yeah but how does it work? does it shut down the server and auto restart it?
Only posted it for info, but from what I can tell, Garry is talking about a .bat file to auto start after the update, but how it would be done I don't know.
Sorry if this is late or already been mentioned.....Are you running from home or with a GSP? For the moment I just have a scheduled task that shuts the server down and does a steam update before restarting, this is through Streamline Servers. I'd rather use that until -autoupdate is confirmed working and stable.
If from home you could probably throw a script together that will shut down the server and kick off an update before restarting it and make it a scheduled task that runs at whenever time you need it.
Yeah from what it sounds like -autoupdate just closes the server when there is a update, im not sure on how to make a script that will detect that the server is not running and to then run steamcmd
I have chucked together a very simple method if self hosting (For Windows/Windows Server) that can be used if using MistaDs Server Install/Update scripts referenced in this post here
What it does is terminate any running server process before downloading any available updates. It will then wait 10 seconds before starting the server up again using whatever your command line arguments may be.
Note that this works fine for me with my settings. Use your common sense and as long as you specify the correct paths in the files and configure your command line arguments correctly, it will work for you
Document is located here that will guide you through the process.
Once you have tested this and confirmed it works, you can create a scheduled task in Windows/Windows Server that will call the batch at whatever time you wish.
Note I chucked this together *very* quickly so you guys have an easy method to auto update your servers until the -autoupdate stuff is confirmed working or how it works is identified. If you think it needs improvement (or have a better method) please let me know but if it works for me it should work for you also!
Edit - as in the doc, original credit goes to Naggerknife and MistaD for putting together the original scripts!
Maybe it could be combine with this alternative to Firedaemon:
Launcher Service
http://emutastic.emulation64.com/netosoft/projects.htm
So... do I need to have -autoupdate in the command line of my server to keep it up to date?
I only ask because I have my experimental hosted by a GSP, I'm wondering if they will be doing the updates? or if I need to add the -autoupdate.
I found out the hard way today that they didn't add -load to the command line and the server wiped, I added -load today which prompted a "what else did they miss" moment :-(
I see that -autoupdate is missing an explanation on it's exact function and effects on the server, random reboots could piss off players so maybe I should be performing manually when the server is empty.
Hmmm, what to do...
When I try and run Experimental I get,
Set current directory to /home/wholetthedogsout_woof_woof_woof/rust
Found path: /home/wholetthedogsout_woof_woof_woof/rust/RustDedicated
Mono path[0] = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Managed'
Mono path[1] = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Mono'
Mono config path = '/home/wholetthedogsout_woof_woof_woof/rust/RustDedicated_Data/Mono/etc'
and nothing happens, on Ubuntu.
Actually that's all that happens you need to add the "-log filename.log" to the start command. It will create a file with the console output
what is your start command ?
daemontools is an easy way to ensure your dedicated server is restarted if it dies, for whatever reason. It will also capture stdout and log to a file with timestamps. All the distros have it.
apt-get install daemontools
yum install daemontools
-autoupdate makes the server check for updates and, if it finds them, downloads them, updates itself, and then shuts down.
Your batch script should re-launch the server when control's passed back to it by the server shutting down. If you don't know how to make a batchfile do this, there are multiple ways to handle it so there's always Google.
Edited:
That needs to be -batchmode
When you try to join a server:
When you start:Code:InvalidOperationException: Steamworks is not initialized. Steamworks.InteropHelp.TestIfAvailableGameServer () Steamworks.SteamGameServer.SetServerName (System.String pszServerName) ServerMgr.UpdateServerInformation () ServerMgr.ClientReady (Network.Message packet) Network.Node.Call (Network.Message packet) Network.Router.Route (Network.Message packet) Network.Server.ReceivedMessage (Network.Message pack) Network.Implementation.Lidgren.Server.Cycle () UnityEngine.Debug:LogException(Exception) Network.Implementation.Lidgren.Server:Cycle() ServerMgr:Update() InvalidOperationException: Steamworks is not initialized. Steamworks.InteropHelp.TestIfAvailableGameServer () Steamworks.SteamGameServer.EndAuthSession (CSteamID steamID) ServerMgr.OnDisconnected (Network.Message pack) Network.Node.Call (Network.Message packet) Network.Router.Route (Network.Message packet) Network.Server.ReceivedMessage (Network.Message pack) Network.Implementation.Lidgren.Server.OnDisconnected (Lidgren.Network.NetIncomingMessage msg, Network.Implementation.Lidgren.LidgrenConnection cn) Network.Implementation.Lidgren.Server.Cycle () ServerMgr.Update () UnityEngine.Debug:LogException(Exception, Object) ServerMgr:Update()
Help, pls.Code:[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. dlopen failed trying to load: steamclient.so with error: steamclient.so: wrong ELF class: ELFCLASS32 [S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.so. Couldn't initialize Steam Server (3565236517)
change the line start
For those who were wondering how -autoupdate affects the server, or not:
Code:(Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) New version detected! (Filename: /home/builduser/buildslave/unity/build/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ... no -autoupdate switch so not closing
Have you checked the file permissions?
You steamclient.so is 32bit but you are running a 64bit system wich leads to you recieving that first error.
yes all rights well, I have a lot of servers sourse
Hey guys,now i restart steam for an update, client version 1309,when i connect on server after 10sec my client disconnect and on console see this error.
Missing shader in menu camera (TOD_Rays)
Any Solution?Or Just need another update?
Is there anyway to bind a IP to the server other then using the primary IP of the server? (Like -ip XXX.XXX.XXX.XXX in the command line of legacy)
File steamclient.so 64bit solve the problem?
Ugh same problems here....
Anyone have any solutions for this problem? Running on Ubuntu. Server starts without any errors I can find.
The same problem..
Why duplicated path to libRustNative.so?
Give me pls need steamclient.so for solved this problem![]()
Don't wanna be that guy but need help I bought a server for legacy a while back and i just recently switched to experimental and I'm trying to figure out admin does rcon in the console work or not anymore?
Just download the steam client on Linux and the 64bit steamclient.so comes with it (use locate or find after you download and install steam). Unfortunately when I add the 64bit steamclient.so to my LD_LIBRARY_PATH RustDedicated core dumps when trying to register with SteamWorks.
Edited:
odd - if I run Steam client on my unix box and try to start rustserver at command line while the steam client is up, I also RustDedicated also coredumps. It has something to do with the 64 bit libraries I guess. I'd love to have this fixed, I was looking forward to running my own dedicated server.
Ok so I have the server up and running I just cannot connect to it. I put in client.connect my ip etc but Rust cannot find it. Which is odd because Rust can find the"legacy" server just fine. I have open the ports, I even put my machine in the DVM no luck. Firewall is off... Please advise.
This is the reason why I asked you steamclient.so. :)
I'm getting this error followed by a nullpointerexception when trying to run the server on a Windows Server 2012 R2 virtual machine via Hyper-V:
Is it trying to check for rendering features and failing? I shouldn't need a GPU to run the server, right?Rust posted:
EDIT:
Nevermind that's completely irrelevant and I'm dumb. Remember to set Windows Firewall rules, folks.
same problem:
Fallback handler could not load library /home/user/steamcmd/rust/RustDedicated_Data/Mono/x86_64/lib/home/user/steamcmd/rust/RustDedicated_Data/Plugins/x86_64/libRustNative.so
SelfCheck Failed: RustNative library couldn't load! /home/user/steamcmd/rust/RustDedicated_Data/Plugins/x86_64/libRustNative.so
try all trick(check permission, path ecc) didnt work
+1
this is the solution thx
libc6-dev
libc6_2.15-0
Centos 6.5
nothing
didint work..
now need steamclient.so 64bit and my steam client have only linux32 folder...
New error:
Experimental version not working on linux?
Even with the 64bit one it won´t work. The server will bot up just fine but you still won´t be able to join it.
Hi Gary n All
Gary i want to mod my server but when i go to my server all that is displayed on the conf part is the following. on Gameservers.com
-load -batchmode +server.ip 108.61.116.37 +server.port 28016 +server.level "Procedural Map" +server.seed 1419096 +server.maxplayers 50 +server.hostname "Cry Havoc Gaming" +server.identity "1154166" +rcon.ip 108.61.116.37 +rcon.port 28018 +rcon.password 1154166
I have also notted that ppl log out and log back in the next day and nothing is saved every one is at the starting point!
Or if any one else could hlp that would be great
Jerry
Ehm you just gave us full Rcon acces to your server, might wanna black out the password
this is last result
confirmed linux64 wont work