about 5 years ago - Toolguy - Direct link

Ok, so 1.0.35 is now the official version, I updated the screenshot and added a few notes about the mod updates in the section of the documentation.

Since I spent quite a lot of time on this feature, I will probably be working on other things for a while, but I still plan to add some things now and then (like splitting the player chat information), but that’s probably not going to happen very soon.

about 5 years ago - Toolguy - Direct link

As long as you have one launcher/install per server, yes that should not be a problem.

Obviously you need to:

  • have enough memory and disk i/o to accommodate the two (or more) servers
  • all the new ports need to be forwarded on the router as well

but that’s about it, you can even use the same webhook for discord (using the bot name to distinguish messages)

about 5 years ago - Toolguy - Direct link

It’s what I meant: Two completely separate folders, each with its own instance of the Dedicate Server Launcher :slight_smile:

about 5 years ago - Toolguy - Direct link

Ok, I added that to the todo list, but that may take some time until I can afford to work on it, the mod update task took much longer than originally anticipated!

Ok, I added that to the todo list, but that may take some time until I can afford to work on it, the mod update task took much longer than originally anticipated!

:wink:

about 5 years ago - Toolguy - Direct link

Hi,
regarding the fact the UI only resizes vertically, it’s a choice: Doing a UI that dynamically move things around when resized (like some web browsers) is far from trivial, and generally requires things to be in clearly separated panels that can be repositioned around individually, and you end up with something which does not quite look the same on two different machines that have different sizes.

I decided to lock the resolution horizontally so I could have a fixed layout that I could evolve, trying to be as optimal as possible, and if you notice, the vertical resize only impacts the log view, because a text display field is easy to resize without impacting anything else.

Now, regarding your 1024x768 problem, even my very first release of the tool was larger than that (1054x510), but what I’m wondering is about this part:

monitor that it renders in is a small Remote Monitor of 1024x768

is it an actual monitor, or is it a remote connection using some form of remote desktop?
I’m managing a bunch of servers, none has physical monitors, and I can remotely access them and use whatever screen size I want without any problem (at least using Remote Desktop Connection Manager, which I highly recommend!)

about 5 years ago - Toolguy - Direct link

The information is stored in

[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Run]

normally there should be one key per Server Launcher install, with the following format:

“DedicatedServerLauncher_MD5OfTheInstallFolderPath” = “c:\wherever\youveput\the\program\dedicatedserverlauncher1012.exe”

If you move the installation, you may have to disable/enable the launch option so it can regenerate a key that points to the correct location, but that’s about what I see that could go wrong?

about 5 years ago - Toolguy - Direct link

Actually, your screenshot is VERY interesting: It’s full of [FAIL] (except of the server itself).

So basically it looks like the steam query itself is not working at all, it can’t retrieve the actual update.

My code basically does that:

For each of the mods:

GetWorkshopItemLastUpdateTime(modId, title, steamLastVersionTime, installedTime);
if (steamLastVersionTime.IsNotValid()) -> show [FAIL]

and the function that fetches the data does something like that:

dw::URLLoader urlwrapper;
urlwrapper.SetConnectionTimeout(15);
urlwrapper.SetCookieString(“timezoneOffset=0,0;”);
if (urlwrapper.Load(“https://steamcommunity.com/sharedfiles/filedetails/changelog/” + workshopId))
steamLastVersionTime=dw::DateTime::FromSteamChangelog(data.FindNoCase(“Update:”))

if we get FAIL, it means either the Loading of the page did not work (could be a time out), or the specific element in the page was not found.

I guess I could add more logging information about that.

about 5 years ago - Toolguy - Direct link

Nothing to do with the launcher, it’s something deep inside the Unreal code, there are people who’ve been reporting the same issue on Rust and Ark for quite many years, but it does not seem to always happen.

Now, why would this code be running on a server, I’m not sure, but basically the code checks if you are running at least in 640x480, and if not displays the message and quit.

Obviously your screenshot is in more than 640x480, so I guess it’s very random :-/

Maybe try to reboot the machine?

about 5 years ago - Toolguy - Direct link

I’ve no idea really :thinking:

Obviously the code in the server could be fixed to not do a resolution check if it’s the server running, but since it’s been happening now and then on other UE4 games, maybe some people found solutions to the issue.

The most puzzling is: Why is it happening now and not before!

Did you get any graphic drivers updates? Have you tried changing the desktop resolution maybe?

about 5 years ago - Toolguy - Direct link

You can PM me your DxDiag, not sure if I will find something, but does not hurt trying :slight_smile:

about 5 years ago - Toolguy - Direct link

Hard to answer that, but normally the fetch is done on a normal HTTP port, using LibcURL, maybe you could try to fetch the page using “curl” on your server and see if that works?

Could you try to download the latest version of cURL at https://curl.haxx.se

Then run the following request:
curl --cookie "timezoneOffset=0,0;" –o changelog_mod_1695473408.html https://steamcommunity.com/sharedfiles/filedetails/changelog/1695473408

so we can now if you actually get the content at all, and if yes, if you get the same content as what my program is expected to receive.

about 5 years ago - Toolguy - Direct link

Technically the -o changelog_mod_1695473408.html was the output :wink:

Did you really get this output, with first a null download, then a curl error, then the actual file correctly stored?

% Total    % Received % Xferd  Average Speed   Time    Time     Time  Current                        
                               Dload  Upload   Total   Spent    Left  Speed
  0     0    0     0    0     0      0      0 --:--:-- --:--:-- --:--:--     0
  curl: (6) Could not resolve host: changelog_mod_1695473408.html
100 38543  100 38543    0     0  54209      0 --:--:-- --:--:-- --:--:--  106k

if yes, could you try a bunch of time, see if you consistently get some error followed by “it actually works” ?

If the fetch randomly fails, that could explain… then I could do a retry in my code, maybe.

about 5 years ago - Toolguy - Direct link

Just need to know if you consistently get the same type of error, or if it’s more or less random, and if it sometime works.

about 5 years ago - Toolguy - Direct link

Damn, for comparison, here is what I get:

curl.png1317×420 3.84 KB

I wonder why you get these errors, and mostly, why does it work after the first error.

about 5 years ago - Toolguy - Direct link

Not seeing the server in the steam or ingame browser is a common occurrence, but if everything is green, then when you start the server after a minute or so (the time it loads everything), it should be possible to direct connect.

What error do you get in the game when you try, and do you see any attempt at connecting in the log section of the launcher?

Bonus question: Are you trying to run the game client on the same machine as you are running the server?

about 5 years ago - Toolguy - Direct link

Some googling seem to indicate the IPV6 maybe causing issues, could you see if you can disable IPV6 on your server?

about 5 years ago - Toolguy - Direct link

By default the game client uses the same port as the server, so basically the first application you start will “steal” the ports, and the other one will not be able to use them.

Some people have been able to run a client and a server on the same machine, but not everybody has been able to replicate it, it seems to involve using custom ports for the server, use of the MULTIHOME parameters, and eventually having the server use a secondary network car/adapter.

I’ve miserably failed to have any of the suggested methods to run on my own machine :expressionless:

Either way thank you for the super fast response.

Not always the case, but you were lucky, I was trying to see why @BruteMan had problems :slight_smile:

about 5 years ago - Toolguy - Direct link

Ok, let’s try two variants:

  • Remove the “s” from https, to see if just using plain http solves the problem
  • remove the “-o changelog_mod_1695473408.html” part to see if that removes the “curl(3) failed to convert -o to ACE”
about 5 years ago - Toolguy - Direct link

The simplest is just to copy the existing setup.

You could just create a second folders somewhere else and do a complete copy of the first server, complete with a second copy of DedicatedServerLauncherXxxx.exe at the top.

Before launching the second one, make sure to change the Server name, and the backup locations so they don’t overwrite, but that’s about it. If you are not going to run both at the same time, they can use the same ports.

about 5 years ago - Toolguy - Direct link

Hmm, I must be missing something.

All I’m saying is that you just need two installations side by side, you either run one or the other, each one is independent of the other, but if you do not want to start from scratch on your own server you can just start with a copy of the first one, but then you just continue with it.

It’s just a copy operation you do once.

To be honest, I had already thought of that. But I thought there might have been a more elegant solution, like a saved profile function that I was missing/not seeing.

The Dedicated Server Launcher tool has been designed to only expose the bare necessarily things required to get a server up and running efficiently with as few hassle as possible.

Supporting profiles, multiple installs, etc… in the same tool would just add complexity without really add any practical feature: The tool itself does not use much cpu, and almost no memory at all, you can run as many you want at the same time (as long as they are in different folders).

And I think I see now how a second server would be setup, since this is just a launcher I would basically be doing the same thing to start and stop multiple servers.

It’s not really just a launcher (anymore), like the log view at the bottom is the log of the game server it’s currently running, it notifies you on discord that this specific game server is ready to use, or shutting down, automates backups, run scripts, which cpu cores to use for this server, etc…

Technically… there are some undocumented command line parameters you could use to use ONE single launcher to control whatever server install you want to run, so you could have a bunch of batch files starting the launcher with different base folder installs:

DedicatedServerLauncher.exe -basefolder "D:\MyConanExilesServers\MeAndMySister"

I guess an alternative to the copy, could be to swap out the “Saved” folders, I just fear that people would get confused, end up with a bunch of differently names “Saved” folders, not really remembering which one is which.

If you have some idea to implement that in a non confusing way, you can still suggest, but generally speaking since I have a quite limited amount of time to work on the tool, I prioritize first things that 1) benefit the largest number of people and 2) don’t have actual work around.

The server launcher has really nothing to do with the shutdown, you could close it violently, the actual game server would still run just fine.

I guess the issue there is that the game server is not properly (or at all) handling the notifications windows send when it tries to shutdown, not quite sure how that should be handled, it’s not something I’ve actually investigated, but I guess it makes sense to handle this situation if it’s not too complicated :slight_smile:

about 5 years ago - Toolguy - Direct link

If you are willing to spend some time, you could try the “solution” (workaround) I suggested a few months ago:

Shutdown script - Part 1
Shutdown script - Part 2

It’s still on my todo list, would like to be able to have that work automatically, but I have so many other things to work on, so…

Right now, I do not have any, but I’ve reported the issue, the problem being that in Norway this is the Easter week, so not everybody will be at work

@BruteMan could you give a shot at a test version I made? It’s basically identical to 1.0.35, all it does is to log more information about what could possibly fail.
http://cdn.funcom.com/downloads/exiles/DedicatedServerLauncher1036.exe

So basically download and run this version, press the [?] button, then look at the DedicatedServerLauncher(1.0.36)…txt content and search for Mod Check or Error.

If you see any of these, that should help find what the problem is :slight_smile:

Mod Check: Got error 3 when loading workshop page for item 860241645 using HTTPS, trying HTTP now
Mod Check: Also got error 3 when loading workshop page for item 860241645 using HTTP
Mod Check: The workshop page for item 860241645 is empty
Mod Check: Could not find the 'workshopItemTitle' tag
Mod Check: Could not find the 'Update:' tag
Mod Check: Failed loading the blablabla.acf ACF file"

Thanks!

about 5 years ago - Toolguy - Direct link

I did a quick check, I also do get the two new error messages, but I was able to connect using the direct connect string from my secondary machine, but I noticed that it took wayyyy longer than usual before the join happened (I was stuck on the Joining message box for almost 3 minutes before it got in)

I’ve even had routers where you basically need to reboot the entire router to get any significant NAT configuration change to actually work… sigh

about 5 years ago - Toolguy - Direct link

I actually realized that the name of the mods was displayed, which meas that the html file IS loaded… but since there is no error mentioning the “Update:” tag missing, it probably has something to do with the format of the string.

I added some additional debugging on the Steam parsing on this new version: http://cdn.funcom.com/downloads/exiles/DedicatedServerLauncher1037.exe

Two potential messages we can have for the date are:

Mod Check: TimeStamp string is too long: 'xxxx
Mod Check: Could not convert TimeStamp string 'xxxx' to a valid DateTime

if that does not work, then I guess I just need to stop and go raise some sheeps and goats on the mountain side.

about 5 years ago - Toolguy - Direct link

Do you have the link to the wiki?
It’s the second time you mention it, but I’ve never actually seen it :smiley:

about 5 years ago - Toolguy - Direct link

Ha, ok, I knew of the DSL page, but since it was not updated I thought you spoke of another one, I never noticed there was the version updated on the “upcoming” page :slight_smile:

(I’ve not updated the Beta on the page, mostly because .36 and .37 are identical to .35 in term of feature, all they have are more log spam, so if .35 work for people there’s no reason to use the two betas)

about 5 years ago - Toolguy - Direct link

:speak_no_evil:

Why… oh why???

When I was doing my tests, from Oslo, for a remote machine in the USA, … through a VPN… I consistently got this type of format in return:

6 Mar, 2017 @ 1:56am / 12 Feb, 2017 @ 3:02am / 11 Feb, 2017 @ 11:31pm / 10 Dec @ 7:59am / 16 Nov @ 3:59am / 30 Oct @ 6:42am / 30 Oct @ 4:59am / 11 Oct @ 11:04pm / 6 Oct @ 7:21pm / 21 Sep @ 5:00am / 14 Sep @ 5:00am / 31 Aug @ 5:00am / 27 Jul @ 4:59am / …

Why does it return MON DAY on your system instead of DAY MON ??? (And yes, it was indeed already the case in the results.txt on your dropbox file, but I did not notice, I was wondering too much about why you got a curl error.)

Anyway, I made a new version that handles both cases: http://cdn.funcom.com/downloads/exiles/DedicatedServerLauncher1038.exe

:crossed_fingers: