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[Support] ich777 - Gameserver Dockers

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Now I'm just looking for how or where I can store my Steam ID to make myself an admin as a client because of console commands.
I didn't find the admins_simple.ini or the admins.cfg or I'm blind.

 

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On 5/6/2024 at 10:34 PM, ich777 said:

As pointed out before, the cli doesn't seem to work properly, yes in the files.

 

Because by default the port values are not in there, see also this thread:

 

This is awesome! thank you so much. The only thing left that’s giving me problems, is when I do the transfer. I trader over and it doesn’t show any survivor to download and it wants me to create a new one. Does the /cluster need to be just one file. Or one in each appdata directory?

14 hours ago, ich777 said:

Did you maybe had BepInEx enabled, seems like it is currently not working and needs to be updated to support V Rising 1.0+

Looks like that was the issue. It seems I'm getting further now, I believe the sever is generating the world now. I'm not gotta bother make the rest working to be sure, but I believe BepInEx was the issue. I was sure I tried disabling it, oh well.

Thanks for the support, seems like there's a lot to do on your side and I appreciate.

  • Author
9 hours ago, NZXTuser said:

Now I'm just looking for how or where I can store my Steam ID to make myself an admin as a client because of console commands.
I didn't find the admins_simple.ini or the admins.cfg or I'm blind.

You have to install MetaMod and SourceMod for that, at least that's how it's used to be with CS:GO

  • Author
8 hours ago, T-Webby said:

Does the /cluster need to be just one file. Or one in each appdata directory?

I can't help with that but try it with a separate directory for each game or at least you have to make own mappings for the save directory because when you only use one directory for all games you overwrite constantly the save from the other game and if you are using one directory for all games you have to split out the save directories and create their own path mappings for the save folders in the template.

  • Author
9 hours ago, mclis said:

Maybe you find something in my logs.

Are you really sure that you are connecting to your container and not to another ones container because the server name is the default one or at least it's named "ASA Docker".

 

9 hours ago, mclis said:

In my last try I set up the container and all i added was the steam credentials.

Please don't do that! Your Steam credentials are only necessary when they are marked with the red asterisk and not hidden away under "Show more settings...".

Now you have to start over because this is ultimately wrong and the container won't run anymore properly.

 

Please do the following:

  1. Delete the container
  2. Delete the folder for ASA which lives in your appdata directory
  3. Pull a fresh copy from the CA App and DON'T put in your Steam credentials

 

Maybe change the server name to something unique after that and try to connect with your locals server IP before trying to connect through WAN.

There are many people here where NAT reflection is not working properly and this is the cause in most of the cases that you can't connect with your public IP.

On 5/9/2024 at 2:23 AM, ich777 said:

It sure is in there after the first start from the container, are you sure you where in the correct directory? It is located at: .../vrising/save-data/Settings/ServerHostSettings.json and by default it is set to false:

grafik.png.59fe7bb5da5906cf4ac60855f41146a9.png

 

 

Did you maybe had BepInEx enabled, seems like it is currently not working and needs to be updated to support V Rising 1.0+

No, sorry, just to be clear, I'm saying the "ListOn..." settings ARE present in the docker container. I was trying to be a little lazy and create the server settings I wanted in the PC client's GUI, then copy the config file. Apparently, this no longer works, because the config files generated by the game when launched by steam on desktop don't create configs that are compatible with this container.

The server is working properly now that I've just opened the default config from the container and changed it to my preference.

I also discovered that something in the 1.0 update changed how they managed passwords, because my previous (30+ character) password no longer worked. Once I changed it to ~20 characters, there was no more issue.

I've been running the server for about a day and a half now and it's running perfectly now.

For some reason, I can't get Abiotic Factor to actually open up ports 7777 and 27015. I have them forwarded in pfsense using a copy of the rules I use for my other containers, but it still shows inaccessible and doesn't show up in the game's server list. It is, however, available via LAN?.

 

Edit: I fixed my own issue. Turns out there wasn't one. I just remembered you can't access internal services using an external address if you are also on an internal address. Turning on my VPN to change networks made the server show up in the public server browser.

Edited by SerinitySW
Issue resolved

41 minutes ago, SerinitySW said:

For some reason, I can't get Abiotic Factor to actually open up ports 7777 and 27015. I have them forwarded in pfsense using a copy of the rules I use for my other containers, but it still shows inaccessible and doesn't show up in the game's server list. It is, however, available via LAN?

I'm in the same boat, minus pfSense - I created a new UDP Game port (7788, and of course both 7788 and 27015 are forwarded to my UnRAID server) and deleted the original per the instructions in the container and I can see in the logs that it binds to port 7788, but it's only visible on LAN :(

Edited by LeafyGreensMcGee
Clarification of port situation

  • Author
47 minutes ago, SerinitySW said:

I just remembered you can't access internal services using an external address if you are also on an internal address.

That‘s simply not true.

You should look how to enable NAT reflection.

  • Author
12 minutes ago, LeafyGreensMcGee said:

I'm in the same boat, minus pfSense - I created a new UDP Game port (7788, and of course both 7788 and 27015 are forwarded to my UnRAID server) and deleted the original per the instructions in the container and I can see in the logs that it binds to port 7788, but it's only visible on LAN :(

You kost certainly also have an issue with NAT reflection.

You should look into what it is and what it does.

 

Have you yet tried to connect to the dedicated server from outside your LAN?

 

If you fix your NAT reflection thennit eill also show up from your LAN.

 

However it could be also an issue with the port that you created since I don‘t know what you did exactly and if you actually forwarded a UDP port and the correct port.

 

I can only tell you that it is working fine over here.

13 minutes ago, ich777 said:

You kost certainly also have an issue with NAT reflection.

You should look into what it is and what it does.

 

Have you yet tried to connect to the dedicated server from outside your LAN?

 

If you fix your NAT reflection thennit eill also show up from your LAN.

 

However it could be also an issue with the port that you created since I don‘t know what you did exactly and if you actually forwarded a UDP port and the correct port.

 

I can only tell you that it is working fine over here.

Fair enough! From my investigation, my router supports NAT Loopback (which appears to be the same thing) and it's enabled by default, which I suppose makes sense since I've never run into this issue before. I haven't tried connecting from outside my LAN, unfortunately I don't really have a way to do so right now. What's odd is other servers set up in the same way show up just fine! I'll throw in some screenshots of my port forwarding from my router as well as the settings on the Docker container - everything look right? Thanks for the quick reply!

abf1.png

abf2.png

abf3.png

abf4.PNG

  • Author
47 minutes ago, LeafyGreensMcGee said:

abf1.png

This looks like a ASUS interface correct?

 

I had now a few people in the thread which stated that NAT reflection was not working for them but the server was reachable from outside.

 

46 minutes ago, LeafyGreensMcGee said:

What's odd is other servers set up in the same way show up just fine!

From what I can see everything is should work, can you connect from within your LAN when you switch over to LAN in game? If this is working I also assume that everything will work from outside too.

I am trying to setup V rising docker on my unraid server. When I check the logs I get the below error:

 

[Server] Startup Completed - Disabling Scene Loading Systems
[Server] Shutting down Asynchronous Streaming
Registered WarEventMapNode in Chunk: 16,14
Registered WarEventMapNode in Chunk: 16,15
Registered WarEventMapNode in Chunk: 15,16
Registered WarEventMapNode in Chunk: 18,16
Registered WarEventMapNode in Chunk: 16,17
Registered WarEventMapNode in Chunk: 17,17
Registered WarEventMapNode in Chunk: 15,18
Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak
To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.
Triggering AutoSave 30!
PersistenceV2 - Finished Saving to 'Z:\serverdata\serverfiles\save-data\Saves\v3\Elysium\AutoSave_30.save.gz'. Total Persistent ChunkCount 2416. Total Save Size: 6371119 Total Uncompressed Save Size: 30652142 Bytes System Data Size: 544 Bytes World Data Size: 4194313 Bytes Header Data Size: 862518 Bytes, (Job 0 ArchetypeCount 31, ChunkCount 1968), (Job 1 ArchetypeCount 95, ChunkCount 448), (Job 2 ArchetypeCount 0, ChunkCount 0), (Job 3 ArchetypeCount 0, ChunkCount 0)
Triggering AutoSave 31!

 

 

Edited by Athena786234234

  • Author
22 minutes ago, Athena786234234 said:

I am trying to setup V rising docker on my unraid server. When I check the logs I get the below error

These aren‘t errors.

What is the exact issue? The server is running, waiting for connections and from what I see did already autosave two times.

4 hours ago, ich777 said:

This looks like a ASUS interface correct?

 

I had now a few people in the thread which stated that NAT reflection was not working for them but the server was reachable from outside.

 

From what I can see everything is should work, can you connect from within your LAN when you switch over to LAN in game? If this is working I also assume that everything will work from outside too.

It is, yep!

I can connect when on LAN, so I can confirm it's at least functioning - just not visible outside the network. I finally had someone available to check for me and he wasn't able to see it either, unfortunately. I've also tried deleting the existing allocation for 7777 and remaking the container with the original settings, unfortunately no luck there either :/

Just now, LeafyGreensMcGee said:

It is, yep!

I can connect when on LAN, so I can confirm it's at least functioning - just not visible outside the network. I finally had someone available to check for me and he wasn't able to see it either, unfortunately. I've also tried deleting the existing allocation for 7777 and remaking the container with the original settings, unfortunately no luck there either :/

Did you forward the ports in your router?

Just now, Spectral Force said:

Did you forward the ports in your router?

Yep, it was already forwarded for the other allocation :(

I'll probably try removing the port forwarding and server container alike again and setting it all back up from scratch

1 minute ago, LeafyGreensMcGee said:

Yep, it was already forwarded for the other allocation :(

I'll probably try removing the port forwarding and server container alike again and setting it all back up from scratch

Sometimes my router gets janky. try removing the ports & redoing then.

On 5/3/2024 at 6:21 PM, Lethi said:

Thx for the fast reply, it's working now

This now happened again, is there a way to stop checking for new versions and just use what Bepinex is in the folder?, it looks like the latest tag of Bepinex uses (and includes .1) and you have .0 now coded like the previous versions had

 

image.png.4f2fd940f358eaf3531dbb246ce37a5d.png

Edited by Lethi

  • Author
9 hours ago, Lethi said:

This now happened again, is there a way to stop checking for new versions and just use what Bepinex is in the folder?, it looks like the latest tag of Bepinex uses (and includes .1) and you have .0 now coded like the previous versions had

Thank you for the report.

I can't do much when they change the naming scheme from the releases.

 

I've completely overhauled the process of checking for BepInEx (please keep in mind that I in general don't support modding containers which BepInEx is and I did this on a user request).

 

Please update the container, this should be fixed by now.

  • Author
9 hours ago, LeafyGreensMcGee said:

I'll probably try removing the port forwarding and server container alike again and setting it all back up from scratch

Sorry but if that doesn't work the issue must be somewhere else.

Do you have other game servers running on your server and are reachable from outside?

 

Some ISPs going that far and blocking certain ports or even UDP traffic.

2 hours ago, ich777 said:

Thank you for the report.

I can't do much when they change the naming scheme from the releases.

 

I've completely overhauled the process of checking for BepInEx (please keep in mind that I in general don't support modding containers which BepInEx is and I did this on a user request).

 

Please update the container, this should be fixed by now.

the download works now and it can handle a already downloaded version.

 

However I have to include a version on the folder name to make it recognize it, so instead of "BePiNex" I have to use something like "BepInEx-v5.4.18" and I think that makes some follow up code fail since the mods don't load (the server as such does), I believe if you download the .zip using your code it extracts it and the folder in there is always BePiNex without a version.

 

So maybe it's sufficient to do a folder check on Bepinex instead of Bepinex-*?

  • Author
22 minutes ago, Lethi said:

So maybe it's sufficient to do a folder check on Bepinex instead of Bepinex-*?

The problem was completely different, please update the container once more and please don't rename or delete any folders or files, you will most certainly mess up the check.

 

Please remove all files/folders that you made and update the container, after that it should work fine.

Im having an issue with abiotic factor not showing insgame. it starts fine and such all ports are forwarded

 

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