Servers State

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Nelsona
Posts: 1737
Joined: Sat Sep 30, 2017 5:03 am

Servers State

Post by Nelsona »

HOF Servers hosted in private machine have now heartBeat sent at 4 MasterServers so they can be seen by players having following configuration:

Code: Select all

[UBrowserAll]
ListFactories[0]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.333networks.com,MasterServerTCPPort=28900,Region=0,GameName=ut
ListFactories[1]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.oldunreal.com,MasterServerTCPPort=28900,Region=0,GameName=ut
ListFactories[2]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master.errorist.eu,MasterServerTCPPort=28900,Region=0,GameName=ut
ListFactories[3]=UBrowser.UBrowserGSpyFact,MasterServerAddress=unreal.epicgames.com,MasterServerTCPPort=28900,Region=0,GameName=ut
Players should see something like this (of course, not with my ping...):
Masters_Updated.png
Masters_Updated.png (310.35 KiB) Viewed 16754 times
@Administration - feel free to add other addresses for updating heartbeat if are suitable.
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Nelsona
Posts: 1737
Joined: Sat Sep 30, 2017 5:03 am

Re: Servers State

Post by Nelsona »

Evil Sniper was looping probably because I did other things around forgetting where I'm connected and getting an UnrealTournament.ini file from elsewhere for setting up MasterServers - I don't recall exactly what was about...
I had another copy from April and I checked ServerPackages for matching previous configuration from October 2 and 3. I did a re-build of ServerPackages from Server Log Files, lol - for making sure about Up-To-Date packages, MapVote was keeping mods as long as there nothing was touched... It's why logs are just... awesome. These are helpful in re-configuring server even if INI is gone... Log is talking entire story...
If a package is outdated, definitely at next crash/reboot it will be in previous original state. I think all should be good now...
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Nelsona
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Re: Servers State

Post by Nelsona »

I did other detailed checks at Evil Sniper Server - I don't get why auto-update feature done on purpose ONLY for sniper server was off. If whatever settings are wrong and we need to work on them without outage this is NOT HELPING. I turned on this thing. Last time I worked for updating master servers list reconstructing a lost file and preparing a self update with all previous packages, update WAS NOT operated because... Auto-update was removed ?... And I think in older INI file used server did not have

Code: Select all

DownloadManagers=Engine.ChannelDownload
The changes at settings were not operated (as I was expecting) because auto-update did not work being removed and then server when it did a self-reboot, it did not do anything like a self update.
If you guys are aware of better maintenance methods that mine, do use them, but this time the removal of self-update capability was NOT HELPFUL. If you do have plans for reverting server to a non-logs and a non-fixed state then turn it into a hidden thing (based on that Process Manager thing) and get used with problems and no logs saved. Whenever exist a problem into assets or into a new implementation and/or something it's not on the right way I SHOULD KNOW what is about. And... an Auto-Update feature is addressing ONE Server and not more because we don't want the same files loaded everywhere as long as servers are using DIFFERENT PORTS. I know well what I'm doing when I'm doing something, and I do not have any damaging intention in any way. When server has been self-rebooted and self-updated, content from Update folder can be removed - not advisable removal of that "Voting History" stuff because that mod does issues when said file is full filled with records - it's why there server does a clean-up each time at rebooting time.

Evil Sniper Server uses Update folder for loading updated assets - like INI changes.
Redeemer Server uses Update_Red folder for loading updated assets - also aiming private changes for this server.
These are preventing changes at INI files to put servers in outage while changes are written/copied, they are self-updating - later indeed, or triggered manually at the end of a match for not causing frustrations for players. The other servers should not use auto-update because these folders are NOT AIMING them. If this implementation should be done in all servers if it's wanted, update batch has to be written accordingly and other Folders must be created and used - I repeat, if the rest of servers will need this stuff.

For those changes that must be applied as quickly as possible, I can write some mutator having a mutate command - perhaps configurable - and this command can be used for scheduling an admin ordered reboot at the end of the match. We can log as admin, we are sending reboot command and we are going to our daily jobs, after the end of match, using a certain delay, we do have a reboot. We don't need to sit there waiting or frustrating players with a reboot in the middle of match, we are just sending command and all the job is taken by server. Perhaps is not needed such thing, or perhaps we want to work in classic way: Hey players, we will break party for doing updates - it takes some minutes, I apology for troubles. Some of them won't like these breaks, but... it's not only my decision.
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Nelsona
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Re: Servers State

Post by Nelsona »

@Administrators
When a server gets stuck and you are forcing a closed server window, master window with startup line will ask if you want to quit server completely. If you are not answering at main batch, server will stay OFF. If you want server back it would be advisable to take a look at main batch window and answer if you stop server completely or not otherwise it won't start until confirmation is granted.
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Nelsona
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Re: Servers State

Post by Nelsona »

If map DM-{HoF}-SoldiersTemple-no-lighting does funky reactions, in server it did not crash but... of course, when we have tools for not mooing actors we are not using them...

Code: Select all

ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder2 (Function UnrealShare.Boulder.PostBeginPlay:0025) PlayAnim: Sequence 'Pos1' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder2 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder2 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder5 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder5 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder6 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder9 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder9 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder10 (Function UnrealShare.Boulder.PostBeginPlay:0025) PlayAnim: Sequence 'Pos1' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder10 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder10 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder24 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder24 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder25 (Function UnrealShare.Boulder.PostBeginPlay:005E) PlayAnim: Sequence 'Pos4' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder26 (Function UnrealShare.Boulder.PostBeginPlay:005E) PlayAnim: Sequence 'Pos4' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder27 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder27 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'U'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder28 (Function UnrealShare.Boulder.PostBeginPlay:005E) PlayAnim: Sequence 'Pos4' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder17 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder17 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder29 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder20 (Function UnrealShare.Boulder.PostBeginPlay:005E) PlayAnim: Sequence 'Pos4' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder30 (Function UnrealShare.Boulder.PostBeginPlay:003C) PlayAnim: Sequence 'Pos2' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder30 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder31 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'SelectionFemale2'
ScriptWarning: Boulder DM-{HoF}-SoldiersTemple-no-lighting.Boulder32 (Function UnrealShare.Boulder.PostBeginPlay:0053) PlayAnim: Sequence 'Pos3' not found in Mesh 'SelectionFemale2'
Whatever boulders, rocks, stones and all that SH!T can be replaced with any other things without spamming log like that and made bStatic for not messing up through net channels. Heavy no wonder...
We do have Information toward "decorations"
viewtopic.php?f=34&t=325&hilit=borks+prevention#p1389
but we don't care. MapGarbage is helping here...
Then, if map is crashing in client I don't have any Client log. So I'm not aware what else was damaged... It could be some texture vs original d3d render.

Map was not in redirect, players have loaded everything from server...
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Nelsona
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Re: Servers State

Post by Nelsona »

Due to some issues which I see at my old rig and changing a bit machines, I could figure random issues with regard to UT gaming:
- A speed aligner in M.G.S. for plain player does a player crash - not a welcome and not when INI is not saved for some reasons (machine type, bios, partition etc.)
- Another issue is plain UZ compression a la UT. I see in whatever MA map a texture used constantly crashing player in decompression task - Critical Issue = No Play;
- Plain Player might crash in map-switching - not very critical.

As result:
- I have adjusted Mods for doing only Level fixes and not speed changes - I'll do other things here;
- No MORE Redirect and UZ - Time has come for the end of the trash. XC_Engine is supporting a higher speed file transfer than original UT Game-Engine so it should be 100% compatible by sending files directly from server - no redirect borks, no corruptions, just the same files as used in server;
If NGZ game-servers are doing redirects using the same server repositories not compressed, they have good reasons for these practices, UZ is TRASH - that's why they are not using it.

In future I have to figure what does the crash at map-switching time... it might be IpDrv driver from 436...
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Nelsona
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Re: Servers State

Post by Nelsona »

Evil Sniper Server movies:
Almost everyone is screaming louder Max is cheating but Nobody is placing kick-votes, this is demonstrating that you like and accept him as it is - my demos did not show whatever suspect stages so it's up on your records - if you can do some. However... somebody was interesting at Kick-Voting chapter...
SelfKick.PNG
SelfKick.PNG (976.74 KiB) Viewed 16097 times
Bright stuff around...
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Nelsona
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Re: Servers State

Post by Nelsona »

That guy loading 104 accounts into NexGen database is being restricted. You were not here for playing and then I'll prevent your time wasted here in future.

Edit - last record is:

Code: Select all

PlayerData[10723]=.............
You need to work harder to convince me that UT has 10000+ players now days... I'll look into records for spam type charges and I'll go for reducing these buggers which are not here for game.
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SC]-[WARTZ_{HoF}
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Re: Servers State

Post by SC]-[WARTZ_{HoF} »

I agree it's unnecessary to have so many aliases.
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BluEyedBitch_{HoF}
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Re: Servers State

Post by BluEyedBitch_{HoF} »

I have noticed the sniper server being very laggy again lately, and it's not just me, I notice everyone complaining about it. Nelsona , you fixed this same issue before and then the server ran beautifully ever since ...until lately, I notice it has been doing that same thing as before when a lot of players are on...

ALSO, I am wondering if anyone knows why BluEyedB*tch's R&G playground is the only HoF server that doesn't show up in the list of servers publicly. I don't think it 's much use if people can't find it ... Everyone that had my server in their favorites tell me that it's been down for quite a while ... but I know that's not true because I have added it to my favorites manually ..but that's the only place it shows up is in my favorites, nowhere else...
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