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[Support] ich777 - Gameserver Dockers

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  • Author
6 minutes ago, AceBurn90 said:

Thanks/danke ich77 :)

Please also check your CNAMES, as said above you don‘t have to do it like you‘ve set it up.

 

Your domain name followed by the port (only if not using the default port) is required.

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22 minutes ago, ich777 said:

Please also check your CNAMES, as said above you don‘t have to do it like you‘ve set it up.

 

Your domain name followed by the port (only if not using the default port) is required.

It's right the way it is.
I have followed the instructions strictly according to SpaceInvader One. 

-> 

image.png.764fc2494ed4447a5abbb74e6d525cb0.png

Edited by AceBurn90

  • Author
22 minutes ago, AceBurn90 said:

I have followed the instructions strictly according to SpaceInvader One. 

But this is for Minecraft and for TCP traffic (but strictly speaking it doesn’t matter if it’s UDP or TCP traffic) but that is not working and not needed for UDP traffic and servers with more ports…

A game server is not a webserver…

 

Wouldn‘t it be easier to give your friend the domain name and the port instead of a CNAME, domain name and the port?

 

And this also complicates your setup too.

The only thing that you need to do is opening the ports for the game server in your Firewall/Router done.

11 minutes ago, ich777 said:

But this is for Minecraft and for TCP traffic (but strictly speaking it doesn’t matter if it’s UDP or TCP traffic) but that is not working and not needed for UDP traffic and servers with more ports…

A game server is not a webserver…

 

Wouldn‘t it be easier to give your friend the domain name and the port instead of a CNAME, domain name and the port?

 

And this also complicates your setup too.

The only thing that you need to do is opening the ports for the game server in your Firewall/Router done.

I have of course customized everything for my needs.
The strict adherence was more related to the technology.

I'm not finished with my current setup yet.
I know it makes everything more complicated, but I have more plans for this, for which I want to create a separate thread. But this will be at a later time.

  • Author
5 minutes ago, AceBurn90 said:

I'm not finished with my current setup yet.

My advice would be to not overthink it, game servers should be pretty safe to forward the port to and they should be always bound to a port, even big game hosting companies do it like that (GPortal, NITRADO,...).

From these providers you also usually get a domain name and a port for each individual game where only the port differs and maybe the domain name however they do not use a CNAME.

 

You can do it however you want it but it is way easier to just use the domain name and the port <- again, the port is only needed if you don't use the default one.

14 hours ago, ich777 said:

@Dugen where you able to solve your issue?

Yep. ID10T error lol. Appreciate the follow up though!

  • Author
36 minutes ago, CouchPawTayTow said:

This is a fresh install - had not issues during install and first run.

What did you change since then?

Did you install any mods?

Scratch this, sorry. Just apparently took a really long time before it'll show in the lists...

Both of my Conan Exiles docker containers seem to be running out of memory. I originally suspected a game memory leak but I can see that the server is using between 4.5 and 6 gbs before it crashes. Both my Siptah and Exiled Lands servers do this. The error is always the same at the end of the log:


 

[2024.06.23-14.58.17:337][ 79]LogMemory:Warning: Freeing 33554432 bytes from backup pool to handle out of memory.
[2024.06.23-14.58.17:337][ 79]LogMemory:Warning: MemoryStats:
        AvailablePhysical 11342008320
         AvailableVirtual 140731004248064
             UsedPhysical 0
         PeakUsedPhysical 0
              UsedVirtual 0
          PeakUsedVirtual 0
[2024.06.23-14.58.17:337][ 79]Allocator Stats for binned2 are not in this build set BINNED2_ALLOCATOR_STATS 1 in MallocBinned2.cpp


The server has memory available - total of 32gbs with over 14 available even with both servers running.

I tried running only one of each at a time, same issue. It happens within 20-30 minutes of game play, sometimes it happens immediately upon login attempt.

Single player instance doesn't have this issue when I attempt it. And this only started after the last posts I made when the yearly base image patch was done and I had to delete the WINE64 directories to fix the issue. I found an older post (https://forum.winehq.org/viewtopic.php?t=34322) that seems to indicate an issue with how WINE allocates memory.

Any ideas? Worst case I migrate the servers back to a Windows VM.

Your work is much appreciated, thanks!

  • Author
1 hour ago, Earendur said:

Any ideas? Worst case I migrate the servers back to a Windows VM.

Try to migrate back to Windows and see if it‘s the same.

 

Sorry, the WINE forum post is from 2020 so it‘s not up to date and not relatable to the WINE version that I use here.

This may have been asked already, but I couldn't find it. With 7 Days to Die 1.0 releasing today, I was wondering how to go about setting up the docker to download the 1.0 version since it will be in the experimental branch.

  • Author
7 minutes ago, Tonborghini said:

This may have been asked already, but I couldn't find it. With 7 Days to Die 1.0 releasing today, I was wondering how to go about setting up the docker to download the 1.0 version since it will be in the experimental branch.

grafik.thumb.png.4790d2b68455ef1b5210dd7f02eafa28.png

 

I think the last example is what you need.

So I did that and now my log keeps crashing, it gets this far then just crashes and keeps repeating this cycle. Any ideas on what might be going on?

Screenshot 2024-06-24 122606.png

Same issue as above for me and a friend on separate setups.

  • Author
37 minutes ago, Tonborghini said:

So I did that and now my log keeps crashing, it gets this far then just crashes and keeps repeating this cycle. Any ideas on what might be going on?

18 minutes ago, TommyT said:

Same issue as above for me and a friend on separate setups.

2024-06-24T20:00:14 0.143 ERR ====================================================================================================
2024-06-24T20:00:14 0.143 ERR Error parsing configfile property 'SaveGameFolder': Unknown config option
2024-06-24T20:00:14 0.143 INF Make sure your configfile is updated the current server version!
2024-06-24T20:00:14 0.143 INF Startup aborted due to the given error in server configfile
2024-06-24T20:00:14 0.143 ERR ====================================================================================================

Is what you would see in the file: .../7DaysToDie_Data/output_log.txt

 

TBH I don't have any idea what the new value is since I don't play the game, maybe @Spectral Force can help here, I'm really not sure if that change will actually break my container but if somebody can tell me what the new value is then I can look into it. :)

 

EDIT: However, why would they remove that from the config in the first place after thinking again about it, this is a crucial settings and they should support the old one too IMHO.

  • Author

@Tonborghini & @TommyT I've now pushed an update to the container which I'm not happy about but here is how to fix it:

 

  1. Stop the container
  2. Pull the update from the container itself ("force update" on the Docker page)
  3. Open up your serverconfig.xml and delte the line:
    <property name="SaveGameFolder" value="/serverdata/serverfiles/Saves" />
    (should be the 4th line)
  4. Start the container again

 

I think they shouldn't prevent the server from starting if this line is found or at least remove the line from the config at startup.

Thank you, that works.

yup working here as well. Much appreciated! You're awesome ich!!

Is anyone having issues with the CSMM image? Decided to fire it up again after setting up a 1.0 server, however the container keeps failing to start. I have even removed the image and re-installed, pointing to a brand new appdata folder.

Container seems to fail at the npm run db:migrate step at: https://github.com/ich777/docker-csmm-7dtd/blob/78473006d2f36090b935bfbbab9e5228c0eabb90/scripts/start-server.sh#L137

I set the logging to silly, and this is the portion of the log were the fail occurs:

 

[app] silly: Loading hook: economy
[app] verbose: economy
[app] silly: Loading hook: gbl
[app] verbose: gbl
[app] silly: Loading hook: highpingkick
[app] verbose: highpingkick
[app] silly: Loading hook: historicalinfo
[app] verbose: historicalinfo
[app] silly: Loading hook: redis
[app] verbose: redis
[app] silly: Loading hook: sdtdlogs
[app] verbose: sdtdlogs
[app] silly: Loading hook: sentry
[app] verbose: DSN for Sentry is required.
[app] verbose: sentry
[app] silly: Loading hook: grunt
[app] silly: Running default Grunt task (`prod`)...
[app] silly: Tracking new grunt child process...
[app] silly: Loading hook: orm
[app] silly: Loading the app's models and any custom adapters...
[app] silly: Loading app models...
[app] silly: Loading app adapters...
[app] silly: Loading hook: sockets
[app] verbose: Loading adapter (`%s`) from this app's `node_modules/` directory...
[app] verbose: Loading adapter (`%s`) from this app's `node_modules/` directory...
[app] silly: Starting ORM...
[app] silly: Registering model `%s` in Waterline
[app] silly: Registering model `%s` in Waterline
[app] silly: Registering model `%s` in Waterline
(above happens about 30 times)
[app] silly: Registering model `%s` in Waterline
[app] silly: Registering model `%s` in Waterline
[worker] error: undefined {"code":"E_HOOK_TIMEOUT"}
[worker] verbose: session
[worker] verbose: orm
[worker] verbose: blueprints
[worker] /csmm-7dtd/CSMM/node_modules/sails/node_modules/async/dist/async.js:903
[worker]         if (fn === null) throw new Error("Callback was already called.");
[worker]                          ^
[worker] 
[worker] Error: Callback was already called.
[worker]     at /csmm-7dtd/CSMM/node_modules/sails/node_modules/async/dist/async.js:903:32
[worker]     at /csmm-7dtd/CSMM/node_modules/sails/lib/app/private/loadHooks.js:241:38
[worker]     at processTicksAndRejections (node:internal/process/task_queues:78:11)
[worker] npm run start:worker exited with code 1
--> Sending SIGTERM to other processes..
[app] npm run start:app exited with code SIGTERM
npm notice 
npm notice New major version of npm available! 8.19.4 -> 10.8.1
npm notice Changelog: <https://github.com/npm/cli/releases/tag/v10.8.1>
npm notice Run `npm install -g [email protected]` to update!
npm notice
Container stopped


Managed to trick it into installing v2.2.0 and that gave the same error. (NOTE: that you can no longer change the URL pulled due to the following lines of code: https://github.com/ich777/docker-csmm-7dtd/blob/78473006d2f36090b935bfbbab9e5228c0eabb90/scripts/start-server.sh#L78-L80 (i had to manually update the zip file and put in the correct location and then change the url for it to "work")

  • Author
19 minutes ago, Natcoso9955 said:

Is anyone having issues with the CSMM image? Decided to fire it up again after setting up a 1.0 server, however the container keeps failing to start. I have even removed the image and re-installed, pointing to a brand new appdata folder.

@Spectral Force had a similar issue, maybe he can help but I don't know if he solved it already.

 

Maybe head over to his Discord here: https://discord.gg/VwwYA5h

(He helps me out with 7DtD and CSMM-7DtD)

My issue wasn't the container starting up, it was when adding my server it didn't show. Not sure why the container won't start for you. I fixed my issue. Drop in the discord & we'll see if we ca get it sorted.

On 6/23/2024 at 1:04 PM, ich777 said:

Try to migrate back to Windows and see if it‘s the same.

 

Sorry, the WINE forum post is from 2020 so it‘s not up to date and not relatable to the WINE version that I use here.

Migrated this morning and the Windows VM instance has crashed twice with the same error, despite the VM having 12gbs of ram and nothing else running on it. The game was reporting 2.5gbs of usage during the one crash I was able to watch in real time.

I think it's safe to say the issue is not with the container.

I'm going to continue to monitor it. I will plan to start up a new instance with no mods, as I'm currently running Hosav's UI and the Pippi admin mod, just to rule those out as potential causes.

I'll update with some more info when I've completed more testing.

To mitigate this issue, I've written the attached script which uses RCON and checks to see if the server responds to RCON commands. When this memory crash occurs, the executable for the server stays alive but hangs. The container therefore won't notice the problem and restart itself. RCON will receive an "i/o timeout" response when this happens so I check for that and force a restart if the script gets that response. I set this script to run every 3 minutes in User Scripts.

This script requires ich777's RCON plugin to work, and it could easily be used for any other game server containers.

RCON Zombie Check Script.sh

Good Morning,

 

Has anyone had issues with the wreckfest server? Mine was running fine, but after making no changes, the server does not seem to start. Here are two screen shots of the log within docker and the log within the game browser itself.

Screenshot today.png

Screenshot today2.png

  • Author
2 minutes ago, Mrtj18 said:

Has anyone had issues with the wreckfest server? Mine was running fine, but after making no changes, the server does not seem to start. Here are two screen shots of the log within docker and the log within the game browser itself.

Try the following:

  1. Stop the container
  2. Got to the directory from Wreckfest in your appdata directory
  3. Delete the folder WINE64
  4. Start the container

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