#headless_client
1 messages Β· Page 4 of 1
it is in the same directory as the main server
Launch params: @start arma3server.exe -client -nosound -connect=127.0.0.1 -port=2790 -mod="@CBA_A3;@SpearheadCollectionExile;@Sabre;@CUP_Terrains_Core;@CUP_Terrains_Maps;@MRT;@minigunfix;" -profiles=HCLogs
well, batch file
Problem solved
Do not use -port
instead use 127.0.0.1:2790
Just saying that for whoever finds this. Alot of forums have it listed as the above way, which does NOT work
new 1.64.138681 performance binaries (v3) in #perf_prof_branch
i got a crash with the hc with the new 1.64.138681 performance build
@urban juniper if you have mdmp, bidmp, rpt then compress those into archive (e.g. 7zip) and upload e.g. to dropbox and send me pm with url to download that
ok I will do that
new 1.64.138839 performance binaries (v5) in #perf_prof_branch
Any thoughts on an HC getting kicked for "steam authentication failed"?
12:32:48 Dedicated client created.
12:32:53 Client connected:
12:32:55 > Player headlessclient connecting
12:32:55 > You were kicked off the game. Steam authentication failed.
Read what I wrote earlier in #server_windows
Thanks @tame glen. No luck there, but I'm still investigating.
Okay, so the server RPT is telling me:
16:56:02 Server error: Player without identity headlessclient (id 155173978)
16:56:02 Client: headlessclient - Kicked off because of invalid ticket: 1 - 8
And the client RPT is kicking out:
17:01:19 Client kicked due to failed Steam checks: 1 - 8
make sure you don't have installed steam client on the server
make sure you restarted the whole server OS
Hm, speaking of that; Should the ID in the steam_appID file for the server be 233780 or 107410?
steam_appid.txt should be 107410
Thanks @tame ember, just wanted to verify it.
Server OS reboot hasn't helped, running with no mods. I might resort to reinstalling the whole thing and see what happens.
App validated fine through SteamCMD, so something could've been messed up during install.
If anyone has any other suggestions in the mean time I'm down to hear them. I probably won't reinstall tonight, but if I do and it works I'll check back.
@white lichen That ID seems to not be a HC id. What's the target line you're using when starting up? (Feel free to delete the password)
Also, while I'm here: Is there any methidology around to how many HCs are needed?
http://puu.sh/rJPDf/55f9f00eea.png You should see something like this when a HC connects
@ancient sphinx Thats similar to what I get directly from the server_console log.
14:20:51 Dedicated host created.
14:20:58 Host identity created.
14:20:58 Game Port: 2312, Steam Query Port: 2313
14:21:00 Player headlessclient connecting.
14:21:01 Mission testMission.Altis read from bank.
14:21:03 Player headlessclient connected (id=HC2816).
14:21:03 Player headlessclient disconnected.
All I get from the HC's console is what I posted above (with my initial question). I've been launching with:
C:\SteamCMD\steamapps\common\Arma 3 Server\arma3server.exe" -client -connect=XX.XX.XX.XX -password=XYZ -port=2312
@white lichen Are you running mods? If so, the HC needs to load them all
Nah, no mods launched with either the server or the HC. Server is launched with:
"C:\SteamCMD\steamapps\common\Arma 3 Server\arma3server.exe" -config=cfgbravo.cfg -port=2312
Does the mission you're loading have HCs down?
Aye, it does. Three of them in this case.
I also tried it with one of the headless client guide test missions from the links on the BIS wiki, getting the same thing.
You may need to check to be sure your server is allowing HCs to connect
headlessClients[]={127.0.0.1};
localClient[]={127.0.0.1};
In your config file
Yeah, have the same
Woa, okay. Hmm.
Well thats different.
I added the server's IP in with the loopback IP in the headlessClients[] array and it worked.
I figured 127.0.0.1 would be fine since the HC is running on the same box as the arma 3 server. Today I learned, I guess.
It depends on how it connects, or if you manually force the server to an IP @white lichen
Good evening everyone, I have been running into an issue where my HC's won't connect to a mission if I have placed down any modules in the editor. Everything works perfectly without any modules and I can see the HCs take on the AI. Once put down any module, ACE, TFAR, I get the stock message "You cannot play/edit this mission, it is dependent upon downloadable content that has been deleted". Has anyone seen this before? Thanks again for your help!
HC need to load the same mods as any other client aswell. Have a look in your HCs RTP Logfile. "You cannot play/edit this mission, it is dependent upon downloadable content that has been deleted" means that a mod thats needed for the mission is not loaded
RPT*
Moony, thanks for the quick reply. The RPT file for my HCs says: 18:29:18 task_force_radio_items
18:29:18 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.task_force_radio_items
18:29:19 Starting mission:
This was after I placed the TFAR module to enforce freq. Before I placed this module, the HC connected with no problems with TFAR running on the server. This is also the case if I add any ACE modules.
As I said, the HC needs to run the same mod, so it also needs to run TFR
and/or ACE
Yes, both HCs are running the exact same mods. Everything works fine, until i plave down a module in the editor. If i do not, ACE/TFAR both work fine and the HC's work.
the error message clearly shows that the do not seem to run the mods. How about you show me your rpt file (post it on pastebin and gimme the link) ^^
but make it sort of quick. I have to leave soon ^^
Okay, at this point it has to be TFR. While I can see that it is i your startup parameters it is not listed in the addons table in the middle of the RPT.
Please check if the TFR mod folder is really named "@task_force_radio" or if it is missing files (maybe just redownload it)
Thanks for the suggestion, it is definitely worth a shot!!
Keep look for an error regarding TFR. I have to leave now. Hope you find out what is fishy. Good luck hunting! π
thanks again!
#update: It was the order of TFAR in the commandline. When i moved TFAR up right after ace, @cyan drum;@tfar, it worked.
Interesting, doesn't happen for me. But good you found it!
@glass kettle @topaz hornet Any OS will trip up running the command if you have spaces, so you were having some mods loading, but not others. You want to do: "-mod=@derp derp; @herp derp;"
Any time it hits a space, the mod line stops
Yeah, you are right, I did came across this fact when we had ourserver running on linux. Since then I use "_"
Thanks guys!
Anyone use more than 1 headless client?
I use three on my server.
Well, I guess just two now. We use one headless client for civilians and militia and a second headless client for conventional military units. All on the same server instance, of course.
Do you use CPU pinning?
On our communities server we use 2 HC's pinned to 2 cores each
using binary affinity masks
and bat-files
β00110000β¬ -> 30HEX
β11000000β¬ -> C0HEX
Nah, nothing so in depth for us. We just open them and let 'em go.
Has anyone had issues with their Headless Clients not working with Modded AI? It works great with CSAT, but if I drop any modded AI at all, they all get picked up by the headless clients and cannot be killed.
Headless clients require all the mods the DS uses
@glass kettle
HC's are clients therefore clients without the correct mods won't work probably
@ruby hearth, thanks for the reply, I will doublecheck that the HC is absolutely running the same mods and give it another test. Thanks!
there is new #perf_prof_branch binary i would like to know if anyone with linux server / hc can actually run it fine
What are the benefits of Headless Clients guys, especially for a Life server?
Wanted to hear some hands-on experience / opinions.
HC is only good for AI
Or having all the Database stuff handled on the HC
Actually
Not true
@peak heart I did a tiny experiment quite a while ago and was able to successfully send a remoteExec function
to a headless client and use the headless client to apply an operation and return it to the client
E.g
Headless Client script listener loop:
params [["_changeTime",0],["_rainValue",0]];
[_changeTime,_rainValue] remoteExec ["setRain",player,false];
_changeTime setRain _rainValue;
[24] remoteExec ["skipTime",player,false];
[] execVM "scripts\HeadlessProcessor\HeadlessListener.sqf";
Message was passed from server execute debug console via
[60,1] remoteExec ["HC_fnc_updateRain",-3,false];
HC received message ran
[_changeTime,_rainValue] remoteExec ["setRain",player,false];
So no HC can do other things other than clean up vehicles and manage the database @peak heart
I don't think he was explicitly implying it could do only those few things
It can do pretty much anything you want it to do
@peak heart As it gives you access to a secondary virtual machine to execute scripts in yes.
Anything that allows you to remove load from the primary server loop can improve performance
Anyone know if headless clients require you to do the same with with servers
settings -exThreads=1
@ripe helm Do you know?
yes @urban juniper headless client is using arma3server binary, so same
does -cpuCount=# matter at all?
@trim socket
should I set it to? -cpuCount = 1 ? on the server.exe and headlessclient?
no, cpuCount is something else
Does the HC still block a player slot like in a2?
but still use a slot if you look up via steam query?
puh, i can't rly remember, tbh. But i don't think so.
okay it doesnt look up via steam/server browser π
Hi guys, what would you guys recommended specifications for a HC server?
Generally don't see our headless client really utilize more than one core, but I figure a decent clock speed would go a long way
Any reason your not running the headless off the server?
@kind crystal Well currently for our dedicated server we only have 2 cores. In anycase we dont even know how to modify our server to allow us to use one of the cores as the HC. Can you maybe provide a helpfull link?
@nimble oracle Affinity set for CPU is what you are looking for, but again depends on frequency of your CPU
Not sure how well it'll run with just two cores, no idea
@nimble oracle at the crude level you can use bitmasks
Bitmasks are set using a binary representation
to the CPU cores.
so 0 0 0 0 0 0 0 1
For an 8 thread CPU
or 8 Core
is equal to 1 is hexidecimal
so you would use start /affinity Hexmask
after converting the binary mask to hexmask
0 0 0 0 0 1 1 1 β= 0x7
so.
That would run on cores
Core0,Core1,Core2
If you want to lock at a HC to a specific core.
You just assign a bit mask that is a single cpu
1 0 0 0 0 0 0 0
= βHEX80
Also Core7
so your application you would do the following.
@urban juniper Thank you very much. Will send this over to our server admin. We also had long conversation with Jager. Will be trying all of these things over the vacation period. Once again thank you
You can also do it with powershell
If you run a dedicated like I do for a clan
FireDaemon
They'll give it to you for almost free as a clan if you display their banners
Yea we run a dedicated
I manage the clan I am apart of the server is managed completely by me.
Windows Server 2012 R2
We unfortunately run Ubuntu
Yea we found out the hard way. It is still 50% cheaper here than windows based servers so we slog through the crap.
Don't get me wrong I love linux personally
But it'sa problem in regards to getting programs that you know play nice?
Most of the GNU stuff is great but when you need a specific application to run.
Windows is sometimes easier. I love Ubuntu running on GENOME
Yea, we end up just writing scripts etc to do the things we need to do. We hired a windows server waaay back and it was a brease but its just too damn expensive. But regardless, thanks for the tips. Hopefully we can get things working in the weeks to come.
Anyone have a fix for triggers firing at mission startup when a HC is connected?
Anyone know if DAC is still being supported?
yo my game is saying steam is not online or not running when it is
is there a way to force the headless client to use the loopback device? It seems on my linux box it defaults to use eth0
Howdy folks, anybody here familiar with headless clients and the release of 1.66? It seems they're broken at the moment and I cannot figure out why. I can get them to connect to my server but only briefly (a minute to a minute and a half) before the HandleDisconnect eventhandler trips showing them having disconnected. In their log files, I see creation errors that also stay "game finished" so I'm guessing they're disconnecting due to their being told the mission is over. Anything like this familiar with the newest release? Everything worked perfectly prior to it. Thanks.
I swear they're broken now. I've tried modifying server.cfg and description.ext, nothing works... turning BattlEye off, verifySignatures to 0, nothing seems to work. All three of them seem to get bumped off after about 60 to 90 seconds no matter what
They are not broken, works fine here
@vital panther is your server and headless client updated properly to 1.66 hotfix (139586) or performance binary (139634) from #perf_prof_branch ?
I updated using the arma3_steam_updater file on branch.. 233 something, can't recall exactly what. Ran the hotfix on it yesterday
Can any of ya'll think of any reason why they'd get disconnected very early on? They appear to not even be finished loading in scripts tied to Init.SQF yet they're tripping the HandleDisconnect EH on the server, showing them kicked (per a function I wrote that keeps track of that). The remaining entries in the respective HC's log files show creation errors (I'm assuming not wanting to create units, or global variables, or run any scripts/functions) with a state 'GAME FINISHED' next to them. So it seems to me like something is making them think the mission is complete and therefore don't do anything else. Does that make sense?
as usually first check server.cfg if the HC IPs are properly set, also just in case of some issue with steam autho restart the server box ...
Thanks Dwarden. I did a few times yesterday but can go over it again. I had to reconfigure the router from scratch but everything is configured back in it properly as it was prior. I run the server here so I can deal with any of that locally. Is the version 139586 the proper one to use?
I'm also using arma3server.exe with the -client switch in the server load batch file to run the three HC's. It's worked like this for a very long time. It just happened to break after the 1.66 update. So I'm wondering if by chance there's something that was changed in it (not necessarily directly with headless clients) that might seem mundane but would have an effect on any client from being prematurely disconnected
Ran a couple more tests on this. The headless clients are showing a clientstate of 11 for Game Finished shortly after finishing completion of Init.SQF which is occurring about 90 seconds after the server is done with its portion. All three of them tripping the HandleDisconnect EH on the server and then everything stops. Is there any information I can read up on anywhere that would explain how the client game state changes and why? I think it's tied to that.
Have you tried different missions?
I've got 5 different versions of the same mission; some without mods and I get the exact same thing happening. As far as missions outside of that that require an HC, no I haven't.
It would be a good idea to make a blank mission with HC slots and see if the issue still occurs
Not a bad idea Pennyworth. Not exactly sure how I'd go about it that easily, though.
Is there maybe some sort of automatic client disconnection timer somewhere?
Just ran another test. I had the HC's bypass all scripts within init.sqf. Basically nothing runs. They all still get kicked and they're all showing 'GAME FINISHED' as client state.
Can't say that I fixed it but it is fixed. Went to shutdown and restart the server box itself and while doing so I noticed a weird NET exception error. The server had been up for a few weeks and I figured I'd bounce it. Never saw the error until during the shutdown process. Came back up, Arma Server is running just fine. No clue what happened so I'm dismissing it as a weird gremlin. Anyhoo, thanks Pennyworth and Dwarded for your time.
π
If anyone ever was curious about knowing headless client's PID from SQF:
handlercon = addMissionEventHandler ["PlayerConnected",
{
diag_log "Client connected";
diag_log _this;
}];
Run this on server before HC connects, and when HC connects in log you will see something like:
2016/12/16, 15:29:21 [1.64863e+009,"HC12160","headlessclient",true,4]
Where "HC12160" is reported as getPlayerUID, and 12160 is actual process PID in system
π
Anyone have a workaround for a.i. units not waiting on a waypoint trigger when a HC is connected?
new 1.66.139792 performance binaries (v7) in #perf_prof_branch
Verify your game.
anyone had this with HC Warning Message: Problem occurred when saving profile data. The file may be set to read-only or can be blocked by another instance of the game (e.g., dedicated server)
the HC can join but it seems to be stuck in loading forever
linux server
linux server
make it use a different profile than the dedicated server
its weird because it's the first time i see it, i'll try that
nope same
it seems to load so nvm i guess
I applied 3 headless client to the server
But its all using same one core
is there a way to distribute it?
By the way my group is using MCC
and Spawns 120 ai with 30 + players
uisng ASR AI
I am not sure if using 3 HC is right
@brittle shore Are the HC's using seperate cores?
To the server?
3 HC's would be valid but you are required to set their exThreads=1
and their CPU cores they are allowed access to.
You must also understand this.
@brittle shore 120 AI will degrade everyones performance.
No matter the case.
HC or no HC only part of their brains are offloaded from the server.
Headless clients make AI more responsive / intelligent
They however do not improve performance.
Abusing the arma 3 scheduler is bad.
And all AI contribute to the schedulers load.
I'll give you a look at one of mine.
That would be great xD
cd "D:\Steam\steamapps\common\Arma 3 Server"
start /affinity FF arma3server.exe -name=HC -port=2314 -client -cfg=basic.cfg -config=server.cfg -port=2302 -exThreads=1 -cpuCount=1 -showScriptErrors -connect=127.0.0.1
```bat ``` syntax highlighting π
What does affinity do?
That was gonna be my question
sets the hexidecimal assignment of the application to the specificed CPU
You can calculate it manually by using the mask size
0 0 0 0 0 0 0 to hex
So for example 0 0 0 0 0 0 0 1
== 1
aka CPU 0
I have a Xenon CPu
Then needs to be converted to Hex.
Oh nice which Xeon?
We are running a very old Xeon currently.
But it's got 24 threads.
Yeah ours too
and a low clock speed.
If you are running mods
and the HC connects
the HC must have the EXACT same mods
E3-1245V3 (νμ€μ°)
as any client would when attempting to connect.
Alright so this is a Quadcore hyper-threaded unit.
Which CPU is the server running on?
so it would be 00000011 = 3 in HEX
Which is cores 0 and 1
Your HC's want to be on a different core
So.
0000100 = HEX 4
Thats cores 2
And your final HC
00001000 = HEX 8
so CPU affinity is the following.
so it should be affinity 04 and affinity 08?
cd "D:\Steam\steamapps\common\Arma 3 Server"
start /affinity 4 arma3server.exe -name=HC1 -client -cfg=basic.cfg -config=server.cfg -port=2302 -exThreads=1 -showScriptErrors -connect=127.0.0.1:2302
cd "D:\Steam\steamapps\common\Arma 3 Server"
start /affinity 8 arma3server.exe -name=HC2 -client -cfg=basic.cfg -config=server.cfg -port=2302 -exThreads=1 -showScriptErrors -connect=127.0.0.1:2302
Damn this is so great
I wrote powershell scripts too for our community
but we have FireDaemon
Now.
Runs all our servers as services.
So myth buster for today HC doesnt increase server performance
It increases "server" performance yes.
Client performance no.
What happens is the server is no longer needed to calculate AI
So the server spends it's time sending client network updates
and the AI are offloaded to a seperate core.
I can basically prove it to you.
Try getting the HC to connect
Spawn 120 AI
let them fight.
Be next to them.
then do the same on a normal server.
Clients will still suffer performance loss, our old server was a I7-4790K
It had a 4.0Ghz raw clock.
AI still made it cry itself to sleep.
xD
I've suggested to our community a E5
e5?
Intel Xeon E5
E5 1650v3 6c/12t
3,5 / 3,8 GHz 128 GB of RAM
DDR4 ECC 2133 MHz
That will be our new servers specs
wow thats gonna cost
lol
What we've currently got is a Xeon 8050
Best thing is with that server
We can take the cheaper route instead of requiring an SSD
which is $150 USD
so can i ask u what ur server frame rate?
46 - 48
As long as people don't abuse the scheduler it's happy.
I mean think about it this way.
60 or 120 AI?
60 AI is a fair bit?
and if you want dynamic spawning just use ALiVE
It can spawn an entire 1000 AI
in increment at 60 at a time.
Making sure the scheduler stays content.
Yeah just don't go overboard with the AI you'll be good.
^
I always wondered why the AI in combat
FPS would tank itself.
Makes perfect sense now.
Wait @urban juniper
The danger FSM isn't that big
You ever loaded into the FSM editor?
I've got it loaded right now.
The FSMs are very simple.
Looking at these FSMs I now know why AI is stupid.
@urban juniper https://gyazo.com/c006cd03f2a97845160a99f33254c130
Thats the most complicated FSM
I can now see internal function calls
to somewhere.
@urban juniper
formationNextTarget
searchPath
Hm.
Definitely interesting
Headless clients make AI more responsive / intelligent
They however do not improve performance.
well that's not fully true, they do improve performance, hence why AI can be more responsive and intelligent π
also I can't recommend a Xeon E5 for Arma servers specifically
single core performance is not one of the best
you'll get much better off a 4790k for example, with 4 GHz
not sure why you'd ever need 128 GB of RAM, but ok
Decent article from last year regarding the above https://www.pugetsystems.com/labs/articles/Intel-CPUs-Xeon-E5-vs-Core-i7-634/
it may not be far, but it's a difference
I've got Intel Core i7 6700K's available starting at 79$/month. Clocked at 4.2 Turbo
Got a few clients with them, they have had nothing but good things to say about the performance of them.
@scenic dove I think my next CPU might be a Xeon E5 for my current PC
I have an I7-5820K currently
Also reason for that CPU
it's a 12 thread 6 core CPU
at 3.4 - 3.8Ghz
It will boost core 0 to 3.8Ghz to compensate for ArmA 3
Also allows me to use 2 cores dedicated to the HC
Not surprised by the drop in speed with ECC ram
you are saying that like Arma ever uses what you give it
it's overkill if you ask me
a big one
With 64bit it will be capable of doing it.
8GB RAM allocated for the HC
8GB for the server
4 cores for the server
2 cores for the HC
@scenic dove still overkill?
I mean there is about 4GB or more of mods
64-bit will not improve CPU usage
and AFAIK server/HC doesn't render anything, thus RAM is not needed, but I could be wrong about that
My current HC hammers the pagefile
if it reaches 2GB
Which it regularly does with a lot of AI
what is "a lot"?
because at certain AI count Arma will suffer from "network" talking between the dedicated server and HCs
and there will be notable lag due to the amount of information
Trying to setup headless client. It does not even try to connect, it just stops on
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:08 Loading movesType CfgGesturesMale
23:45:08 Creating action map cache
23:45:08 MovesType CfgGesturesMale load time 361 ms
23:45:08 Loading movesType CfgMovesMaleSdr
23:45:09 Creating action map cache
23:45:21 MovesType CfgMovesMaleSdr load time 12636 ms
And does not go on.
Starting with
arma3server.exe -client -connect=IP -port=2402
On windows
None of those entries indicate an issue, you'll see them in your client RPT as well. Seems odd there is nothing else. Does the console window show anything? Not even an attempt to connect to the server?
Some things to check/clarify based on it not even showing an attempt to connect:
- Are you actually trying to connect with the IP set as "IP"? Or did you edit it out for this message?
- Verify the port and IP are correct, if it's on the same server you can always try using localhost or 127.0.0.1 as the IP
- Confirm the headless client is running the same game version
- It appears you are running with no mods and the server doesn't have a password, is this correct?
Where should i start if im converting my server from a normal to HC
trying to gain performance
Connecting to your Server.
erm, you know: HC = HeadlessClient? You know what he does/is?
Not like that. im saying what should i use script wise for an Exile-like mission system (DMS)
whatever you like.
HC = a Client without Interface.
Without Interface = No pictures to see π
haha
On any other case -> Ask in the Exile Forums, they might have some presets/config/Files/Whatever in it. More chance of success than in here.
thank you
is it possable to use a headless client over the internet (my firend has a server setup and i have my local server witch i can use for a headless client but i would like to know if its possable to do it over the internert
i have 30mb up and 50mb down and he has 300 down and 40 up
Yes @spring fog
i applied two HC to my server
however im not really sure Missions generated comes with HC in it
what mission is it ?
just random mission generations
are you using any mods ?
ace_x?
thnx
Thanks alot i will check it out right now
Awesome Thanks again xD
happy it works out for you. π
Its great but one kickback
After it goes HC we cant control it via Zeus
Is there a way to get in control again during game
ACEX Headless has nothing to do with Zeus, you simply have to add it to the Zeus interfance somehow, one such thing is Ares
ACE3 also adds units automatically to Zeus if you enable a setting
do headless clients require all mods im running ?
also the mission im using is teoan libaration
sorry for spelling i havnt had any sleep in 40 hours
Do that first
had a few hour's sleep so im ok to go now
so do headless clients require the server mods and mission file preloaded or can i have it clean and if mods are required can i use symlinks (so im not using more space)
When you say server mods do you mean mods that only the server is using? Or just mods anyone is using? It should run mods just like a normal player's client would. Don't worry about the mission file, it'll download it if needed. No need to symlink things really, you can just use the full path to the mods.
i used acex module
which says it converts unit spawned in to HC control after 15 seconds
however this doesnt seem to work on MCC created missions
Any help?
Well anyways deploying HC was a great success
With same amount of AIs we get 10 ~ 15 more frames
and better game experience
Thanks to everyone who helped me out
Anyone know why my headless client keeps disconencting and reconnecting ?
Hi all, im having some issues with my HC setup. I've created a batch file to run the HC form a dedicated server. Host server and HC runs from same dedicated server.
I've made a copy of my A3 server files nd are running the server from one copy and the HC from a second copy. The server IP/port/mod are good and the HC connects to the server but its not taking on any of the games work load. Its just connected but seems to be idling.
Best i can describe it is its like a player that connect to the server but never joins the game. Im starting a Tanoa campaign and desperatly need a HC or 2 to connect to my mission nights so i can make the mission i envision.
Any suggestions out there...kinda at my wits end.
π
Do you have a HC game logic in the mission? (might be a dumb question, but I'm used to starting with "is it plugged in" π )
yup, tested on my own missions were i have set up my own HC slot on the mission. Also tried with the likes of Invade and Annex and Liberation all which has it already build in into the mission....no joy
Do you have the IP address of the HC (same as server, in your case... but I think it's still needed) in your server.cfg?
e.g.:
//headlessClients[]={"xxx.xxx.xxx.xxx", "xxx.xxx.xxx.xxx", "xxx.xxx.xxx.xxx"}
headlessClients[]={"192.168.13.21","192.168.13.200"};
localClient[]={"192.168.13.21","192.168.13.200"};
ill have to double check it...cant access server atm. Also im using TADST
Which version? Looks like v3 has a couple of checkboxes to set up those parameters. π
(hm... no images in discord?)
yup have tried the HC settings on TADST, like before it connects but still does not work
Hm. addresses in server.cfg, logic in mission... is the logic set as a playable unit and not a player?
yup most def playable...gonna double check the addresses in server.cfg as soon as i can
Yah, cuz otherwise it's Aliens or Russian Hackers. π
F&%king russians
heheh
You bet. It's definitely worth it - boosted the FPS on our server from high 20s to high 40s.
sweet
how have you set yours up, server with tadst of batch files?
also how have you done you HC also batch files
SteamCMD to get the server, and we use ARMASync because we have an obscene number of addons. HC is managed with ACEX and ALiVE for balancing, but the HC is launched with ARMASync as well
(Server and HC machine are both windows, and I have access to both desktops)
wait, no
not familiar with ARMASync's way of hosting servers
HC isn't launched with ArmaSync - it's a big batch file because I wanted to set up something I could use PSEXEC to start and stop. π
would it be too much to ask for a example of you batch file coding...obviously remove any ip and password sections
I guess ARMASync is like a couple of tabs in TADST - just really for setting up a few client command-line options and the mods. I manually build the server.cfg file, but TADST is likely just a graphical interface for doing that same thing (I've not used it, but reading the forum for it)
So to use ACEX module do ineed to sync it with HC modules?
Any reason why one headless client will connect to a server, but another won't get past "Dedicated client created"?
It has the same exact launch parameters and same file structure.
.rpt
I checked. Nothing.
Yes. One connects just fine. Other doesn't do anything.
Yep. I launch both of them with the same parameters.
Mission has a 2nd HC?
I am double checking that now. Client issue =/
strange
It should connect to the server or attempt to at least.
Probably a silly question but...
Do I need to run mods on a headless client?
Okay cheers, how do people get around the limited space in the target line?
essentially you can run a duplicate of your server as the HC
limited space?
my one i use for Liberation Altis is massive
As in, i'm creating a shortcut to arma.exe and then adding the mods as a command line but it runs out of space and I can't fit all the mods in
ahhh okay I'll google that
thanks
since you mentioned liberation, that's what I'm testing it on and the ai seems to take ages to spawn
is that normal?
make a new text file and rename to HC.bat for instance
add code to it
when a region activates?
yeah it takes like 30 or so seconds
Yep, as in I can just strole in to bases and there wont be any enemies
then they'll spawn
not sure why it takes so long
maby check the spawning script to reduce the time but might be a can of worms if you mess with it
Yea, I was more concerened that I hadn't set it up right, if it's just normal for liberation I can get over it
Hi all, my HC get kicked off du to steam authenication failed. I suspect it could be becuase of the ID mismatch , should be this but its something else.
were can i go to change the id so the mismatch issue can be resolved.
Getting this ...```19:43:48 Player headlessclient disconnected.
19:43:58 Player headlessclient connecting.
19:44:00 Player headlessclient connected (id=HC7708).
19:44:00 Player headlessclient disconnected.
19:44:12 Player headlessclient connecting.
Do you have the correct IP in headlessClients[] in your server.cfg? https://community.bistudio.com/wiki/Arma_3_Headless_Client#Headless_Client_Overview
yup it connects to server ok just gets kicked
Yes, but that could be because the correct IP isn't set
will have a look thx
Could also be mismatched/missing addons. If the IP isn't in the server.cfg, then the client should still join but it won't fill in the HC slot.
thanks for the input, will have a look at both suggestion tommorow as soon as i can π
FYI and im using TADST to launch the server
Ok got HC to connect to the server with mods and seems to be working fine, dont see much diff in FPS (still need to test extensively)
Im currently using ACEX with it send the curator module, does any one here have experiance with ACEX
Alos one more thing, any recommendations for a ingame server FPS counter, the Liberation game mode had something like that on the bottom left of the map that indicates server and HC FPS with units counter aswell.
Have any of you come across something like that?
The ACEX headless module is dead simple... just drop it on and enable it, then don't touch it. π
I don't know that your client will notice any fps difference with a HC connected - but the server will run better and AI may appear to be smarter combatants.
I just use #monitor to keep track of the server fps if I suspect an issue. I will say that the server fps jumped significantly with a HC attached. We also use ALiVE for a lot of AI spawn, so I enabled HC in their modules as well.
will do thx
@half spruce thanks, I am going to steal the description of ACEX Headless module! π Glad to see it's serving its purpose either way!
and indeed, if anything you'll notice with an HC is less desync and stabler performance (no severe drops in server FPS)
Glad I could contribute. π
What would cause a HC to not slot up?
they're in server, and there is a slot for them
Can a logged in Admin move them in? Does it get slotted if you start a mission, or does it get stuck in the lobby?
Didn't they received their own "slot" (not visible for ordinary players) ?
stuck in lobby
one sec
So thats the feedback i have
No mission related output in client log
@tame glen @obsidian raven ^
Dscha - Today at 4:30 PM
Didn't they received their own "slot" (not visible for ordinary players) ?(edited)
Check the Editor @zenith timber
I can't tell you exactly where, but it should be somewhere around "Modules"
No clue how it looks like now. Too long ago
Auto Assign player in the server.cfg on?
(no clue if this counts to HCs also)
that shouldn't be needed according to docs
"shouldn't" π
ikr
+You miss the most important part: HC .rpt?
rpt = console output?
No, but okay.
no, just a slice off the end
from where it's connected
full RPT is thousands of lines long
ok, then give me time to extract this SOB
there
that's this latest boot of the HC
16:04:23 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
a3_characters_f``` Why has Arma still those messages? hmmm (not related to your prob)
Also:
2017/01/25, 21:27:13 File description.ext, line 14: '/CfgFunctions/COB/functions/HALO.file': Missing ';' prior '}'
2017/01/25, 21:27:13 File description.ext, line 15: '/CfgFunctions/COB/functions/paradrop.file': Missing ';' prior '}'```
Yep, its from yesterday.
Yeah the SFTP tool i'm using on winblows forces sorting by title first, then by date
makes finding stuff annoying if you forget
that's now the HC logs
And Server?
rgr
sorry that took so long
2017/02/02, 16:05:49 File description.ext, line 14: '/CfgFunctions/COB/functions/HALO.file': Missing ';' prior '}'
2017/02/02, 16:05:49 File description.ext, line 15: '/CfgFunctions/COB/functions/paradrop.file': Missing ';' prior '}'```
fix that
2017/02/02, 16:06:00 Mission GRavyExfil.noe: Missing 'description.ext::Header::maxPlayer'
2017/02/02, 16:06:00 Mission GRavyExfil.noe: Missing 'description.ext::Header::minPlayer'```
and this
you think that last one is the reason?
nope ^^
cos I don't even have a description.ext
not afaik
(I can't remember, tbh)
nope, no DLing for me (can't even test, even if i want to π )
I maybe could, but i wont.
that's fair enough
I mean, nothing i could do with it anyway. Just another pbo on my harddrive.
lol yeah, fair enough
(can't even test, even if i want to :stuck_out_tongue: ) <-- No Server installed, my DediMachines also, sooo... can't do it.
i see the docs mention description.ext, but only as a way to turn on/off HC script in your mission
which makes sense if you plan on releasing your operation
yep
from what I can see I've followed all the steps needed, because there is a HC slot for the client to join and the HC itself connected and stayed connected to the server
Add a Headless Client entity to the mission:
Add a player unit
Then you can insert a Headless Client unit:```
Oh damn
No, thats what i said in the beginning:
Check in your Editor for a HeadlessClient Module (or something like that)
(wait... or is this the new one, wait a sec)
Yep, that one. Okay. Missread then (awake since 18 Hrs, so be gentle with an old fart)
lol it's fine π
I'm frustrated at this, not you.. so if it seems I'm being short or whatever it's not intended
wait...
does the name have to match or something?
cos it doesn't mention that
but I can see that being something arma would do
Try: Search top Right in Discord (in this Channel)
with: in: #headless_client lobby Maybe something usefull in it
good idea
gonna test turning off sig checking
apparently that's still an issue
nope
π¦
it is something up with my mission
grabbed a test HC mission and that worked first try
Is your headless client object marked as Playable? (just read quickly through the rest of the thread, and didn't see that mentioned)
Yes @half spruce, it's showing up in the lobby too
feel free to take a look at the PBO if you have any ideas
Well I tried to test it, but there are mods being used that I don't have downloaded
It needs to be named.
Your HC Logic:
class Item374
{
dataType="Logic";
class PositionInfo
{
position[]={11267.44,140.5722,7753.4678};
};
isPlayable=1;
description="Headless Client";
id=1286;
type="HeadlessClient_F";
};
Mine:
class Item122
{
dataType="Logic";
class PositionInfo
{
position[]={20448.563,8.2974005,20465.91};
angles[]={6.2590122,0,0.031782445};
};
name="Ichabod";
isPlayable=1;
id=142;
type="HeadlessClient_F";
};
@zenith timber
I don't think so. Mine creates a new profile for the HC based on whatever name I give the logic :)
Just trying to see if anybody here has any advice. We are running a dedi server with 1 HC, using ACE to handle it. In the mission file we have the ACE HC module placed and one HC Game Logic placed and set as playable. We launch are server using TADST and the HC using a .bat file with the same mod line, server ip, password, etc. The server loads up then we start the HC and it connects to the server but won't go into the HC slot we have made for it. Any ideas what might be causing that or are we forgetting a step somewhere?
you set your HC entities to playable?
yes
HC logic needs to have a name
it does
Hm. Is the IP of the HC entered into the TADST launcher?
what do you mean by that?
There's a section (I don't use it, but I recall seeing a screenshot) near the middle that is where you can enter the IP address(es) of HC
Ya we've done that. Both the local and server IP are in the TADST settings.
Is the HC running on one of those machines?
HC is running on the same server.
Hmmm..
Logic, named, playable, not player, acex module with HC enabled (not sure that if you missed this it would stop the HC from taking the slot, though), IP of HC in the HC list and the Local list... that should do it.
Do you have access to the mission.sqm file?
If so, search for HeadlessClient_F and let's see that class entry. π
Ya we are a realism unit so we make all our missions. Give me a sec and I'll look it up
Here's what one of mine looks like:
class Item213
{
dataType="Logic";
class PositionInfo
{
position[]={4899.998,114.33022,4799.9985};
};
name="ichabod";
isPlayable=1;
id=744;
type="HeadlessClient_F";
atlOffset=101.42049;
};
acex module with HC enabled (not sure that if you missed this it would stop the HC from taking the slot, though)
no it can't, it doesn't do anything until the mission is fully loaded
That's what I figured. π
Ya that's what I thought to.
Forgot I binarized the missions so now I have to go in and undo that.
class Item138
{
dataType="Logic";
class PositionInfo
{
position[]={6342.6108,51.470894,7487.1479};
};
isPlayable=1;
description="HC1";
id=341;
type="HeadlessClient_F";
atlOffset=-0.0089988708;
};
so thats mine. Looks like the only thing different is you have it named and I have mine with a description
Fuck me. I figured it out
i think that was it
Excellent. Yeah, the name doesn't seem to matter what it is, as long as it exists. My HC makes a new profile for whatever name I enter.
ya i think that's what it was, my group is in an op so i'm not able to test atm but I'm pretty sure that was it.
Gotta be it. Everything else you already had right:)
ya, I'm so pissed that it was that. I've been double and triple checking for like a month. lol
Heheheh. It's the thing that was making me pull my hair out when I first set one up, too
yup. also how'd you do the formatting with the code?
For single line, single back tick at beginning and end. For multiline, triple back tick on first line and last line
ah cool.
@half spruce thanks for the help, turns out that was the problem and everything is working perfectly.
Awesome :)
Does HC require full game license, or is the dedicated server enough for it? I've seen conflicting posts about that (maybe some info is just obsolete by now), would like to know before I even start setting anything up.
No it doesn't. It'll work from the SteamCMD dedicated server download
Thanks, I'll try it when we get back to regular Arma sessions.
new 1.66.140687 performance binaries (v19) in #perf_prof_branch
I can't seem to find an explaination for it, but what causes this? http://imgur.com/a/pvcpC
It doesn't seem to want to do anything after loading up and saying "Dedicated Client Created"
Nothing in the logs either. This is the startup parameter:
"C:\TCAFiles\Users\xxx\xxx\arma3server.exe" -noSplash -noPause -noSound -maxMem=2047 "-profiles=ARMAHOSTS" -client -connect=xxx.xxx.xxx.xx -port=2332 -password=******* "-mod=@XXX;"
failing to find profile?
Nothing signifying that being an issue?
The profile is working just fine it seems @heavy tiger
Does it continue without -mod= ?
No difference when running vanilla to test.
why -noSplash -noPause -noSound all these 3 do nothing on Server.
True, but I don't think it would contribute to it at all?
@urban juniper dedicated server and HC has
no rendering or UI
active state already
no sound subsystem used on either
... so ye i wonder too, it's all from past, urban myths etc. (same goes for maxmem, unless there is reason to limit server from reaching 3GB or more)
I have tried many configurations of the startup parameters with no changes in the behavior. If I launch 2 HC's, the second one actually attempts to connect but says there is a packet mismatch. But that is all the further I can get out of anything.
why quotes around "-profiles=ARMAHOSTS"?
the quote before the dash might be messing with it
Hm. How long have you left it waiting there? It shouldn't take very long (mine might sit there for 30 seconds or so)
But maybe give it a couple minutes (which you probably have, just thinking of anything at this point)
Ya, nothing after hours.
To confirm, if you launch two instances of the headless client from the same PC and the same startup file, the first one only shows "Dedicated Client Created", while the second one attempts to connect, but fails.
Just to confirm, the server and headless clients are definitely all on the same version? Could you show the server's start parameters?
The server is external. But I have had this issue in the past when I was testing myself on the same server.
The second one seems to be able to connect, or at least attempt to connect. But because 2 "clients" are trying to connect to a server on the same network, the packet mismatch occurs. Which makes me think that the first one has attempted to send something to the server, I am unsure as nothing is being displayed anywhere on the HC side.
In the original message from the client:
Let me preface by saying the target server is setup to handle headless clients correctly as I set my personal PC as a headless client to test and had no issues.
So the server and HC aren't on the same box?
No. But his personal PC was able to connect just fine, which was external as well.
Could you get the server's starting parameters? I have a theory that the issue is related to using -IP from the server's start parameters and then trying to connect an HC from the same machine.
Waiting on hearing back from them.
I have had two headless clients attached to a single server, all three on the same network on three different boxes... not sure what you mean about the thought of why the packet mismatch occurs...
Ah, I think I understand - since both clients have, from the server point of view, the same IP address (since the server is remote). Sorry, just took me a second to work it through in my head. π
Firewall on HC?
Firewall is open where needed. Still waiting on the server startup parameters π
Server Startup Parameters:
-ip=xxx.xxx.xxx.xx -port=2332 -noPause -noSound -cpuCount=4 -maxMem=4096 -exThreads=7 -cfg=config.cfg -config=server.cfg -profiles=profile -world="empty" -mod="@CBA_A3;@ace;@ACRE2;@RHSAFRF;@RHSUSAF;@RHSSAF;@RHSGREF;@ACE Compat - RHS United States Armed Forces;@ACE Compat - RHS Armed Forces of the Russian Federation;@CUP Terrains - Core;@CUP Terrains - Maps;@CUP Terrains - CWA;@CUP Weapons;@CUP Units;@CUP Vehicles;@CUP ACE3 Compatibility Addon - Vehicles;@CUP ACE3 Compatibility Addon - Weapons;@IFA3LITE;@IFA3_LITE;@IFA3_Objects_LITE;@IFA3_Terrains_LITE;@I44_Objects;@I44_Terrains;@Iron Front ArmA 3 - ACE 3 Compatibility patch;@JANFU Tactical Core;@JANFU Tactical Maps;@ADSG - JointRail;@FHQ_Accessories;@HLC Core;@HLC G3 Pack;@HLC M14 Pack;@HLC Mods AUG, FAL & MG3;@HLC M60 Pack;@Ares Mod - Achilles Expansion (Alpha 0.0.5);@BackpackOnChest;@Dynamic-AI-Creator (DAC);@Fallujah;@FAMAS Pack by Purple;@3den Enhanced;@Isla Abramia 1.8;@RH_acc;@RH_m4;@Killochs Multi National Pack;@MCC Sandbox 4 - Mission Making The Easy Way;@Lingor Island v3.80;@MRT Accessory Functions;@Project OPFOR;@Kunduz, Afghanistan;@LEN - Waffen SS Infantry pack for IFA3 LITE;@ASR AI3"
@urban juniper Try having them remove the IP, and try again.
Will try that. Thanks for the suggestion.
wasn't it the rule when using quotes to enclose the -mod= part with the quotes, too?
are the HC identified properly as unique or same (server thinks one is duplicate and this the second times out)
Identified by what exactly? @trim socket ?
That seems a little irrelevant considering the issue is present with one HC by itself.
In the RPT file, does the executed command line look right? (it's line 3, I think, of the RPT file)
Hm. Where you're using -ip I use -connect
The message from 10 hours ago is the server's start parameters, not the HC
Ohh, sorry
HC Startup parameters have been brought down to a bare minimum up to everything needed with no changes at all.
Did you make any progress on the HC over the weekend? I didn't think of anything else that might have been helpful...
if you add the -netlog option to your HC command line, it might tell you something. I tested with my HC (which just connects on a LAN, so...), but intentionally put in the wrong IP address for the server. It hung at the same place as yours. The net.log doesn't show much in that case. I also logged a successful connection.
Successful Connection: http://pastebin.com/wWjqjdhp
Unsuccessful Connection: http://pastebin.com/QFUu3gqs
assuming -connect on HC matches -ip on server (is the server multi-homed?), then I'm still coming back to firewall (which I know you said was configured correctly). Maybe double-check that HC machine has 2302-2305 UDP open.
Is there any way to use more than one virtual Core with a Headless Client? If not, do i have to setup 2 oder 3 Headless Clients for using all cores? By the way, my HC is running on e external Virtual Machine.
Afaik HC's can use more than just one cores. But yeah you have to run multiple HC's to fully load all cores
On our Server are playing more than 100 Players. The HC takes all Database connections. (Servertype: Altis Life) But it is just using one of the 4 virtual Cores
Apparently it suddenly started working one day with no changes made.
The A3 gods work in mysterious ways, I guess. π Glad it's working, though.
guys i'm freaking out with HC, i was able to run fine and load initHC with extDB previously, but now everytime i load HC connects but there is not initHC or extDB load in HC rpt
i'm starting with "arma3server_x64 -client -connect=127.0.0.1 -port=2302 -mod=@extDB3;@life_hc"
rpt and hc shows connection is fine, i get also the lobby messages in HC but no init or db is loaded : (
any tip?
tried also 32bit exe, rpt always stops at
14:59:27 MovesType CfgGesturesMale load time 23 ms
14:59:27 Loading movesType CfgMovesMaleSdr
14:59:27 Creating action map cache
14:59:30 MovesType CfgMovesMaleSdr load time 3228 ms
previously i always got the " End of Altis Life HC Init " dialog output in RPT with extdb connected
@remote marsh i think there is something larger than just the hc not loading.
Is it loading into a slot?
yeah, logs in, gets to lobby slot, doesn't init anything from the pbo, tried also to redeploy life_hc from AL repo
it is quite weird since i was able to let it init easily before, even upgraded with extdb3 commits and i was running it fine on linux
i now have the same codebase from before but running on win, also using autoinit and loadmissiontomemory, thought that would impact and tried without but no change
retried to run the working setup on linux and that also didn't init so i thought i might have changed something server side, but beside few conf or start params it is the same lifeserver/mpmission
i will retry from scratch tomorrow, hope it is a typical noob error but with the clean retries not working is pretty weird
any tip welcome
And have you configured your server config for the HC?
IPs do need to be in the config to allow them to do anything I believe
yeah sure, first things done where server.cfg hc ip whitelisting and AL hc support
I repeated multiple times the steps from scratch and double checked on ip definitions or their cfg syntax , no luck : (
i always tried both to connect to localhost or also externalbound ip, so whitelisted that too,
the ip settings look like this currently
headlessClients[]={"127.0.0.1","217.x.x.x","192.168.x.x"};
localClient[]={"127.0.0.1"};
beside localhost i tried to add external bound ip (the 217) or local bound ip(the 192) when i was testing from that subnet.
to be honest now that you are asking me i remember i had a similar behaviour on the initial tests, when i was connecting to the wrong address or hc wasnt whitelisted it didn't connect/init neither...
but the fact that connects, goes to lobby and gets even the chat messages should confirm ip whitelist settings in server.cfg are fine right?
btw thanks for the toughts/tips
ok,
executed tests again on linux test server,
downloaded latest life_hc pbo from AL4.4r4 repo releases
checked server cfg and tried to connect again
below i will try to provide as much debug details as possible.
current server.cfg hc ip settings:
localClient[]={"127.0.0.1", "213.x.x.x"};```
current hc output getting stuck after connection:
```Attempt to override final function - rscunitinfo_script
18:01:51 Loading movesType CfgGesturesMale
18:01:52 MovesType CfgGesturesMale load time 91 ms
18:01:52 Loading movesType CfgMovesMaleSdr
18:01:58 MovesType CfgMovesMaleSdr load time 6712 ms
18:01:59 Client connected: 213.x.x.x:2312
18:02:04 > Player headlessclient connecting
18:02:04 > headlessclient uses modified data file
18:02:04 > Player headlessclient connected```
description ext:
```HeadlessSupport = 1; //Enable/Disable Headless client support. Default: 1 (1 = Enabled / 0 = Disabled)```
current exec cmnd:
```./arma3server -client -mod=extDB2 -mod=life_hc -connect=213.x.x.x -port=2312 -password=xxxxx``` (test server on linux with extdb2)
in mission sqm:
class Item1088 { dataType="Logic"; class PositionInfo { position[]={8495.3291,102.70491,25179.354}; }; name="hc_1"; id=6027; type="HeadlessClient_F"; };
in init playerLocal:
[] call compile PreprocessFileLineNumbers "\life_hc\initHC.sqf";
}; //This is a headless client.```
hc mods load output:
```18:15:09 name | modDir | default | origin | hash | hashShort | fullPath
18:15:09 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
18:15:09 life_hc | life_hc | false | GAME DIR | c17xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx | eb824d30 | /home/steam/steamcmd/arma3/life_hc
18:15:09 extDB2 | extDB2 | false | GAME DIR | | | /home/steam/steamcmd/arma3/extDB2
what i've noticed while comparing to the logs where the initHC was initializing correctly is that there it's visible that the mission was really loading HC side, while now i do not have any sign of that.
the feeling i've is that the server refuses to pass the mission to the HC or something like that...
i dream of seeing this again (excerpt from initial working phase):
13:22:46 "----------------------------------------------------------------------------------------------------"
13:22:46 "------------------------------------ Starting Altis Life HC Init -----------------------------------"
13:22:46 "-------------------------------------------- Version 4.4r4 -----------------------------------------"
13:22:46 "----------------------------------------------------------------------------------------------------"
13:22:46 "----------------------------------------------------------------------------------------------------"
13:22:46 " End of Altis Life HC Init :: Total Execution Time 0.00100708 seconds "
13:22:46 "----------------------------------------------------------------------------------------------------"
13:22:46 Mission id: 78xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
13:22:47 Error compiling '' in 'HitPelvis'
13:22:47 Error compiling '' in 'HitAbdomen'
sorry big spam, i just hope to get some feeedback and eventually provide help to anybody having similar issues
Hi guys. We are looking at hiring a server as a HC. We just want to know what kind of specs should we be looking at. Would a single core and 1gig ram be good enough since only the unit processing is ofloaded to it?
Or do I have a misconception of what is required for hc?
@nimble oracle You don't need to rent another server if you have a dedicated server
@nimble oracle a 64bit HC, has taken over 4 gigs of ram alone, I'd dedicate atleast 2-3 for a 32bit HC
@dry tangle Okay thanks. Yea while doing some research today we realised we completely underestimated it.
in case b0ns comes back... it doesn't look like the HC logic is marked playable (based on his mission.sqm listing), and doesn't x64 require extdb3, not extdb2?
@Frost Indeed there is no x64 version of extDB2
another profiling branch with performance binaries available, addressing even more crashes read #perf_prof_branch
19:16:26 Transfer of uninitialized variables is not supported
19:16:48 Transfer of uninitialized variables is not supported
19:16:49 Transfer of uninitialized variables is not supported
19:16:49 Transfer of uninitialized variables is not supported
19:16:58 Transfer of uninitialized variables is not supported
19:17:03 Transfer of uninitialized variables is not supported
19:17:07 Transfer of uninitialized variables is not supported
getting a lot of this in the headless RPT recently any ideas?
publicVariable "undefined Variable" ?
@half spruce tnx for spotting that, i just checked the commits and looks like my beloved colleague removed it (letting me swear for several days),
yeah i reviewed the file multiple times but i was probably blind too, i just got it to init! (extdb2 was just because i was testing on old linux setup)
many thanks again for spotting the typical overlook and excuses to everybody for the big spam.
Glad it's working :)
so just FYI, the new (1.68.141231) #perf_prof_branch has already (again) more fixes and tweaks than the #2 hotfix (1.68.141205)
This might be a very basic question but can I use my PC both as a HC and also play as a role at the same time?
okay thanks I'll look into that
quick question for anyone here
Is it possible to offload player data onto headless clients?
Define player data
Player actions
Such as movement
anything related to mods
or are the Headless Clients only usable for AI?
You can't do local stuff on a remote client
Headless clients are just like a seperate client. They can do anything a client can
No
A client can't process Server's network traffic because it's a client
server must process all that, but truth is, player actions are very light on the server for most part
AI calculations are by far biggest compute waster
seems like a lot
we have 2 dedis running them, and we host abundance of addons
What is your target? What are you trying to achieve?
Essentially increase server fps
How?
Get Profiling binary and check why your fps are bad
Thats what i am asking. What are you trying to achieve.
well, HC are bound to server
If it's caused by the network load.. Remove the HC's that are running on the 2nd dedicated server
and what Dscha said, you need to see what's causing FPS problems
If it's caused by scripts you know what to do. If it's caused by AI. Move more AI from the server to the HC's
There we go
Well.. RPT Spam will bog down your server fps. disable logs.. Problem fixed
π€¦
The reason why they are enabled is to find the root of the problem
its coming from an addon
Then start with the very first Error Message in the log. The FIRST, not the Last. The FIRST
that I cant seem to find
What kind of RPT stuff are you getting. And should maybe move this conversation to #server_admins
β That also, since its not related to HCs anymore
I will move there
Dedmen, if I see you recommend disabling logs again, I'll come find you myself :p
Ok. But you bring the cake
π
Hey guys does someone maybe know why the AI walks always to the HC at the Bottom Left Corner of the Map ?
"3, move back in position"
So i guess, its in the same group, HC is the leader, HC want's all his minions around him.
Can't say I've ever heard of that happening. Is your HC's playable unit at [0, 0, 0] (bottom left corner)? If you change the position of the HC's unit, do the AI go there as well?
its the HC Module on playable just placed in the editor
the ai gets spawned by T8, but with EOS the same happens
Is headless client going to help with anything other than AI? what does it offload beside it
AI and their vehicles I think
You can offload other things to it if you so wish (like code execution for certain things)
Hi guys, I want to host the server and play the game on my gaming pc, and have the headless client running on my laptop. Using acex for the scripting, because it sounds like the easiest solution. Couple of questions: 1. What would be the best way to do this? 2. Can I use the arma3server.exe in the arma folder without downloading the server seperately? Will that use the server.cfg? 3. Can I use the integrated hosting solution in the arma 3 server browser? WouldnΒ΄t that be the easiest? 4. Does my headless client need all the mods and the mission on his machine? 5.When using Localconnect, do I need to use the internal IP addresses of my pcs? Thanks!
@south kindle 1, Would be ideal to have the server on a dedicated machine, 2 You should be able to, if you define the location of the server.cfg, it definitely should, 3 I doubt it, 4 The HCs need to run the same mods as everyone else, 5 When connecting locally you can try either and choose the one which works for you, internal or external, shouldn't matter
Thanks!
Hello there, how good is the Headless Client System supported nowadays? How much units you got at your best on one map without laggs @here ?
I rly like that fact, that "everyone" is disabled...
I do too to be honest ^
@sharp falcon I think I've had around 200-300 on seperate HCs without issues#
@dry tangle what is the syntex code to check the headless clients in game?
@anyone what is the syntex code to check the headless clients in game?
In what way? Wanting to see if they're connected or? @surreal jacinth
I would like to see the red vs blue square over the heads of the AI to make sure my headless is working
I forgot that code
enableDebugConsole = 1;?
Ah, not sure as I only run em, I don't do server side stuff as used for group n let em deal with it all
should I use the worthless nod to host headless or the acex module?
I think my groups uses ACEX
Worthless has more features you can manipulate, ACEX is lightweight as possible
We use ACEX (but I am biased because I wrote ACEX Headless :p)
What does it mean if the Logs from the HC says Overflow? Is the HC overflown or just too many error messages that it overflows the log system?
Hi all, im having this issue...
https://cdn.discordapp.com/attachments/139438446614675456/317208504442159104/20170525095159_1.jpg
HC's connect but they dont seem to help at all, like they are not offloading anything from the main server
(using ACEx mostly, on dedi, HC's on same dedi, running off bat file)
"C:\Users\Administrator\Desktop\JRAS-EU-HC\arma3server.exe" -client -connect=127.0.0.1 -port=2302 -password=xxx -profiles="C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\Profiles" "-mod=@45KO SO Equipment;@CBA_A3;@JRAS Mod Pack;@L3-GPNVG18 Panoramic Night Vision;@NIArms AR15 Rifles;@NIArms Core;@Spec4Gear.v4.6;@task_force_radio;@TF47 Launchers"
Also using TADST to launch
any idea what im doing wrong?
Enable log in ACEX Headless to see if something is even trying to be transferred
For the rest just basic HC setup, something there you missed probably
@scenic dove something in my .bat file ^^^ maby. Seems like a fairly straight forward HC.bat format(if im not mistaken)
any idea were the logs for ACEx will be saved
did you create ACEx? π
I partially wrote it
there are script errors at the very end
and not even giving it a chance to do transfer
which line are you looking at, the heli restriction scripts
are they interfering with transfer of units
to hc
I can't say
but there is no log from ACEX apart from it starting
try it on an empty mission first, see if it works, then move to proper missions
it does'nt create its own log right
will do
process of elimination now
ill do blank mission with ace, acex, cba and nothing on map besides one playable and say 50 friendly AI (various vehicles and soldier groups).
with only acex module for hc and see what happens
thx for so far
@scenic dove
RPT log after test...line 821
[ACEX] (headless) INFO: Headless Module Initialized.
RPT log.....https://drive.google.com/open?id=0B_R538AAfiF1eHJhUnlNcXd4RkE
Still no diff, had nunch f units fight each other and monitored server FPS with and with out HC connected. no visible performance increase
You are not going to see a magic performance increase with HCs
Search for more logs, if you ena Headless log setting, it will show when and what it moves to HCs
there is no automatic AI/etc. transit to use of HC, all that is opt-in (mission/mod design or DIY)
He is using ACEX Headless
yup, i know its not a magic bullet for fps but im looking for more stability
Anyone ever come across an HC not loading the correct profile using -name= and -profile=. They always create addtional hc or headlessclient profiles no matter what i put in the start up params.
you can't name a HC profile
well you can, but it will only be used until HC jumps into a slot
it then takes the name of the logic varname
Oh fair enough, thanks.
I am seeing NetServer errors @west mica can you confirm headless clients are still connected and loaded properly in the game when the mission fully loads? (press J, the diary thing, and click players when logged in as admin, they should have the rack icons)
i have a look when i back on the server, from what i saw when i was logged in is that when activated they do join the instance and they do occupy the HC slots...will check the rack icons
ππΌ
please reupdate via steamcmd, beserver.so was updated little later
also @west mica you should be seeing this stuff in the log (only if you enable the "Log" setting!):
15:47:59 [ACEX] (headless) INFO: Registered HC: <HCx-Name>
15:49:35 [ACEX] (headless) INFO: Present HCs: [<HC1-Name>,<HC2-Name>,<HC3-Name>] - Full Rebalance: true
15:49:35 [ACEX] (headless) INFO: Groups Transferred: Total: 6 - HC1: 2 - HC2: 2 - HC3: 2
that happens on unit spawns (including first load) with delay of 15s by default (IIRC)
ill deff have a look for those thx man..muuuuch appreciated
np
will it transfer zeus spawned units aswell
cool
any suggestions on what I can try to connect headless client to another server on game port 2302 while my server's running on 2302? I'm imagining I'm gonna have to change the server port π’
Not sure I understand your setup. Can you elaborate? π Your server is running on Host A. Your HC is running also on Host A, or on Host B? If Host B, is it on the same LAN, or is it somewhere out in the wild? Which other server do you want to connect it to - Host C?
Server is A, HCs are on A, I want to connect HCs to server B on port 2302 but server A is on that port
Should still be OK - as long as the IP/Port combo is different. Let's say A is 192.168.1.1 and B is 192.168.1.2. Tell your HC to connect to 192.168.1.2 rather than 192.168.1.1, and the ports shouldn't matter since they're on separate IPs.
(or am I making a bad assumption that B is a separate piece of hardware, and you actually mean "server" as a software process rather than a different computer? π )
Server B is a different computer, I think I know how to get em sorted again
I have the HC batch file with 3 IPs in the command line where as before, I only had two and it'd connect just fine, I'll remove one/two and give it another go
multiple IPs for which parameter? -connect=?
Yep ^
That's interesting. Pretty sure it's not a supported thing. π Functionally, does it just try each one in order until it finds one to connect to? I'm guessing that's what it does, if it kept connecting to your A server as its IP came earlier in the list? Do you do multiple -connect= or just comma separated IPs?
Just multiple -connect= -connect= Has worked previously
Funky. As long as it works for you, I suppose. I would expect that it will only ever try to connect to either the first or the last one that is defined, though.
Or will it actually connect to multiple servers at the same time?
The IP I wanted it to connect to was #1 in the list, I think I've worked out how to fix it again
^ Only to connect to 1 at a time, so if one's down, it'll go to the other
Neat. π
If you can nail down exactly how it's deciding which server to connect to, I'd be interested to know.
It'll try connect to the first -connect= if that fails, it'll try the next -connect=
If I want it on the second IP whilst the first one is up, I gotta change them around
Ahhh, OK. I'd make two batch files. π But that wasn't working when your new server was in first position?
(I've gone from trying to help you to trying to learn from you - hope that's OK)
Ahaha np
The server I want it to connect to has two IPs, sometimes it's pick and wants to use the least used IP instead π€ so I just threw the second -connect= in there one day to see if it'd be sweet enough to connect without me having to interact with it
Ahh, ok. You can use ip= on the server startup to force it to one of the multihome IPs (theoretically - I don't have first-hand experience with it)
Anyway, I learned something. Off to sleep now before I learn two things and overload. π
Lmao I'm planning on sleeping but I've been planning on sleeping for about 3 hours almost
Yeah, I get that way when I'm chasing a solution, too. Hope you can get it sorted. π
Fingers crossed
Oh, one thought before I go - make sure you added the hc IP to server B's server.cfg file for localClient and headlessClients
::poof, gone::
Lol, was added previously, probably gonna double check again
@dusk rock Is the HC on the same server?
yes
That's a pretty severe drop in fps for only having 20 spawned units (15-20 fps on the server, without the HC). What map? I'd have expected high latency between the HC and the server, except you said they're on the same machine, so that's also quite weird. I've not fiddled with setting affinity on processes for A3, but do you have anything that will monitor your cores on your CPU? It's possible that it's saturating one core.
Did you get your HC running yesterday, @dry tangle ?
it's on taunus. i monitor it with TOP on linux. the load is at 3.5 of 8 and CPU usage is around 30%. maybe i'll let the HC run on a different machine and see if it helps
@dusk rock Check if the CPU speed in linux is correct, i know some distro's like to control the speed based on load and most of the time it wont consider arma as high load there for will never raise the lock. I have done 1 to 1 testing between linux and windows on 5 ghz cpu and windows showed about 15-20 fps increase. (basic map map with 500 AI standing not doing shit, no mods all vanilla)
thx for the hint, but they are all on max. speed @idle granite
Taunus is a beautiful map... but I get the impression it's more an art piece than an actual playable map. π Regardless of that, though, did you get a chance to try the HC on a separate machine?
@half spruce Forgot to reply, I've not tested yet as it's used for my groups server when doing missions which're once/twice a week
π
testing it atm.. steam auth failed. steam account which runs the server and steam account which runs the HC on separate machine must be different?
@dusk rock Make sure your headless client IP is listed in your server config's headlessClients[]
If it's on the same machine, try this:
headlessClients[]={"127.0.0.1", "publicIP"};
nope it's on a different machine and i wondered, if i have to buy another copy of arma or if i could run it on 2 different machines
@dusk rock Try kickduplicate = 0; in the Server.cfg
Is the public IP of the machine running the HC in your headlessClients[] entry of your server.cfg?
It should disable steam auth
You can use the same account to run server and HC on different machines. Are you running the dedicated server install for both? Updated with SteamCMD? I think you only need a Steam account to download and update the servers, not to actually run them. Shouldn't even need to own A3. π
Steam acc is need to DL/Update, no need to own Arma on the server account
I got a problem with my HCs. Once AI get's transfered from Zeus to HC using ACEX some of them just loose all their gear and are naked
@clear steppe Does the HC have the exact same mods as the (player) clients?
Yes server/client/HC have the same mods
I also noticed if you place units down slower it doesn't happen
Might be some desync happening when ACEX needs to transfer 3 groups in 10 ish seconds
@clear steppe From Jonpas on the ACE Slack:
https://github.com/acemod/ACEX/issues/48
you can bandaid it by increasing the delay
but it's a bug with HCs
Zeus + HCs, gear sync happens after unit transfer, that's why increasing delay supposedly bandaids it
Thanks. That'll be good for me to know, too, since we use ACEX. I've not seen the issue, but maybe because we don't often use Zeus.
Thanks
putting the public IP in the headlessClients[] entry of the server.cfg solved it. runs better now, but still a little start/stop motion when i pass a certain number of ai.. like 60 or so. but maybe the cpu of the remote HC is too weak, it's just an older pentium dualcore. thx for you help @arctic sand, @half spruce and @dry tangle
i have reported naked bug to Bohemia like 9 months ago about transfer of ai to HC, still have that issue
to help prevent that we slowed down the transfer speed
this fucking game .....
It's just Zeus
It's already super wrong that Zeus stuff is spawned local to the Zeus
If the Zeus'd units were spawned to the server, the Zeus would loose quite a bit of the fine control over the units. Many of the stance changes, etc only run when the unit is local to the Zeus.
which of course is not harder to fix than executing where local
bi needs to do some regression on zeus
seems to already be fixed in upcoming ace
If I'm getting a steam ticket check failed when running arma3server in HC mode - what is the most likely culprit? IP is whitelisted, be=1; belicense=1, etc. do I have to mess with filePatching?
@glad mist I've not had the issue, imo it's the one issue that doesn't have a definitive answer to solve it. There shouldn't be any need to mess with filepatching though.
Thanks for that @dry tangle , makes me feel a bit better - been wrestling with this one for a while
I'm voting for the issue being the IP not being whitelisted. I haven't seen a confirmed case of be=1 or belicense=1 for well over a year, if not more.
- Is it always Steam ticket check failed, or are there any other error messages?
- Is the HC on the same machine as the server?
- Does the HC stay connected briefly, or is it instantly getting kicked when connecting?
@tame glen
- always steam ticket check related
- different machine, same LAN
- instantly kicked, rejoins, loops like this forever
headlessClients[]={"192.168.192.111","127.0.0.1","X.Y.Z.142","172.17.0.1"}; where 192.x is the LAN IP of HC, .142 is public IP of both server and HC, and 172.17.0.1 is the docker bridge IP (server running dockerized)
@tame glen @dry tangle turned out to be IP related after all. I added a linked container and whitelisted it's docker IP and it was able to connect without issues, thanks for the help
still can't connect a HC from my desktop yet, need to figure out what the server thinks my IP is (192.x, 172.x, public ip) when hc connects
@glad mist Should be easy enopugh, watch the console for when you're connecting? If you're on windows 10 you can use task manager and check the network adapter on the performance page for your 192.168.x.x IP
yea I was whitelisting the IP that the console showed but it wasn't working - will run a netstat later
My hc is giving me this: 15:33:13 > Player headlessclient connecting
15:33:13 > You were kicked off the game. Steam authentication failed.
anything I can do about it?
Server is saying "Batleeye server: Player #0 headlessclient connecting" and the disconnected
@south kindle what OS?
Steam authentication failed is usually a wrong or missing IP in the headlessClients array in the server config.
@slim lily win
@south kindle triple check IPs, I fought against that one for a week, not realizing internal bridge ip was being used
add public IP too
Ok gonna do that
@glad mist how do i do that, with a comma? -connect=192.168.178.88, 217.232.344.32?
on my HC side
I believe he is talking about the server configuration file, not the HC. Add all the possible local IP's to the configuration file.
^ Pretty sure he is
k π
alright I now got the local and public ip in the server config
and the local in the HC launch parameters
IΒ΄ll try with the public in the launch parameters too
Looks like it works with the public IP
Thanks a lot Guys you are all very helpful π
anyone has a working script for transfering units from Zeus to HC? I can't run ACEX :/
why can't you run ACEX?
You can try Werthless HC Module.
Could you not just have ACE installed but disable its features?
Not sure if it was WHC's problem, but I had issues in my community with some triggers and AI at times on HCs, may have just been the mission devs fault though
But it work fines otherwise
Triggers can be weird with HCs
How does AceX transfer? WHC slowly transfers things and can take quite a while for a mission with a couple hundred AI
Uses setGroupOwner on all groups
Transfer only happens after set delay (configurable) of unit spawn, to prevent desync
There is a full description on https://ace3mod.com/wiki/frameworkx/headless-framework.html
i use acex with 3 headless clients and about 75 groups of ai per mission, and it works as expected, except sometimes units placed by zeus will lose their gear when transferred to a HC (about 1 in 10 infantry units)
not sure if its acex specific or not tho
Are headless clients just "slave" computers that run AI to take load off the main server?
yep, except you can run multiple hcs on the same system the server is running on
@thorny terrace it's not ACEX specific, it's a problem with Zeus syncing, you can increase the transfer delay to negate the issue, but it's currently impossible to fully fix it (without hacky workarounds)
increasing the delay will give Arma more time to synchronize gear between the Zeus machine and HCs
Is there a way to track headless client fps?
#monitor works for the server only I assume
@kind crystal You use CBA by any chance?
Don't we all? π