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[Support] ich777 - Gameserver Dockers

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  • Just thought I'd share my experience setting up a Valheim server with this docker app from @ich777(thank you!)   You don't need to worry about Steam authentication for Valheim, the default a

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28 minutes ago, ich777 said:

Try the following:

  1. Stop the container
  2. Delete everything except the saves folder in your Valheim directory
    (maybe back up your Valheim+ configuration file but don't put it in the directory yet)
  3. Start the container again and see if it is working

 

Usually the mono error means that something is not quiet right

Rebuilding everything...lots of errors...but it seems to be running.  Will post a final analysis when it's actually up.

On 5/11/2024 at 4:55 AM, Lethi said:

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-*?

 

@Lethi after his update were you able to get the server working with Bepinex? I have completely deleted the container and wiped the files a few times and the server just crash loops when setting the "BepInEx" variable to true. As soon as I remove the true the server correctly starts again.

 

edit: Attached a screenshot of the console, it gets to start server and just closes.

loop.png

 

edit2: Attached what is dumped to server log

Fatal error. System.Runtime.InteropServices.SEHException (0x80004005): External component has thrown an exception.
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform.GetMethodHandle(System.Reflection.MethodBase)
   at System.Delegate.CreateDelegateNoSecurityCheck(System.Type, System.Object, System.RuntimeMethodHandle)
   at System.Reflection.Emit.DynamicMethod.CreateDelegate(System.Type)
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform.GetMethodHandle(System.Reflection.MethodBase)
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform+<>c__DisplayClass29_0.<Pin>b__0(System.Reflection.MethodBase)
   at System.Collections.Concurrent.ConcurrentDictionary`2[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e],[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].GetOrAdd(System.__Canon, System.Func`2<System.__Canon,System.__Canon>)
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.Pin(System.Reflection.MethodBase)
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform..ctor()
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform..ctor()
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETCorePlatform..ctor()
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETCore30Platform..ctor()
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNET60Platform..ctor()
   at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETCorePlatform.Create()
   at MonoMod.RuntimeDetour.DetourHelper.get_Runtime()
   at MonoMod.RuntimeDetour.DetourHelper.GetIdentifiable(System.Reflection.MethodBase)
   at MonoMod.RuntimeDetour.Detour..ctor(System.Reflection.MethodBase, System.Reflection.MethodBase, MonoMod.RuntimeDetour.DetourConfig ByRef)
   at MonoMod.RuntimeDetour.Detour..ctor(System.Reflection.MethodBase, System.Reflection.MethodBase, MonoMod.RuntimeDetour.DetourConfig)
   at MonoMod.RuntimeDetour.Detour..ctor(System.Reflection.MethodBase, System.Reflection.MethodBase)
   at HarmonyLib.Internal.RuntimeFixes.StackTraceFixes.Install()
   at HarmonyLib.Harmony..cctor()
   at HarmonyLib.Harmony.CreateAndPatchAll(System.Type, System.String)
   at BepInEx.Preloader.RuntimeFixes.ConsoleSetOutFix.Apply()
   at BepInEx.Unity.IL2CPP.Preloader.Run()
   at BepInEx.Unity.IL2CPP.UnityPreloaderRunner.PreloaderMain()
   at Doorstop.Entrypoint.Start()

 

If it's the version of bepinex being downloaded I know this release exists https://github.com/Odjit/BepInEx/releases/tag/vrising-release I thought maybe I could set the variable to "true", have it download what it wants and then replace the files with these new ones but I still am never able to get the server to actually start or use bepinex.

 

I really only want to use the killfeed plugin, I have a 20~ person pvp server with friends and it depends on this unfortunately.

Edited by kjstan
Add image, add log

  • Author
47 minutes ago, TheExplorographer said:

lots of errors

What do you mean with lot's of errors?

Where at the download stage or somewhere else?

  • Author
32 minutes ago, kjstan said:

@Lethi after his update were you able to get the server working with Bepinex? I have completely deleted the container and wiped the files a few times and the server just crash loops when setting the "BepInEx" variable to true. As soon as I remove the true the server correctly starts again.

BepInEx and V-Rising is not working with the new version 1.0 AFAIK, you have to leave it disabled for now.

On 12/14/2023 at 5:59 PM, suchamoneypit said:

 

 

Deleting everything but the .config and backups folder and starting the container like @ich777 recommended I do last time worked again, and the server is working now. However I am still confused as to why the container refuses to update normally without doing this. I left my other server as-is if anyone has suggestions I can test on that one, as this is bound to happen every single game update base on my experience so far. 

Valheim had another major update and I just wanted to say both my valheim servers would not update again for some reason. I had to manually delete everything but the .config and backups folder and restart to get them working again. My other gameserver templates from Ich777 work but for some reason valheim in particular does this. 

 

Easy fix now that I know, but I just figured I'd mention it. 

  • Author
1 hour ago, suchamoneypit said:

Valheim had another major update and I just wanted to say both my valheim servers would not update again for some reason.

I really don‘t know why this is happening for some users… I haven‘t been able to reproduce this and if you read the last few comments the auto update is definitely working for other users.

 

This issue pops up from time to time and I really can‘t explain why this is happening.

 

Sorry, but I‘m glad that you‘ve fixed it yourself. :)

Hello, I'm not sure how this forum is supposed to work but I have a question. 

Using steamcmd, can I downgrade/force a dedicated server to a specific version? i.e. How can I use the -beta flag to force a specific server version?

 

The game server in question is Stationeers: https://steamdb.info/app/600760/depots/
 

Thanks for the hard work, much appreciated!

  • Author
2 minutes ago, andrewkpln said:

Using steamcmd, can I downgrade/force a dedicated server to a specific version? i.e. How can I use the -beta flag to force a specific server version?

It should be right in the description from the Variable:

grafik.png.a12c6c12d3dc1a90d8f2b7fa436ee210.png

21 hours ago, ich777 said:

BepInEx and V-Rising is not working with the new version 1.0 AFAIK, you have to leave it disabled for now.

 

Posting here in case others come here with the same issue:

This release https://github.com/Odjit/BepInEx/releases/tag/vrising-release is working for dedicated servers. I tried overwriting the files in my share but the container will not attempt to load bepinex unless I set the variable to true which causes other issues. I checked out the support discord and it was suggested that I have to let Wine know it can load the winhttp dll. One way to do this is add the env variable WINEDLLOVERRIDES=winhttp=n,b

 

I added this and once again the server was crash looping, but it was clearly trying to load the files now as the config was generated correctly. In the end it looks like the issues are possibly caused by the container using an older version of Wine. A few people in the modding discord are having no issues doing what I am trying when using Wine 9 which was released to stable in mid January.

 

I have to have bepinex on my server to enable server whitelisting, unfortunately the server doesn't have this feature out of the box so I will continue to tweak things and see if I can get it to work.

Anyone can help to run mods on Avorion Server?

I added and edited the modconfig.lua in my galaxy folder like i read here https://avorion.fandom.com/wiki/Using_Mods_on_Dedicated_Servers

 

Whatever i tried, the server does not download any mods.

Same problem when i download mods manual and add a path to the modconfig.lua

 

In the Docker Log, i always have "Found 0 mods in "zocky/zocky/modconfig.lua"."

 

image.thumb.png.b44fa59c351a99e1fb9ea30bf30405d4.png

Edited by vollekanne

  • Author
1 hour ago, vollekanne said:

In the Docker Log, i always have "Found 0 mods in "zocky/zocky/modconfig.lua"."

According to this something is wrong with your path:

Quote

modLocation = "" -- Only needed if you mod location is something besides the default of .../galaxies/avorion/galaxy/mods/

 

You don't need to specify a path as long as it's in the correct path from what I can see.

 

However maybe someone else is able to help because I can't help with modding, I only can help with basic support.

2 hours ago, ich777 said:

According to this something is wrong with your path:

 

You don't need to specify a path as long as it's in the correct path from what I can see.

 

However maybe someone else is able to help because I can't help with modding, I only can help with basic support.

I removed modLocation = ""

And i tried with the path but nothing changed

 

That's why i asked here.

When i removemodLocation = "" and add steam workshop id and copy the file to my Windows Pc to run the steam dedicated server, i have no problem.

 

I have no idea what's the problem^^

Very new to hosting servers.  I have a question about a memory leak error that is in the logs.

 

I have V Rising setup and running on Steam and searchable.  I have 4 friends playing with me and we keep getting studder that gets worse and worse the longer we play.  I restart  before every session and its not bad.  I checked the logs when I start up and I got this:

 

[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.
EOS.Session - Entering ModifySessionAsync!
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.

 

I see the solution, I think, to run app with the  -diag-job-temp-memory-leak-validation cmd line argument.  I thought click on my docker and run Console with this line was the idea but clearly I'm doing that wrong.  How do I run the app with the leak validation line?  The more simple the explanation the better please. I clearly don't know where to go or how to use this command.  Your help is very much appreciated.  This is my first server I have actually running publicly.

  • Author
3 hours ago, MakinBlaken said:

I see the solution, I think, to run app with

That shouldn‘t matter and ther shouldn‘t be a memory leak at all, please try to run the server as is and see if it really leaks memory.

But please do keep in mind that the more players are connected to your server the more RAM it will consume.

 

I‘ve never had any issues with the container since it should free up memory that isn‘t necessary any more on it‘s own.

 

I had this message also in my log but my container was running for weeks.

I am still a newbie in server hosting world, but I am trying to setup Valheim server in unraid docker and so far I've setup the port forwarding on my router to forward it to the docker with the correct ports, and the logs looks like this:
 

Connecting anonymously to Steam Public...OK
Waiting for client config...OK
Waiting for user info...OK
Success! App '896660' already up to date.
---Prepare Server---
---Server ready---
---Starting Backup daemon---
---Update check deprecated!---
---Start Server---

I have added the server to my favorite by following your recommandation in the template (<server-ip>:<server-port + 1>) and yet I am still unable to connect, am I missing something? When I try to connect there is nothing happening in the logs... looks like it just cannot find the server at all

Edited by noax
change format of the logs from quote to code

  • Author
1 hour ago, noax said:

and the logs looks like this

The server is running and waiting for connections.

 

1 hour ago, noax said:

I have added the server to my favorite by following your recommandation in the template

I don‘t know what you mean with that exactly…

 

1 hour ago, noax said:

When I try to connect there is nothing happening in the logs

Yes, because the verbosity log is disabled.

 

However could you please explain how do you try to connect? With your local IP, with your public IP?

 

I would recommend that you try only try to connect with your local server IP.

I've been trying to log with local server IP and nothing...

 

I've been trying to use my unraid server IP address with the port, and nothing... I am in LAN right now, and it just says Failed to connect, in game, I have no more information than that... When I add it to favorite, it only shows IP and port, not the name of the server

Edited by noax

  • Author
20 minutes ago, noax said:

I've been trying to log with local server IP and nothing...

Do you have a screenshot or something?

Do you use the default bridge or the physical interface?

 

20 minutes ago, noax said:

When I add it to favorite, it only shows IP and port, not the name of the server

Can you please post a screenshot how that looks like please?

 

Did you change something else?

 

Are you using a password? If yes, please avaid special characters.

Hello, first of all thank you very much for the development and all the tutorial/support, it was very simple to install, configure and use. I made a 7dtd server 20 days ago and this week the map had a rendering error, could you help me solve this problem without losing the server data?

 

Erro.thumb.jpg.c8875fad3acc3c88d3bc0a1648a5ca06.jpg

 

imagem_2024-05-19_164249970.thumb.png.541be19582e7a9b036b0a30e79948df4.png

 

 

 

output_log (1).txt

20 hours ago, ich777 said:

That shouldn‘t matter and ther shouldn‘t be a memory leak at all, please try to run the server as is and see if it really leaks memory.

But please do keep in mind that the more players are connected to your server the more RAM it will consume.

 

I‘ve never had any issues with the container since it should free up memory that isn‘t necessary any more on it‘s own.

 

I had this message also in my log but my container was running for weeks.

That sounds good.  I saw the error in the log but I do see on the container it is staying at a low memory usage.  It may be my server that’s from 2016 I think.  I wanted to eliminate the error before testing that, but if you had that error I will move on to other testing. Thank you for the help.

  • Author
10 hours ago, Cauan said:

this week the map had a rendering error, could you help me solve this problem without losing the server data?

Unfortunately not because these messages are always in the logs and maybe you noticed it for the first time because you where troubleshooting.

On a dedicated server these messages are normal because the dedicated server does not ship with any of the graphics assets nor does any actual rendering happen on the dedicated server because it only transmits data back and forth and is responsible for calculation form various things that happen on the server.

 

You have to check in your client for any issues since the rending is only done on the client itself.

Maybe try to validate your game files on your local machine (client) or look if you have any other issues with the hardware itself.

 

The dedicated server is working fine from what I can see in your logs.

Hi! I want to say a big thank you for all the work you have done getting these games working in Docker on Unraid. I recently noticed with American Truck Simulator/Euro Truck Simulator SCS did an update to version 1.5 which now requires libatomic libraries as well as FMOD library files. There is a workaround for FMOD libraries but I was wondering how I can get libatomic to work since that seems to be missing or if you have any idea about these new requirements?

  • Author
3 hours ago, ShadowFoxBiH said:

requires libatomic libraries as well as FMOD library files

Thank you for the report and the heads up! :)

 

Both containers are now updated and should work again.

Please update the containers by clicking force update on the Docker page.

29 minutes ago, ich777 said:

Thank you for the report and the heads up! :)

 

Both containers are now updated and should work again.

Please update the containers by clicking force update on the Docker page.

Thank you so much! Works now! :)

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