Automatic Updates

135

Comments

  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited August 2011
    how come this dosent show up in the ns2updatelog as it does not show up in server.exe console it is only saying this in ns2update.exe console?
    *** attempt to put segment in horiz list twice

    also no it works perfectly fine by its self not using ns2update.

    also it crashed again this morning for no reason giving this
    08-31 01:33 root INFO Killing server
    it didnt even try to start server.exe again and it killed its self is there really not any more information or anywhere to look for the reason why it would be killing it self? i dont see anything in the system logs either.

    it is too bad that i might have to run the server without using ns2update for a while as i liked having separate log files everytime the server was restarted.

    let me know if you want me to give you my ns2update log file so you can look at it.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1872283:date=Aug 31 2011, 09:51 AM:name=BJHBnade_spammer)--><div class='quotetop'>QUOTE (BJHBnade_spammer @ Aug 31 2011, 09:51 AM) <a href="index.php?act=findpost&pid=1872283"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how come this dosent show up in the ns2updatelog as it does not show up in server.exe console it is only saying this in ns2update.exe console?
    *** attempt to put segment in horiz list twice<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sorry, looked at this again and it's coming from rrdtool (what I use to generate the graphs). It's completely safe to ignore, it doesn't effect ns2update or your server in the slightest.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->also no it works perfectly fine by its self not using ns2update.

    also it crashed again this morning for no reason giving this
    08-31 01:33 root INFO Killing server
    it didnt even try to start server.exe again and it killed its self is there really not any more information or anywhere to look for the reason why it would be killing it self? i dont see anything in the system logs either.

    it is too bad that i might have to run the server without using ns2update for a while as i liked having separate log files everytime the server was restarted.

    let me know if you want me to give you my ns2update log file so you can look at it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The 'Killing server' messages/action will be produced in two cases:
    1) An update is available, and the server needs to be restarted to download it
    2) You have the --restartwhenempty flag on your command line, and your server has recently gone from with players to empty. What was the log messages previous to that. You can paste your logs here if you would like, and I'll take a look.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited September 2011
    the only problem is that happens then it shuts down ns2update.exe and never starts back up that is what i am trying to say so its acting like it is crashing but it actually just closes the program.

    anything to try and prevent this?
    as neither of those things you said where the case when this happens.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    So, minor update today: ns2update is now a single executable (ns2update.exe) instead of an exe + a bunch of other files. Also, I'm only producing 64bit builds now. Is anyone actually using this on a 32bit system? Typically servers run 64bit OS's anyway, so this shouldn't be too much of an issue.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Does this handle server changing maps, since the player count appears to drop back to 0 for a short time, possibly restarting the server and putting it back on the default map again.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1896515:date=Jan 21 2012, 09:57 PM:name=endar)--><div class='quotetop'>QUOTE (endar @ Jan 21 2012, 09:57 PM) <a href="index.php?act=findpost&pid=1896515"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does this handle server changing maps, since the player count appears to drop back to 0 for a short time, possibly restarting the server and putting it back on the default map again.<!--QuoteEnd--></div><!--QuoteEEnd-->

    No. I'll have to make it wait for a number of zero player results before restarting the server, rather then just one. For now, just don't use restartwhenempty.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Another option I believe you could use, (possibly requires GM Overmind), is the "External IP" field (not 100% sure on its name). I think if the server restarts for a map change, it gets changed to 127.0.0.1, and when it loads, back to the normal.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    What I ended up doing is just checking to see if there's no players on the server for over 5 minutes. I don't really want to rely on the server having any sort of addon installed in order to work. The updated version has been on github for a few days now.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    yes i run a 32 bit systtem usually when running it. is there a reason you are using 64bit when ns2 dosent even run at 64?
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I'm having trouble getting this to run. Whenever I try to run ns2Update.exe, I only get the following window popping up for a sec.
    <a href="http://imgur.com/7y5dG" target="_blank"><img src="http://i.imgur.com/7y5dGl.png" border="0" class="linked-image" /></a>
    Also, it doesn't seem to produce a ns2Update.log file either. I've setup the HldsUpdateTool.exe, ns2update.exe, and server.exe file in the same folder (i.e. D:\NS2Server\).
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    edited February 2012
    <!--quoteo(post=1900013:date=Feb 5 2012, 06:30 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 5 2012, 06:30 PM) <a href="index.php?act=findpost&pid=1900013"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm having trouble getting this to run. Whenever I try to run ns2Update.exe, I only get the following window popping up for a sec.
    <a href="http://imgur.com/7y5dG" target="_blank"><img src="http://i.imgur.com/7y5dGl.png" border="0" class="linked-image" /></a>
    Also, it doesn't seem to produce a ns2Update.log file either. I've setup the HldsUpdateTool.exe, ns2update.exe, and server.exe file in the same folder (i.e. D:\NS2Server\).<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yea, that is fixed now. There were a couple builds that were broken.

    @BJHBnade_spammer: I'll see about producing 32bit builds again, I was just trying to avoid having to have two Python installs on my computer. I figured everyone is running more then 3.5gb of memory at this point, so they are all on 64bit.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    Massive update just posted, this now includes a web interface to the server.

    Some screenshots:

    This is the public interface, anyone with the URL can view it:
    <img src="http://dl.dropbox.com/u/2078961/ns2update/public.png" border="0" class="linked-image" />

    Here, you can view your server's console (in real time), as well as execute rcon commands:
    <img src="http://dl.dropbox.com/u/2078961/ns2update/console.png" border="0" class="linked-image" />

    You can also view all the chat that's happening on the server, though responding is not yet possible (NS2 doesn't currently have a 'say' rcon command):
    <img src="http://dl.dropbox.com/u/2078961/ns2update/chat.png" border="0" class="linked-image" />

    Users are managed via NS2's existing rcon users setup. If you have web administration enable, this will listen on the web admin port + 1.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    32bit version released again. You need to replace the ns2update.exe exe in the dist/ directory with the one from the dist-x86 directory. rrdtool.exe is already 32bit.

    I also fixed an issue with the webui that made it a pain in the ass to copy out of the console.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited February 2012
    So I'm looking to determine how many times a server has crashed and just want to clarify some of the log output text:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CRITICAL Server has died, restarting!<!--c2--></div><!--ec2-->
    means the server has crashed?

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->INFO     Killing server<!--c2--></div><!--ec2-->
    means the mod has autorestarted the server?

    Some further questions:
    1. Can the mod distinguish between crashes and manual shutdowns by the server admin (i.e. is the 'Server had died' text exclusive to server crashes only)?
    2. Are there any other text that might indicate a server crash?

    Edit: Also, is there a chance you could output the current build into the log in future updates? FYI, I'm using the log data to try to compare server performance across the builds to see how/if its changed. Another thing that would be helpful for doing this is if you could format the log output such that I could import into excel via fixed-width delimited (i.e. formatting all the numbers in the 'CPU usage:' rows as 007 instead of 7 is all that's needed).
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->CRITICAL Server has died, restarting!<!--c2--></div><!--ec2-->
    This means that the Server.exe process is no longer running for some reason. This could be a crash, could be the admin exiting the server process, could be the OS killing the process for a reboot. There's no real way to tell why it exited, only that it exited.

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->INFO     Killing server<!--c2--></div><!--ec2-->
    This indicates one of the following:
    1) The server is being taken down for updates (should be preceeded by a 'Server is out of date' line
    2) The server is being restarted because it has transitioned from full to empty (should be preceeded by a 'Server now empty, restarting') line
    3) The server has been restarted via the webUI.

    This message will not occur if the server has crashed.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1. Can the mod distinguish between crashes and manual shutdowns by the server admin (i.e. is the 'Server had died' text exclusive to server crashes only)?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Only in the sense that it can tell when it shut down the server (IE, the killing server message) vesus someone else shutting down the server (the server has died method). There's no way to tell if someone externally shut down the server, or it crashed.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->2. Are there any other text that might indicate a server crash?<!--QuoteEnd--></div><!--QuoteEEnd-->
    No. The 'server has died' message is really the only thing logged in that case

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Edit: Also, is there a chance you could output the current build into the log in future updates?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I can log the current depot revision number (the one you see in hldsupdatetool). ATM I don't believe I have access to the build number (Though I'll dig around in A2S_INFO and see)

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->FYI, I'm using the log data to try to compare server performance across the builds to see how/if its changed. Another thing that would be helpful for doing this is if you could format the log output such that I could import into excel via fixed-width delimited (i.e. formatting all the numbers in the 'CPU usage:' rows as 007 instead of 7 is all that's needed).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yea, that's pretty easy to do.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    If anyone was seeing issues attempting to run this, they should be fixed. It seems I had produced a couple bad builds that worked fine on my PC (because I had Python installed already!)
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    I have been setting up the dedicated server on my personal PC, which I am going to try to leave running all the time if I can get the server working stable.

    I have now successfully gotten the server to startup and run successfully with GMOverMind. I would like to use Automatic Updates to keep it upto-date and make sure it continues running if it crashes etc. I have added Automatic Updates to my game folder, but when I first ran it HLDSupdate installed another version of NS2 to "D:/Program/ns2" the console then successfully starts and runs the server, but I repeatedly see the messages:

    'D:/Program' is not recognized as an internal or external command, operable program or batch file.
    ERROR: 'F' is not a valid function name.

    I am sure I have done something wrong! Any idea what it is? It would seem the first message is something to do with it installing the game files to D:/Program. I would really love for it to use the files in my normal steam ns2 folder. Otherwise it seems to work ok, although the server has yet to crash or need updating since I have got it working!
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1905143:date=Feb 20 2012, 09:59 AM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Feb 20 2012, 09:59 AM) <a href="index.php?act=findpost&pid=1905143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have been setting up the dedicated server on my personal PC, which I am going to try to leave running all the time if I can get the server working stable.

    I have now successfully gotten the server to startup and run successfully with GMOverMind. I would like to use Automatic Updates to keep it upto-date and make sure it continues running if it crashes etc. I have added Automatic Updates to my game folder, but when I first ran it HLDSupdate installed another version of NS2 to "D:/Program/ns2" the console then successfully starts and runs the server, but I repeatedly see the messages:

    'D:/Program' is not recognized as an internal or external command, operable program or batch file.
    ERROR: 'F' is not a valid function name.

    I am sure I have done something wrong! Any idea what it is? It would seem the first message is something to do with it installing the game files to D:/Program. I would really love for it to use the files in my normal steam ns2 folder. Otherwise it seems to work ok, although the server has yet to crash or need updating since I have got it working!<!--QuoteEnd--></div><!--QuoteEEnd-->

    Opened issue <a href="https://github.com/devicenull/NS2Update/issues/4" target="_blank">4</a> about this.. it's related to having spaces in your path.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    Oh, that simple. That is fine then! I will simply intentionally run it from another directory! Thank you for letting me know, I was worried I had done something horribly wrong that might effect it running properly in the future!

    I love the mod, thank you for taking the time to make it!
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    edited February 2012
    Another quick question, as I am sure you will know the answer. If I wanted to run more than one mod on the server, how would I go about doing this when start ns2update.exe? I use: -game GMOvrMind at the moment, but am unsure how to extend this to more than one mod?

    edit: Solved!
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1905203:date=Feb 20 2012, 12:20 PM:name=Argathor)--><div class='quotetop'>QUOTE (Argathor @ Feb 20 2012, 12:20 PM) <a href="index.php?act=findpost&pid=1905203"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another quick question, as I am sure you will know the answer. If I wanted to run more than one mod on the server, how would I go about doing this when start ns2update.exe? I use: -game GMOvrMind at the moment, but am unsure how to extend this to more than one mod?

    edit: Solved!<!--QuoteEnd--></div><!--QuoteEEnd-->

    That's something that would be handled through NS2 itself, rather then NS2Update. NS2Update just passes all the arguments you give it to the actual NS2 server.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    edited February 2012
    I don't know why, but after a while (after one round restart or so?), the NS2Update only prints "00" as tickrate to the cmd, while it's 20+ in-game.

    <img src="http://i.imgur.com/9bukw.png" border="0" class="linked-image" />

    Also, for some reason, while I can open the NS2-GmOvrmind Web-admin page, the NS2Update web page is not found in the web-admin +1 port. Or I'm doing something wrong.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    Are you running GameOvermind v10, v11 or v12? That tick-rate data originates from the rules-reply, which around the 10-player mark expands beyond the maximum UDP-datagram size of some routing-equipment, that could explain why it isn't able to read it out any longer. Alternatively, if you are running v11 (which uses split-packages) it could be NS2Update cannot deal with that protocol. Just throwing a few ideas out there.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    v12. And yeah, I noticed when the player count dropped back under 10, it started showing the tickrate again.
    But I still didn't figure out how to access the ns2update web page. Do I have to do some configurations with the server.exe to the .htpasswd?
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1906363:date=Feb 23 2012, 03:33 PM:name=player)--><div class='quotetop'>QUOTE (player @ Feb 23 2012, 03:33 PM) <a href="index.php?act=findpost&pid=1906363"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you running GameOvermind v10, v11 or v12? That tick-rate data originates from the rules-reply, which around the 10-player mark expands beyond the maximum UDP-datagram size of some routing-equipment, that could explain why it isn't able to read it out any longer. Alternatively, if you are running v11 (which uses split-packages) it could be NS2Update cannot deal with that protocol. Just throwing a few ideas out there.<!--QuoteEnd--></div><!--QuoteEEnd-->

    What's in the rules response that expands per-player? It's not the player info, that should be in A2S_PLAYERS?
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1906369:date=Feb 23 2012, 03:59 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Feb 23 2012, 03:59 PM) <a href="index.php?act=findpost&pid=1906369"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->v12. And yeah, I noticed when the player count dropped back under 10, it started showing the tickrate again.
    But I still didn't figure out how to access the ns2update web page. Do I have to do some configurations with the server.exe to the .htpasswd?<!--QuoteEnd--></div><!--QuoteEEnd-->

    If you enable the web UI on it, ns2update will bind to whatever port you have configured, plus one. If your webui is on 8080, ns2update will be on 8081. Once there, the login information for the ns2update panel is identical to whatever you configured for rcon.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    <!--quoteo(post=1906478:date=Feb 24 2012, 03:48 AM:name=devicenull)--><div class='quotetop'>QUOTE (devicenull @ Feb 24 2012, 03:48 AM) <a href="index.php?act=findpost&pid=1906478"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What's in the rules response that expands per-player? It's not the player info, that should be in A2S_PLAYERS?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I added some additional player-data in the rules-reply, looked like so:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->playerdata_1 - "name:"$name",bot:$bot,steamid:$classic\$digested,score:$score,kills:$kills,deaths:$deaths,ping:$ping"<!--QuoteEnd--></div><!--QuoteEEnd-->
    With playerdata_X-rules dynamically being added\removed upon joins\quits naturally.

    I've removed it in the latest version, it necessitated split-packages which was screwing with your mod and noone was using that data anyway. Though your code ought to be able to handle split-packets, or at least be able to ignore them when recieved, without screwing up the reception of normal single-shot packets (which I think was the problem here).
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    edited February 2012
    <!--quoteo(post=1906480:date=Feb 24 2012, 05:50 AM:name=devicenull)--><div class='quotetop'>QUOTE (devicenull @ Feb 24 2012, 05:50 AM) <a href="index.php?act=findpost&pid=1906480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you enable the web UI on it, ns2update will bind to whatever port you have configured, plus one. If your webui is on 8080, ns2update will be on 8081. Once there, the login information for the ns2update panel is identical to whatever you configured for rcon.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I guess something's wrong then, because I think I've done everything according to that and the readme.

    I've got these in server.xml:
    <webadminActive>true</webadminActive>
    <webadminDomain>localhost</webadminDomain>
    <webadminPort>20000</webadminPort>
    <webadminDirectory>x:\games\hlserver\ns2\web</webadminDirectory>

    And I see the NS2-GmOvrmind Web-admin page at port 20000, but I've got nothing at port 20001.
    I configured one user to work at localhost for the web-admin page and that works fine. And I see that there's a ns2update entry in the .htpasswd file, along with the one I added.
  • csrxcsrx Join Date: 2012-02-24 Member: 147321Members
    edited February 2012
    Please Help. i have a problem.

    Console:
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Traceback (most recent call last):
    File "<string>", line 46, in <module>
    File "c:\Source\NS2Update\build\pyi.win32\console\outPYZ1.pyz/ns2update", line 55, in __init__
    File "c:\Source\NS2Update\build\pyi.win32\console\outPYZ1.pyz/ns2rcon", line 16, in __init__
    File "c:\Source\NS2Update\build\pyi.win32\console\outPYZ1.pyz/ns2authmanager", line 47, in updateUser
    File "c:\Source\NS2Update\build\pyi.win32\console\outPYZ1.pyz/ns2authmanager", line 54, in saveUsers
    IOError: [Errno 2] No such file or directory: './web\\.htpasswd'<!--c2--></div><!--ec2-->

    Some Help?

    Thanks!
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Nothing helpful to add, but Skie you password is showing
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