : Assertion Failed: IPC call to IClientHTTP::ReleaseHTTPRequest returned failure code 12
#DSL [Self-Tests] [Networking] Testing server ports against public ip <My IP>...
#DSL [Self-Tests] [Networking] UDP GamePort [8766] is open.

 

Stuck at port 27016:

#DSL [Self-Tests] [Config] Dedicated Server configuration file is valid.
#DSL [Self-Tests] [Networking] Testing public accessibility...
src\clientdll\steamengine.cpp (3003) : Assertion Failed: Attempt to call interface with invalid hSteamUser /+/ 1, appid=1326470, hpipe=131073, inprocess, thread=464
src\common\interfacemap.cpp (890) : Assertion Failed: IPC call to IClientHTTP::ReleaseHTTPRequest returned failure code 12
#DSL [Self-Tests] [Networking] Testing server ports against public ip <My IP>...
#DSL [Self-Tests] [Networking] UDP GamePort [8766] is open.
#DSL [Self-Tests] [Networking] UDP QueryPort [27016] is open.

 

What's strange is that when I try to host the server on a Windows VM or on my native Windows PC, it runs through the port checks 100% of the time. Moreover, in the docker, once it's up, it's rock solid connectivity wise. Both the Unraid server and my desktop are wired identically through an SFP+ switch which is itself hooked up to the router via SFP+. All this leads me to believe that it can't be the router.

 

It's always either port 8766 (GamePort) or 27016 (QueryPort). Any ideas?

 

Thanks in advance!

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1 hour ago, SinoBreizh said:

It's always either port 8766 (GamePort) or 27016 (QueryPort). Any ideas?

This happens from time to time and from what I can tell this is most certainly caused by WINE (it also on my system but really rare).

 

Simply restart the container and it should work, I just tried it and everything is working fine over here, first attempt failed after installing the container: sotf.log

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Got it. It's just a bit frustrating since my saves are backed up at 4am every day, and the server often fails to restart properly; meaning that pretty much every single day I have to manually restart the server one or up to a dozen times until the port checks go through. 

 

44 minutes ago, ich777 said:

(it also on my system but really rare)

Unfortunately for me it's the majority of the time, about 2 in 3 starts. I'm curious as to what could cause that variation. Couldn't find any information from people having this issue; so either the sample size is too small for there to be debate on the subject, or I'm really unlucky and it hits me harder for whatever reason.

 

I remember from some posts for another game server, that game had an option to skip the network checks - a sort of "I know it  works, I don't need you to tell me if it doesn't" option. Is the port check a part of the SOTF server client itself, or something added on top that could be disabled?

 

On a side note, it seems you were right about Icarus. I finally had the time to run the Windows native server client to see if it memory leaked like the Wine variant in your docker container. And... well... I guess the event viewer speaks for itself:

 

image.thumb.png.a43526e0a17eca3877f716112c760823.png

 

Averaging a modest ~20K "Ran out of memory" errors per day of uptime. So the server client itself has issues.

 

I don't know what's the difference between Windows and Linux (specifically Unraid) that causes the latter to crash and not the former. Then again, the Windows client never crashed with an "Out of memory" log error like the docker, but my guinea pig collegues on the server did report getting repeatedly kicked out, but with no error reported in the logs.

 

Last point, you're also probably right that the Icarus docker command you explained to me earlier is a "dirty" fix. I've had unexplained crashes where the whole Unraid OS seizes up (unreachable dashboard, frozen terminal via HDMI, requiring hard reset), ONLY when I apply that command. Syslog shows up empty of anything that could explain it. By process elimination I assume it has to be that command, do you think it could be the cause?

 

Anyways, thanks again for the help and explanation!

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7 minutes ago, SinoBreizh said:

I remember from some posts for another game server, that game had an option to skip the network checks - a sort of "I know it  works, I don't need you to tell me if it doesn't" option. Is the port check a part of the SOTF server client itself, or something added on top that could be disabled?

Please see this specific comment on Reddit on how to disable the check (please don‘t forget to stop the container in the first place before editing any file):


 

8 minutes ago, SinoBreizh said:

Icarus

I really don’t want to change much in that container since this is clearly an issue from the application itself and nothing I can fix.

 

Sure it‘s a cool game and game idea but I really can‘t do much about this specific issue and the workaround from above is not my favorite…

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26 minutes ago, ich777 said:

Please see this specific comment on Reddit on how to disable the check (please don‘t forget to stop the container in the first place before editing any file):

 

Oh wow, I'll definitely check this out later today, thanks!

Edit: works like a charm so far!

 

26 minutes ago, ich777 said:

I really don’t want to change much in that container since this is clearly an issue from the application itself and nothing I can fix.

 

100%. Only posted to report back as promised with the Windows event viewer: if there's memory issues on both OSes, it doesn't take rocket science to figure out the the server app from the devs is the problem.

 

Thanks again!

Edited by SinoBreizh
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On 8/25/2023 at 1:57 AM, ich777 said:

No issues over here:
grafik.thumb.png.e15b9af8b22a1ac0cae91212cb644873.png

 

Thoughts on where to start looking for issues on my end? I run your Valheim server without issue, but can't get Icarus to allow me to connect. Trying to join locally with server IP:PORT, not working. 

 

[2023.08.26-16.18.04:983][  0]LogInit: Active device profile: [000000001DD14900][000000001E1CEAB0 49] WindowsServer
[2023.08.26-16.18.04:983][  0]LogInit: Profiles: [000000001DD11900][000000000B7D0040 49] Windows, [000000001DD14900][000000001E1CEAB0 49] WindowsServer, 
[2023.08.26-16.18.04:993][  0]LogSerialization: Display: AllowBulkDataInIoStore: 'true'
[2023.08.26-16.18.05:001][  0]LogNetVersion: Icarus 1.0.0, NetCL: 0, EngineNetVer: 17, GameNetVer: 0 (Checksum: 1447163286)
[2023.08.26-16.18.05:019][  0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
[2023.08.26-16.18.05:019][  0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent.
[2023.08.26-16.18.05:042][  0]LogUObjectArray: 32317 objects as part of root set at end of initial load.
[2023.08.26-16.18.05:042][  0]LogUObjectAllocator: 6852008 out of 0 bytes used by permanent object pool.
[2023.08.26-16.18.05:042][  0]LogUObjectArray: CloseDisregardForGC: 32317/0 objects in disregard for GC pool
[2023.08.26-16.18.05:051][  0]LogGauntlet: Display: Gauntlet Initialized
[2023.08.26-16.18.05:056][  0]LogFMOD: Error: 'FMOD::Debug_Initialize(FMOD_DEBUG_LEVEL_WARNING, FMOD_DEBUG_MODE_CALLBACK, FMODLogCallback)' returned 'A command issued was not supported by this object.  Possibly a plugin without certain callbacks specified.'
[2023.08.26-16.18.05:065][  0]LogFMOD: Error: 'FMOD::Debug_Initialize(flags, FMOD_DEBUG_MODE_CALLBACK, FMODLogCallback)' returned 'A command issued was not supported by this object.  Possibly a plugin without certain callbacks specified.'
[2023.08.26-16.18.05:065][  0]IcarusOSSLog: SubsystemIcarus Startup!
[2023.08.26-16.18.05:066][  0]LogSubstanceCoreModule: Substance [GPU] Engine Loaded, Max Texture Size = 8192
[2023.08.26-16.18.05:068][  0]LogShaderLibrary: Display: ShaderCodeLibraryPakFileMountedCallback: PakFile 'Z:/serverdata/serverfiles/Icarus/Content/Data/data.pak' (chunk index -1, root '../../../Icarus/Content/Data/') mounted
[2023.08.26-16.18.05:068][  0]LogShaderLibrary: Display: ShaderCodeLibraryPakFileMountedCallback: pending pak file info (ChunkID:-1 Root:../../../Icarus/Content/Data/ File:Z:/serverdata/serverfiles/Icarus/Content/Data/data.pak)
[2023.08.26-16.18.05:080][  0]EOSOSSLog: SubsystemEOS Startup!
[2023.08.26-16.18.05:082][  0]LogAndroidPermission: UAndroidPermissionCallbackProxy::GetInstance
[2023.08.26-16.18.05:082][  0]LogEngine: Initializing Engine...
[2023.08.26-16.18.05:086][  0]LogStats: UGameplayTagsManager::InitializeManager -  0.003 s
[2023.08.26-16.18.05:093][  0]LogInit: Initializing FReadOnlyCVARCache
[2023.08.26-16.18.05:093][  0]LogNetVersion: Set ProjectVersion to 2.0.0.115258-rel-NewFrontiers. Version Checksum will be recalculated on next use.
[2023.08.26-16.18.05:093][  0]LogInit: Texture streaming: Disabled
[2023.08.26-16.18.05:160][  0]LogStreaming: Error: Couldn't find file for package /Script/FunctionalTesting requested by async loading code. NameToLoad: /Script/FunctionalTesting
[2023.08.26-16.18.05:161][  0]LogStreaming: Error: Found 1 dependent packages...
[2023.08.26-16.18.05:161][  0]LogStreaming: Error:   /Game/BP/Tools/CheatFunctions/CF_TakeScreenshotUI
[2023.08.26-16.18.05:215][  0]LogProperty: Error: Struct type unknown for property 'StructProperty /Game/BP/Tools/CheatFunctions/CF_TakeScreenshotUI.CF_TakeScreenshotUI_C:ExecuteUbergraph_CF_TakeScreenshotUI:K2Node_MakeStruct_AutomationScreenshotOptions'; perhaps the USTRUCT() was renamed or deleted?
[2023.08.26-16.18.05:216][  0]LogProperty: Error: Struct type unknown for property 'StructProperty /Game/BP/Tools/CheatFunctions/CF_TakeScreenshot.CF_TakeScreenshot_C:ExecuteUbergraph_CF_TakeScreenshot:K2Node_MakeStruct_AutomationScreenshotOptions'; perhaps the USTRUCT() was renamed or deleted?
[2023.08.26-16.18.05:329][  0]IcarusUtilitiesLog: Warning: D_AssetReferences was unexpectedly requested for load, was expected to load during the 'PostEngineInit' phase
[2023.08.26-16.18.05:349][  0]IcarusUtilitiesLog: Warning: D_PlayerTrackers was unexpectedly requested for load, was expected to load during the 'PostContentServer' phase
[2023.08.26-16.18.05:401][  0]LogWindows: EnumDisplayDevices:
[2023.08.26-16.18.05:401][  0]LogWindows:    0. 'Wine Adapter' (P:1 D:1)
[2023.08.26-16.18.05:403][  0]LogWindows: DebugString: GetVideoDriverDetailsInvalid PrimaryIsNotTheChoosenAdapter FoundDriverCount:0 
[2023.08.26-16.18.05:405][  0]LogOnline: OSS: Creating online subsystem instance for: Icarus
[2023.08.26-16.18.05:405][  0]IcarusOSSLog: Error: Login() failed: Empty Id
[2023.08.26-16.18.05:406][  0]LogInit: Display: Game Engine Initialized.
[2023.08.26-16.18.08:107][  0]IcarusUtilitiesLog: Warning: D_TalentTrees was unexpectedly requested for load, was expected to load during the 'PostContentServer' phase
[2023.08.26-16.18.12:788][  0]LogDLSS: FDLSSModule::StartupModule Enter
[2023.08.26-16.18.12:788][  0]LogDLSS: PluginBaseDir ../../../Engine/Plugins/Runtime/Nvidia/DLSS
[2023.08.26-16.18.12:788][  0]LogDLSS: NGXBinariesDir ../../../Engine/Plugins/Runtime/Nvidia/DLSS/Binaries/ThirdParty/Win64/
[2023.08.26-16.18.12:788][  0]LogDLSS: GDynamicRHIName Unknown Null
[2023.08.26-16.18.12:788][  0]LogDLSS: NVIDIA NGX DLSS requires an NVIDIA RTX series graphics card
[2023.08.26-16.18.12:788][  0]LogDLSS: NVIDIA NGX DLSS supported 0
[2023.08.26-16.18.12:788][  0]LogDLSS: FDLSSModule::StartupModule Leave
[2023.08.26-16.18.12:788][  0]LogDLSSNGXRHI: FNGXRHIModule::StartupModule Enter
[2023.08.26-16.18.12:788][  0]LogDLSSNGXRHI: FNGXRHIModule::StartupModule Leave
[2023.08.26-16.18.12:789][  0]LogInit: Display: Starting Game.
[2023.08.26-16.18.12:789][  0]LogNet: Browse: /Game/Maps/DedicatedServerEntry?Name=Player
[2023.08.26-16.18.12:789][  0]LogIcarusGameInstance: HandlePreLoadMap - MapName: /Game/Maps/DedicatedServerEntry
[2023.08.26-16.18.12:790][  0]LogLoad: LoadMap: /Game/Maps/DedicatedServerEntry?Name=Player
[2023.08.26-16.18.12:790][  0]LogWorld: BeginTearingDown for /Temp/Untitled_1
[2023.08.26-16.18.12:791][  0]LogWorld: UWorld::CleanupWorld for Untitled, bSessionEnded=true, bCleanupResources=true
[2023.08.26-16.18.12:834][  0]LogUObjectHash: Compacting FUObjectHashTables data took   7.20ms
[2023.08.26-16.18.12:885][  0]LogAIModule: Creating AISystem for world DedicatedServerEntry
[2023.08.26-16.18.12:887][  0]LogLoad: Game class is 'BP_DedicatedServerEntryGameMode_C'
[2023.08.26-16.18.12:893][  0]LogNetCore: DDoS detection status: detection enabled: 0 analytics enabled: 0
[2023.08.26-16.18.12:894][  0]LogNet: Display: SteamNetDriver_2147482111 bound to port 17777
[2023.08.26-16.18.12:894][  0]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2023.08.26-16.18.12:894][  0]PacketHandlerLog: Init Handler Complete - StatelessConnectHandlerComponent
[2023.08.26-16.18.12:894][  0]PacketHandlerLog: All Handlers Initialised
[2023.08.26-16.18.12:894][  0]LogNet: GameNetDriver SteamNetDriver_2147482111 IpNetDriver listening on port 17777
[2023.08.26-16.18.12:895][  0]LogWorld: Bringing World /Game/Maps/DedicatedServerEntry.DedicatedServerEntry up for play (max tick rate 30) at 2023.08.26-12.18.12
[2023.08.26-16.18.12:896][  0]LogWorld: Bringing up level for play took: 0.000426
[2023.08.26-16.18.12:896][  0]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
[2023.08.26-16.18.12:897][  0]LogLocalSessionSubsystem: Display: ResetActiveProspect - ProspectID: NULL | ProspectDTKey: NULL
[2023.08.26-16.18.12:897][  0]LogDedicatedServerEntry: ------------------------------------------------
[2023.08.26-16.18.12:897][  0]LogDedicatedServerEntry: -- Dedicated server begin processing commands --
[2023.08.26-16.18.12:897][  0]LogDedicatedServerEntry: ------------------------------------------------
[2023.08.26-16.18.12:897][  0]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2023.08.26-16.18.12:897][  0]LogIcarusGameInstance: HandlePostLoadMap - WorldMapName: DedicatedServerEntry
[2023.08.26-16.18.12:897][  0]LogLoad: Took 0.107238 seconds to LoadMap(/Game/Maps/DedicatedServerEntry)
[2023.08.26-16.18.12:897][  0]LogInit: Display: Engine is initialized. Leaving FEngineLoop::Init()
[2023.08.26-16.18.12:898][  0]LogLoad: (Engine Initialization) Total time: 8.77 seconds
[2023.08.26-16.18.12:898][  0]LogIcarusGraphicsSettings: Warning: >> r.FidelityFX.FSR.Enabled is now: 0
[2023.08.26-16.18.12:898][  0]LogIcarusGraphicsSettings: Warning: >> FSR Mode is now: 0
[2023.08.26-16.18.12:899][  0]LogIcarusGraphicsSettings: >> ResolutionScale is now 0 (0x0)
[2023.08.26-16.18.12:899][  0]LogIcarusGraphicsSettings: Warning: >> r.VolumetricRenderTarget.Mode: 1 => 1
[2023.08.26-16.18.12:899][  0]LogIcarusGraphicsSettings: Warning: >> r.VolumetricRenderTarget.UpsamplingMode: 4 => 4
[2023.08.26-16.18.12:900][  0]LogIcarusGraphicsSettings: Warning: >> r.FidelityFX.FSR.Enabled is now: 0
[2023.08.26-16.18.12:900][  0]LogIcarusGraphicsSettings: Warning: >> FSR Mode is now: 0
[2023.08.26-16.18.12:901][  0]LogIcarusGraphicsSettings: Warning: >> r.FidelityFX.FSR.RCAS.Sharpness is now: 0.950000 => 0.2
[2023.08.26-16.18.12:901][  0]LogConsoleManager: Warning: Setting the console variable 'r.RayTracing' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByProjectSetting'. Value remains '1'
[2023.08.26-16.18.12:902][  0]LogConsoleManager: Warning: Setting the console variable 'r.RTXGI.DDGI' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByProjectSetting'. Value remains 'true'
[2023.08.26-16.18.12:907][  0]LogIcarusGraphicsSettings: Warning: >> AA Method is now: 2
[2023.08.26-16.18.12:908][  0]LogConsoleManager: Warning: Setting the console variable 'r.Shadow.CSM.MaxCascades' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByGameSetting'. Value remains '2'
[2023.08.26-16.18.12:908][  0]LogConsoleManager: Warning: Setting the console variable 'r.ContactShadows' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByGameSetting'. Value remains '1'
[2023.08.26-16.18.12:909][  0]LogConsoleManager: Warning: Setting the console variable 'r.Streaming.LimitPoolSizeToVRAM' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByGameSetting'. Value remains '1'
[2023.08.26-16.18.12:909][  0]LogConsoleManager: Warning: Setting the console variable 'r.Streaming.PoolSize' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByGameSetting'. Value remains '4500'
[2023.08.26-16.18.12:956][  1]IcarusOSSLog: Error: OnResUserTicket : No player found
[2023.08.26-16.18.27:934][462]LogOnline: Warning: OSS: Async task 'FOnlineAsyncTaskSteamCreateServer bWasSuccessful: 0' failed in 15.034913 seconds
^A

 

image.thumb.png.0876c2bddb6dac0e7ceb9727f03d82a0.png

Edited by NotYetRated
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1 hour ago, NotYetRated said:

Thoughts on where to start looking for issues on my end? I run your Valheim server without issue, but can't get Icarus to allow me to connect. Trying to join locally with server IP:PORT, not working. 

Something seems different form your log, the last line should be something like this:

[2023.08.26-18.48.34:956][344]LogIcarusGameModeSurvival: --------  Server is now empty  --------

 

I attach my log here from a startup after a update and I now tried it and it's just working fine.

 

On what Unraid version are you? Make sure that you are on something recent like 6.12.3 (I'm on 6.12.4-rc19 <- next branch).

 

It should also automatically be listed under local (even if you haven't opened the ports yet: icarus.log

Here is also a screenshot:

screenshot.thumb.png.f149c13feee0ac952cbd364cb898fb8d.png

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1 hour ago, ich777 said:

Something seems different form your log, the last line should be something like this:

[2023.08.26-18.48.34:956][344]LogIcarusGameModeSurvival: --------  Server is now empty  --------

 

I attach my log here from a startup after a update and I now tried it and it's just working fine.

 

On what Unraid version are you? Make sure that you are on something recent like 6.12.3 (I'm on 6.12.4-rc19 <- next branch).

 

It should also automatically be listed under local (even if you haven't opened the ports yet: icarus.log

Here is also a screenshot:

screenshot.thumb.png.f149c13feee0ac952cbd364cb898fb8d.png

 

Strange. Creating a prospect on my desktop, then transferring the files to the appropriate folder on the Unraid server, I can get it to the same "Server is now empty" log entry, but cannot see the server in my local game browser.

 

I too am on 6.12.4rc19.

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48 minutes ago, NotYetRated said:

Strange. Creating a prospect on my desktop, then transferring the files to the appropriate folder on the Unraid server, I can get it to the same "Server is now empty" log entry, but cannot see the server in my local game browser.

Can you maybe try to start over by deleting the container, deleting the directory for Icarus from your appdata and pull a fresh copy from the CA App?

 

Maybe something went wrong at the first start up, which can take quite some time and it has to complete successful otherwise it can cause issues.

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3 hours ago, ich777 said:

Can you maybe try to start over by deleting the container, deleting the directory for Icarus from your appdata and pull a fresh copy from the CA App?

 

Maybe something went wrong at the first start up, which can take quite some time and it has to complete successful otherwise it can cause issues.

Ill give that  shot, thanks!

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Hi,

First of all, thank you very much for all the work with the Game Server Containers. My friends and I are currently using the Valheim container and it works really well. :)
Would it be possible to get a dedicated server docker for Life is Feudal:YO?

Kind regards
Atreia

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1 hour ago, Atreja said:

Would it be possible to get a dedicated server docker for Life is Feudal:YO

Maybe, but I have stopped creating containers for games that I don't own because giving support for such games if something isn't working is a nightmare and Life is Feudal:YO is one of the games that I don't own.

 

If you however donate it to me I can look into it. :)
(I can't tell for sure if it's going to work because I have to use WINE since it's only available for Windows only)

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51 minutes ago, Duckers said:

Is there a way to run the satisfactory server with mods? Transferred my desktop pc's mods, but server just bootloops. 

I don't know if the same applies to Satisfactory but for most game servers the mods are OS dependent, so to speak if you have a mod for Windows that doesn't mean that it has to work on Linux.

 

Transferring mods across different OS is always a bad idea, you should add them one by one and see which mod is breaking the container since it is possible to run the container with mods (keep in mind, this container is nothing else than if you run Satisfactory on bare metal but the download and start from the game is automated).

 

BTW modding is always up to the user since I can't know every mod, I only provide the basic functionality.

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Setting up sons of the forest I keep failing the ports open check in the log. 

I've opened the ports. They show up as open on port checks. But sons will not register them being open. 

 

I changed the port numbers in the container and server config files to ports i know work for another game(the game docker was disabled to avoid conflicts) and I still get the 3 ports show up in the log as closed. 

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1 hour ago, ToastedPirate said:

Setting up sons of the forest I keep failing the ports open check in the log. 

Please post your logs.

 

1 hour ago, ToastedPirate said:

I changed the port numbers in the container and server config files to ports i know work for another game(the game docker was disabled to avoid conflicts) and I still get the 3 ports show up in the log as closed. 

I'm also not sure if I'm following this, have you changed the ports?

 

Please also see this post where a user had almost the same issue and I've posted a link to a possible solution:

 

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1 hour ago, ich777 said:

Please post your logs.

 

I'm also not sure if I'm following this, have you changed the ports?

 

Please also see this post where a user had almost the same issue and I've posted a link to a possible solution:

 

I tried that fix earlier and it sent an error, but this time it worked. I did something stupid I guess. Thanks!!
 

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15 hours ago, ich777 said:

I don't know if the same applies to Satisfactory but for most game servers the mods are OS dependent, so to speak if you have a mod for Windows that doesn't mean that it has to work on Linux.

 

Transferring mods across different OS is always a bad idea, you should add them one by one and see which mod is breaking the container since it is possible to run the container with mods (keep in mind, this container is nothing else than if you run Satisfactory on bare metal but the download and start from the game is automated).

 

BTW modding is always up to the user since I can't know every mod, I only provide the basic functionality.


Gotchu. That cleared it up as it's most likely then OS dependent. I will ask the devs for the 2 main mods i'll be using and ask if they could make one for linux as well :)

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5 hours ago, IBrake4Frogger said:

I'm having an issue with the Minecraft Bedrock docker image where it regularly overwrites the allowlist.json file in my appdata folder with a blank one.

Do you stop the container before editing the file your do you edit the file and then restart the container?

 

5 hours ago, IBrake4Frogger said:

I suspect the docker image is preserving the old one but not the new one. Thanks!

The container does only start the Minecraft Bedrock server and does nothing to the config files or is this only happening after a new release from Minecraft Bedrock is installed?
I make a little change to the update routine, this should preserve the allowlist hopefully.

The update will be available in a few minutes (you have to update the container itself).

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1 hour ago, Mr.pink said:

So im having one realy wierd problem. As soon as i install the v-rising server my whole server shuts down.

Can you explain this a bit more in depth?

The Diagnostics from you system would be also helpful since I don't know anything about your system, what power supply do you have,...?

 

Does it instantly shut down when you install the container or does it take some time?

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1 minute ago, ich777 said:

Can you explain this a bit more in depth?

The Diagnostics from you system would be also helpful since I don't know anything about your system, what power supply do you have,...?

 

Does it instantly shut down when you install the container or does it take some time?

 

I install the docker as normal. Had it running before without problems.

 

But eathier it restarts the whole machine after extracting the pulled files and i can press done or it takes like 30-40 seconds when it trys to start it. Then i have to start the array and more or less speed stop the docker or it could crash the server again.

 

6 months ago (or something when they released groomlot expansian) i could run 4 servers with that docker without problems.

 

Just for fun i tried multiple different gameservers (valheim, satisfactory, factorio) to see if it did the same but no nothing happened, all dockers ran like butter in the sun without problems.

 

It could take some time or almost instant.

attached the latest diagostic file.

 

mos-diagnostics-20230829-1721.zip

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2 hours ago, Mr.pink said:

It could take some time or almost instant.

This is really strange since a container shouldn't be able to crash the host.

 

2 hours ago, Mr.pink said:

But eathier it restarts the whole machine after extracting the pulled files and i can press done or it takes like 30-40 seconds when it trys to start it.

This is a really strange behavior and I've never heard of such an issue before.

 

Do you experience any power spikes or something like that? What power supply are you using, could it be possible that it is the cause?

 

However can you do a memtest? This sound more like a issue that another user had with another container (sorry but I couldn't remember which one it was) but the culprit was a defective RAM stick and it only happened with this specific game server.

This is of course just a vague guess but I've now also tried it and the container is running for almost two hours on my i5-10600

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