#server_tools
1 messages ยท Page 2 of 1
Yeah, also reconnected -> Nope. 3rd Person not working on that Server @celest rapids
@manic star I got Rcon working on 1 server, but not the second server running on the same box
I used port 2306
@paper dune Here
ok trying 2301 now
Not sure how you've not got rcon working ๐
why not help instead of laughing
maybe share your bec settings?
Page 5 of 5 - Difficulty Overhaul - posted in ARMA 3 - DEVELOPMENT BRANCH: You can add your own difficulty presets to CfgDifficultyPresets and then use them in the missions cycle in server config. Avoid using the name Custom for your classes, since this is a reserved one. Loading of own custom classes from the profile doesnt work anymore.
" Loading of own custom classes from the profile doesn't work anymore. "
share your BEServer.cfg
In the screenshot it shows what port he is using
But he also codes the RCON tool
So is just trolling
Tell him to shut it ๐
2472 ?
yea random port
i know 1-5 i think are reserved by the system
so dont use those
make sure the port you select is not in use
and its RConPort XXX in the BEServer.cfg
no need for RConIP as specified in the preupdate news?
No
i'd assume if you don't add that in its going off the system ip given by windows
works on any port number you want, second server on a random 3 digit port
also make sure you've got firewall rules in place @manic star
TCP/UDP?
i "think" it might be UDP but don't quote me on that one i know one thing was UDP when i was sniffing BI Packets
rgr
should say BE packets*
Ok i was use RConIP and it works for me, strange
Are you using multiple IPS to the same machine @forest tree ?
yes i do
Strange, extremly strange
Makes sense though
Ok i forget, this is the Arma Logic ๐
he needs a way to filter ips to certain servers
you dont
as you're only on a single IP
There are 3 Ways, the right way, the wrong way and the Arma way ๐
So if you use multiple IP on one system, you need to define the IP or not? ๐
ive tried defining and not defining and i got nothing so far
using RConPort now
and before but no luck yet
and does the name of the BEServer.cfg change when you start your server?
the name of the file?
Yes
not that im aware of
it shoudl be lock like beserver_active_<some.magic.number>.cfg
Then thats most likely your issue
I have a BEServer_active_59c6, which is pretty old
As Sancron has mention it should changer to BEServer_active_RANDOMnumbers.cfg
beserve_ractive_<some.magic.number>.cfg
this must be the issue?
this indicates if BattlEye is using this Config
no yours is right
you need to change yours then?
Or delete it. Probably it will be recreated ๐
if you've not added in the RconPort setting in that file
then thats why yours is failing
got It. I think I was modifying the wrong BEServer.cfg that I had
even though one was not modified in a long time
Cortez what are you using for bec replacement
thanks for EPM btw
Im using my own program
Changed the port to 2302 in RCON, but 3000 in BEconfig and now it works ๐
with another instance, but with the first, it's really probably just the active config file not being up to date
If you are hosting multiple servers on the same machine with different IP you have to define RCON Ip aswell
Thanks!
it would also seem RconIP also works
Oh wait that's still 1.56 ๐ ๐ ๐ ๐
because Battleye are nice and i've been chatting to them
Updated documents for all
@visual quiver BEC working on 1.58 aswell
all is working now it seems
I dont seem to have a beserver_active* file anywhere but im working
@manic star Its just the normal file that changes name when server is running
Ah yes you're correct in the correct directory it is indeed changing. Best way to identify if you're changing the correct file.
Thanks to everyone who helped
Hah. Been waiting 1 year.
fml...
imagine how much will break when Apex comes out
WORKS:
MaxPing 200
RConIP YourIP
RConPort YourPort```
Does NOT work:
MaxPing 200
RConPort YourPort
RConIP YourIP```
gotta love formatting
cool, when i add it -> It doesn't verify my GUID oO
@manic cosmos y u do dis 2 us!1 cry
I removed the IP -> It verifys it instantly.
2nd Server:
Adding IP -> Nothing happens
Removing IP -> Nothing happens
3rd Server:
Adding IP -> No verification
Removing IP -> Nothing happens
Man its a pain in the ass to get BE to work again in regards of rcon connectivity...
i am slowly acheiving it just now trying to get BEC connected
I assume the update also broke the BattleNET library?
Its... idk... just borked.
Are any of the common RCON tools actually using BattleNET or have they all switched to their own protocol?
Alright nevermind, none of my rcon tools is able to connect ha
on 3 of 4 Server its the same result for me.
I've tried DarT, EPM, my own RCON tool that uses BattleNET and none of them is able to connect. Local server, port set, tried various settings including diferent formats (because uhm idk)
4 am.. cant be bothered now, lets hope that a solution can be found soon, night lads
remove RconIP @dark vector
i got mine to work ๐ @dark vector i can help you tomorrow if you want
^what he said
Testing..
Oh well...
EPM and DarT are working
Looks like BattleNET broke though ๐ฆ
Congratulations.
lol
@urban coral I assume I get a ribbon now
more like a kick in the butt ๐
But yeah thanks removing RConPort did the trick
Don't ask... Read above, how long it took until this channel found it out
I actually looked through it but people were posting all kinds of settings on which it apparently worked
Uhm okay... now my library works aswell, but it didnt work a minute ago when I tested all 3 tools and only 2 of them worked...
Someone please slap me in the face
Anyway, issue resolved. Thanks.
slapping @dark vector in the face
with a chair
several times
and laughs while doing it
y u do dis
cause i caaannn
๐
All this testing are we updating the BI Wiki?
otherwise we'll have to keep repeating ourselves to the public
It will save Dwarden some work too
Third Person View and veteran difficulty - posted in ARMA 3 - TROUBLESHOOTING: I changed my arma 3 server difficulty settings to veteran to prevent death messages to be shown. But since the 1.58 game update you cannot use the 3rd-person view with this settings. I changed the flag 3dpersonview to 1 but it still does not work. Does anyone have a solution?
Does anyone know how to make a skin for http://www.gameready3d.com/3d-Model-010416TRUK-Detail If someone could teach me how or tell me that would be awesome!
new server commands in profiling (performance) binaries 1.58.136234 / 1.61 DEV / + soon 1.60 RC
#MaxPing <value in ms>
#MaxPacketloss <value in %>
#MaxDesync <value in %>
#disconnectTimeout <value in seconds>
note: disconnectTimeout default is 90 second, range 1-90, too low value might be problem so try between 1-5
- each has server.cfg counterparts to define default values
if no default from server.cfg defined then value from #command will be active until server exit
otherwise only for single session then default from server.cfg kicks in again
all 4 commands ares possible to combine together
admin #commands works via BattlEye RCON already, same as via GUI as in-game admin
server.cfg example
disconnectTimeout=5;
maxPing=500;
maxDesync=95;
maxPacketLoss=95;
p.s. all max* decisions are calculated as average over time period, so it's not sudden
@manic cosmos "note: disconnectTimeout default is 90 second, range 1-90, too low value might be problem so try between 1-5"
1 is not low?
let say all your clients are local LAN or within neighborhood / city with perfect connectivity
so for sake of competetive gaming, public servers and admin's choice i got it changed from 5s to 1s as minimum
like i said, each admin needs to test those values for theirs server(s) ... it will differ based on mission, connectivity, playerbase w/e
@verbal axle it's new minimum in performance/profiling since v6
@manic cosmos "note: disconnectTimeout default is 90 second, range 1-90, too low value might be problem so try between 1-5"
90 or 5 ?
default is 90s, possible range is 1-90 seconds in PROFILING / DEV branch (in MAIN stable branch it's 5-90 seconds)
thx for details
@manic cosmos are u sure its % maxDesync & maxPacketLoss ?
i remove //maxPing=500; //maxDesync=50; //maxPacketLoss=50; cause 50% of player get kicked with this "STR_MP_KICKED_SLOW_NETWORK"
it's atm experimental, so try higher values e.g. 85/75 for the desync/maxping
and yes i checked and it should be % for the desync too not just packetloss
when the logging is added (already done internally) it will be easier to tell which one is causing the abort
@verbal axle also remember to try increase the disconnectTimeout, to 4 or 5 ... if 3 is too low
new logging for those max* commands in new performance binaries #perf_prof_branch
@manic cosmos looks like player without ssd kick by dรฉsync maxping on mission loading
known issue, wait for next perf/prof
@verbal axle new 1.60.136515 version in #perf_prof_branch with fix for that ๐
new performance binaries (1.60.136560) in #perf_prof_branch
@lyric mortar good to see some official documentation for the protocol finally- but it looks exactly like the one I found by some educated guessing a few weeks ago - and there I've always got some random bytes of the hashs missing ...
Look at the bottom of the page, for escape sequence ๐
๐
Sorry it took so long, had to rewrite to something readable
@simple sparrow was using exactly those 3 escape sequences - but still got missing bytes
@simple sparrow thanks dude!
https://dl.dropboxusercontent.com/s/4b66bq4o7ndeemk/cmd_2016-06-03_16-26-18.png?dl=0
the documentation is grand ๐
@simple sparrow so found a better method for detecting the workshop items instead of using symlinks so our launcher will move to that
should make it less prone to being deleted or broken by kids
@winged mist May I ask what your solution would be?
documentation for new server admin #commands in profiling (performance) binaries 1.60.136560
https://forums.bistudio.com/topic/160288-arma-3-stable-server-160-performance-binary-feedback/page-77?p=3035423#entry3035423
Page 76 of 76 - Arma 3 STABLE server 1.60 "performance binary" feedback - posted in ARMA 3 - SERVERS & ADMINISTRATION: Hey, i think u misunderstod me.
before the patch i had only a few crashes like 2-3 a week.
With the v9 everything worked perfekt, no crashes anymore. But now with the 1.60 my Server
Crashed like 6-8 Times in 24 Hours.
Does anybody know if Arma3 / Battleye rely on Valve's Source RCON protocol (https://developer.valvesoftware.com/wiki/Source_RCON_Protocol) or it is an own protocol?. If last, are there any details available? I know the BE specifications (https://www.battleye.com/downloads/BERConProtocol.txt) but they are neither much detailed nor examples available
@lusty lantern nope, BE's uses own protocol
@lusty lantern That second link contains all the details that you need to use RCON in your own program.
@lusty lantern
Very annoying issue with PING implemention
BEServer doesn't respond to PING Packets.
PING Packets also contain the packet sequence number.
So if PING packet X gets dropped, BE will stop reponding to all the packets afterwards, because it is still waiting on client to resend packet X.
So you will need to use another command to check that RCon connection is still alive, or use a difference command than ping to keep connection alive....
Or you can just skip implementing sequence numbers, and keep sending BEServer the same packet number. It basically works fine
If you get stuck, there is a gplv2 c++ implementaion that has packet encoding in it.
Also the c# battlenet library has most of the RCon commands, including afew that weren't documented last time i checked
You can just send an empty packet of data to keep the connection alive. You still need the crc etc.
Thanks for help ๐
seems like A3 publisher CLI is ready:
https://community.bistudio.com/wiki/Publisher
BattleMetrics Web-Based RCON Tool- Ban Sync, Detailed Logs, 24/7 Connection, Admin Permissions, and More - posted in ARMA 3 - SERVERS & ADMINISTRATION: TL;DR: https://www.battleme....com/rcon/aboutย ย ย A new web-based RCON tool that allows you to maintain a persistent connection to your server. Tracks players and admins so you can watch your community and staff. Many features to come.
ย
Hello everyone,
ย
The RCON tools available for ArmA are usually free desktop cli...
looks pretty good
if someone happens to get a copy or wants to share his account or anything, let me know. I'd like to take a peek at it. ^^
nvm, everything is probably behind an api. ๐
this might motivate me to release my "web rcon" thats been sat idle for months
Tested out battlemetrics premium
Its surprisingly good
Might put all my servers on it. Will cost a bit per month but oh well
Obviously I made a bad decision to create an open source C# BattlEye library.. should've made a paid RCon client.. dammit ๐
well i guess some admins expect/need certain features these days; the rest is probably happy to use your free version
If you mean via rcon, no. Not unless the tool you're using has that feature built into it
@simple sparrow depends which one is it, using v3 performance ? ... maxdesync is broken(not working good enough) so not recommended
with v3 try disable maxdesync and use kicking or disable kicking and just log
@simple sparrow well then check logs what's the measured value
@simple sparrow late reply but Battlemetrics allows you to limit commands. It is however a premium service that you have to pay for.
@simple sparrow Big Brother Bot (B3) allows you to specify who has access to the various commands through admin levels. You can use it with either a mysql or mysqllite database and if you go with the windows precompiled version you don't need to worry about installing Python.
@indigo edge But its a great library ๐
I agree ๐
new server v5 performance binaries 1.62.137674 in #perf_prof_branch (with new administrative features updated)
https://forums.bistudio.com/topic/193485-arma-admin-bec-replacement-tool-11816-change-log-and-information/ courtesy of @winged mist
Arma Admin - BEC Replacement Tool [11/8/16] Change Log and Information - posted in ARMA 3 - SERVERS & ADMINISTRATION: PLEASE NOTE: Initial release will be soonย ย After testing this on my own servers for about a year now im looking to get this released to the public in some form.Any issues / Feedback should be posted on the EPM-Gaming forums or Discord.ย ย Discordย Please post your bug reports/comments/discussions/feature requests on the forum.ย Current Features:- V...
Made a php script page on our site that parses scripts.log and adds everything to scripts.txt as exceptions
https://wasteland.arma.su/_a3filters/
It is very basic but helps when dealing with tons of logs
๐
@clear eagle check pm buddy
+1
Pre release of A3Log (https://forums.bistudio.com/topic/189554-a3log-a-lightweight-logging-extension/) 1.6 -> https://dropfile.to/Z7sm88A
I Need help with RCON, iv tried multiple different times but i cant get it to work
Got something similar. For ports 2306,2316,2326 RCON works, but not for 2336 and 2346 xD
Even tho the rest of the config is exactly the same
The ports must be open and cannot be used by another program. https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Port_Forwarding
Can anyone recommend a tool to track gameplay statistics? I'm particularly interested in seeing a playcount for missions, mission duration, playercount etc
This is for a dedicated windows box not running exile/wasteland or anythign like that
https://arma3.swec.se/server/list does all the things you're looking for
I'm trying to make a server where anyone who has been whitelisted can access zeus (however not slot based) I have seen this done on other servers!
(I know about the #adminLogged but that only allows for 1 zeus at a time)
@edgy river you seen marma.io ?
That's amazing for stats
And you can remote code on the server live from it.
And its from maca and torn so you can be pretty sure it's all safe.
@tough heron we did that with a mysql database and a own written webinterface
https://www.youtube.com/watch?v=RK_-WZgagkg see here to get a general understanding of it.. That is a video when we first ported it to a3 from a2
@meat#9580 Hey thanks we solved the issue, you just put a the UID into the slot ๐
hi. anyone know a good alternative to cpbo? i really like the right click ability
@formal flare's tools obviously. ๐
@solar lantern pbo manager
Hi guys, Auto-whitelisting from a forum server group to a arma 3 life server??? can this bee done and if so can you help in where to find it
Yes
But you'll probably have to write something yourself. ^^
I know that https://github.com/marceldev89/BattleNET is (or was) used for a couple of whitelisting tools.
๐
Not sure what tools the more popular servers (e.g. koth) use to be honest.
Seems like http://ibattle.org/ also has some whitelisting capabilities.
You'll have to feed the data from the forums to the whitelisting tool, but you're on your own with that. ๐
that's fine. it's usually just a pull push script. soo should be okay thanks
hi guys. quick question i have search and search. does anyone know where I can find a webbased rcon that we can put on our own admin panel???
Hey everyone. I have been dealing with this issue when I try to right click on a folder/pbo and I can't unpack/pack them. When I unpack I have to always open up the PBO in PBO Manager and extract it and when I pack it I always have to run the program PBOView. https://gyazo.com/54b41937592afd42e7473b04901e16e6
Anyone knows a solution? I have reinstalled the program multiple times, repaired it and still not working.
https://forums.bistudio.com/topic/197081-asct-โ-server-managing-tool-for-admins/
With ASCT all you need to do is to login to your server with remote Desktop or TeamViewer, right click on script.sqf and select ASCT Execute.
NOTICE! This application REQUIRE root access to server, you MUST be able to connect to server with remote desktop or TeamViewer. If you have only web access this application is NOT usable.```
ASCT โ Server managing tool for admins - posted in ARMA 3 - COMMUNITY MADE UTILITIES: General description Arma Server Control Tool can be used to execute SQF scripts on server directly, by using standalone server side application. Idea behind this project is to solve the problem that, in many cases it is hard or straight impossible for server administrator to execute certain scripts on server, also it most likely involves joining server with game client. A lot of times server admins are n...
more in his release thread
@simple sparrow can that be hosted on our admin panel though???
Thats not bad, Ill have to have a look however i am looking for a rcon we can host on our admin site
Scripts for automating ArmA 3 stuff on Ubuntu.
https://github.com/SchwererKonigstiger/LinuxServerScripts
And accordingly: Forum Post
https://forums.bistudio.com/topic/197363-konigstigers-linux-toolkit/
maybe I should put up a forum post with my web based server manager, our community has been using it for almost 3 years now
the more tools the better ๐
๐ป
ASCT โ Server script executing toolset - posted in ARMA 3 - COMMUNITY MADE UTILITIES: General description Arma Server Control Tool can be used to execute SQF scripts on server directly, by using standalone server side application. Idea behind this project is to solve the problem that, in many cases it is hard or straight impossible for server administrator to execute certain scripts on server, also it most likely involves joining server with game client. A lot of times server admins are n...
@silver plover I saw your web tool its interesting, were you thinking of adding SW download support instead of PWS?
yeah, last time I checked the API didn't expose addon files though ๐ฆ
might have a look at doing it through steamcmd
since I started integrating it to update at least linux servers using it anyway
@silver plover would be awesome... also DEV/RC branch support
I missed this a lot in A2 time, nobody was interested to make something like this, so thanks a lot... still have to test it though
do you mean switching to dev/rc via steamcmd?
yeah setting branches would be nice, I need dev server for testing and this would be helpful
that would be included when/if steamcmd integration would be done
the steamcmd is already integrated in node but I want to fix some issues with steamguard first
and build a proper ui for it D:
at least linux servers using it anyway
thats all I need to hear haha... awesomesauce you have big plans
What about if you 100% self-manage your servers mods? We don't use SW or PWS. For some reason atm servers I create on there automatically add a bunch of weird CBA versions
guess you dont need that functionality then.. look at switfy for that
if you want repo management and deltapatching that is
That's what I mean, seems the PWS does some weird stuff and i'm looking for a way to opt out of that side of things
While retaining the other server management features
PWS does nothing if you don't press install/update
refresh will check for any new mods uploaded manually
might be a good idea to be able to enable/disable PWS integration
we use arma3sync as well and I've done some other integrations with that previously
Does somebody know by chance which was the latest TADST version for ArmA 2? ^^ (not ArmA 3)
you can use the latest version for arma 2 btw
Heads up --> My server package has a new release:
https://github.com/SchwererKonigstiger/LinuxServerScripts/releases/tag/0.2-Alpha
If anyone is interested in a BattlEye rcon bot for discord:
https://www.reddit.com/r/arma/comments/5ih1wr/battleye_rcon_discord_bot/
@fair fox wonder why you are using $! >pid.txt
server binary has -pid option to store process pid
Didn't know ยฏ_(ใ)_/ยฏ
Does the job without any overhead anyhow
You can make a PR if you'd like to change it.
I am working on completion of a bit complex script, start screen, arma server in 1st tab, console output in second, rpt in 3rd, grepping logs for errors and so on.
anyway if your way is working - I am not forcing to change it :) just curious
anyone know if A3sync supports webdav for repositroys ?? (user login as well)
Think only basic auth
I think you would have to make the accounts for them and then yes it is possible
@toxic viper I believe that it is built solely around fileZilla but I'm not entirely sure
ben it works kind of i have 1 more question is there a free web control panel thats free that allows my admins (dont want to give RDP access to them) to start and stop the server and easly add custom launch commands
for windows no Im not aware of any free CP
but you can install BERCON or something alike
or this is web based
Firedaemon (not free) has a control panel that you can give you admins access too http://www.firedaemon.com/product/firedaemon-fusion
Windows Tool to manage your battleye filters: http://bem.themeq.xyz - Drop the EXE file into your battleye folder and run it.
IS there any way to block people from getting on my server with a vpn/proxy?
@lilac ravine BattleMetrics does that natively with triggers. You can set up a rule/trigger that kicks anyone using a VPN: https://www.battlemetrics.com/rcon/about & https://www.battlemetrics.com/rcon/triggers (requires a subscription)
paying, pff
Not everything is free. Nice stuff costs $$$
I quite enjoy it actually @urban coral maybe try the trial for yourself some time
For those keeping an eye on my Linux Package:
I've moved the repository from github to my own GitLab, please make all tickets there from now on.
As well, work will soon start on supporting Wine'd servers and rebuilding the entire package to run in python over bash.
https://gitlab.ddca3.com/DDC/LinuxServerScripts
https://forums.bistudio.com/topic/146822-arma-server-monitor-very-small-but-useful/ <- still recommend ? Or should we stop using it?
I know some peeps that still use it, to monitor their Servers.
I thought it stopped working after one of the A3 updates
English please
It works on our server. Just was not sure.. Last I rembered was that there where some issues and i just wanted clarify.
I am still using ASM on my old Linux server. I even wrote a custom Desktop tool that can archive the Graphs to look at post mission and that automatically launches a diag_captureFrame serverside if FPS get too low.
But It only works on my old Server. On my newest one I didn't get it to connect yet but also didn't invest much time into it.
But It's a very useful tool if you are experiencing Server perf Problems. I currently don't. I'm focusing on clientside perf
got a issue (our group is making a visual basic start program so we can start arma 3 with a config file the program passes threw the arugments and its logged in the rpt log but arma isnt using any the config varables (such as server name) jst keeps loading the defult one if we put the -port var in it works fine (but only for port ) but our batch file (same arguments in works fine
@toxic viper Could you paste the entries from the server's RPT from both situations? Feel free to remove unnecessary information. I'm wondering if the issue could be that "starting" it from a different directory messes with the paths if they're relative (e.g. -config=config.cfg). So try it again from your program using the absolute path to the config (e.g -config=c:\some\path\to\config.cfg, quotes might be needed)
penny thats what im doing (also got profile's setup
You are already using the absolute path?
Hello all, who will have a link to download ASM because the link I own is dead ?
your google-fu isn't too strong
oh that points to a dead link ๐
here's a fork https://github.com/dayz9998jp/ASM
seems to have binaries at https://github.com/dayz9998jp/ASM/raw/master/addon/ASM.zip
HALP
Tophes launcher 3.0 wont launch on my win7
and on my win2008 server
Are the similar launchers I can use?
having trouble repacking pbos just gives system error application not found
why repacking pbos ? ๐
what tool(s) do you use to live administrate your server (windows desktop server dedicated in my case) from a client pc?
Depends on what you mean by administrate!
For example: I use Firedaemon + Firedaemon Fusion to start/restart my instances. But I don't run with battleye so no BEC tool for me
well some graphical interface so i don't have to type in all those commands
for changing map, restart map ...
I'm no RCon expert but I think those functions are only available ingame
Happy for someone more knowledgeable to correct
Selfmade tool. Can configure Mods and startparameters. start/stop server. And livestreams server logdata to desktop application. Serverside script execution was planned but I didn't get to it
ok
We use https://forums.bistudio.com/topic/197432-arma-server-web-admin/ for our community
Swifty -> More user Friendly and easy to use (HTTP Support only)
Arma 3 Sync -> More functions but a little bit more complicated for "new" Users withou knoweledge (FTP and HTTP Download Support)
Swifty runs out of the Box, A3S needs Java installed
The best way should be, that you test the Tools by yourself and ask your Community
Had A3S DeltaPatching?
(Okay, lemme rephrase it: Does Swifty still have DeltaPatching and was it added to A3S?)
Swifty has Delta again
A3S Supports Delta Patching to, but then it's also limited to HTTP as far as i know
Oh, I thought A3S downloaded changed files, instead of delta patching each file.
We might have it on FTP tho
wait, A3S had FTP Support, the last time i checked it (~1 Year ago)
@urban coral A3S still has FTP Support, but when you want Delta Patching on A3S you need to use HTTP
Ah, okay.
And Swifty was re-eanble DeltaPatching in the neweset / latest release again
2.1.5.x
I use "git pull" for client updates ๐ of course reverting all client made changes before.
Not sure if this is the right section, but is there an easy way to test connection to an sql database?
By trying to connect to it @Sturm-Falke101#5493
You can use HeidiSQL, which is free.
I'm working on a server updater for SteamCMD and will add in server launch options for it - is there any features people would want in particular?
add mod support to it I guess ^^
Ok yea hadn't though about .bat export. Will see if i can get that in. Mod support is planned - will be able donwload from steam workshop too.
https://forums.bistudio.com/forums/topic/203101-windows-bem-battleye-filter-manager-1501/ - BattlEye Filter Manager by TheMeq - Check the thread ๐
Does anyone know if there's a version of DSUtils I can grab without needing to download the whole arma tools package?
Thanks!
https://forums.bistudio.com/forums/topic/203723-arma-remote-admin-remote-administration-for-server-operators/ - Remote management tool for server operators
is TADST still the only dedicated server tool around? ArmA3 launcher is restricted to only one server at a time. I need to launch 2 or 3 with multiple Headlessesses. I've always used bat files until now, but steam workshop things makes that a bit of a pain to manage
I'm working on something at the moment @fast oriole It's got SteamCMD support built in for updating and mods too - should have a release soon enough.
would be cool. Currently trying to run separate installs using SteamCMD method with Workshop downloads is a massive fuckaround
ArmA Remote Admin now can also install/update workshop mods aswell as install/update servers
@fast oriole Might be interesting to you
Anyone know if there's a linux version/alternative to DSSignFile and DSCreateKey out there in the wild at all?
Anynody know where I can download Mikero's Tools now that his web site is gone?
@formal flare Where can I dl eliteness?
Oh never mind found the paid site. Would have payed $10 but $40 is to much for somone who just wants to make a compressed pbo for their server. We are all not devs
@simple sparrow there is also a free version, this should be on dev.withsix.com when i am right
Thats sites down too. I'll make sure to check later. Thanks @forest tree
Free version from Mikero is available here: https://armaservices.maverick-apps.de/Products/MikerosDosTools/FileBrowserFree
the dev.withsix.com site is obsolet
Working on my own Windows tools. Porting my Linux tools properly is taking time >.>
@simple sparrow ^
๐
Hey guys ๐ Well, so far I have tried to follow like three different tuts on how to make a dedicated server, and so far, none of them have paid of ? Any of you guys got an tut that actually works ? ๐
I've tried that one already champ, and it didn't work for me ๐ but right now I am resetting my pc, so that the only files I will have on it, will be whatever the pc came with from the store ๐ and then I will try again ๐ช but thanks though ๐
PEBKAC ยฏ_(ใ)_/ยฏ
I'm looking at creating a database for the game to write some data to. When I search on the web I find a lot of results for ExtDB and iniDB. Is there advantages to one over another?
Use extDB3 @nimble epoch
@simple sparrow Where do I find extDB3 ? I can only find extcb-conf, extDB2.so, extDB2.dll and extDB2 License ?
@graceful oriole Google. Latest releases: https://bitbucket.org/torndeco/extdb3/downloads/
Thanks champ ๐
Turns out, Garrett is the new extDB3 promoter ๐
@loud roost I haven't heard of iniDB in a long time. Googled it and last update was in like 2013 and it is still listed as alpha. extDB is common now and has good documentation and updates.
@cedar valve Whats up
I figured it out, I was trying to get a live rpt report.
@grave dune thanks for asking
Just wanted to let folks know that there are now chat triggers available through the BattleMetrics RCON tool. There's a pretty lengthy writeup about the new features at the end of this thread:
Hopefully it can save some of you some time and hassle in enforcing your server rules/automating tasks.
@deep prawn i will gladly pay you the 5 bucks a month for this. Excellent.
guys where can i change cash which players start on server ??
That's a better question for the developers of that mode/mission in their respective forums, or Discord, if they have one.
I know marma and other tools have linux rcon->sqf bridges. would one of you kind wizards share the source of the .so used? tried porting a windows version of sqf-rcon but I'm a C noob โค forever thanks
Apparently extDB2 has some Rcon thingy (https://github.com/AsYetUntitled/extDB2/blob/master/src/protocols/rcon.cpp)
thanks @jovial narwhal
Note i never implemented the rcon protocol fully. I ignored the packet id order because i was lazy
Should be handy aswell https://www.battleye.com/downloads/BERConProtocol.txt
Dont forget you can use https://community.bistudio.com/wiki/serverCommand aswell
thanks @simple sparrow appreciate RCON spec link
shameless plug for a C# RCon implementation https://github.com/marceldev89/BattleNET ๐
@indigo edge Unbelievable
๐ฑ
What happened ๐ฎ ?
okey. Bye then. That's also not #server_tools btw
hi,
I'm trying to setup the Rcon for my linux server.
I have placed beserver.cfg in A3/battleye/launch and checked that it gets active once server is up.
However, the rconport keep gets change. I'm not sure this is beserver.cfg problem or internal server rig problem.
if anyone have similar experience, please let me know. thank!
Does anyone know how the arma executable goes about locking the contents of the MPMissions folder? I'm writing a webapp for server admins to manage their missions. Part of this is the ability to mark a mission as broken and move them out of the folder. If there's any mission running on the server (even if there are no players connected) all the PBOs in MPMissions are locked by arma i.e. "File in use by another application"). I'm trying to write a way to delay the move function until the file is no longer locked.
just poll the files on an interval and once it doesn't fail you know you can do your thing
also there's probably a system in whatever OS you're targeting to notify your application that the lock has been lifted instead of polling
On Linux you can just delete the file while it's locked ๐
But Arma doesn't like that. If you go back to mission selection and select the now deleted mission again the Server just kills itself
Question addressed to anyone who has experience with SQL databases: I have a server I am renting, which is a standard 40 player slot server. It has a SQL database function, which I believes implies we could use it to transmit data to and from the server.. That's my boiled down version, but my question is, what is the use of this module? I'm pretty sure altis life servers use it for tracking player data, like licenses and inventory. How could I implement it into my private server? Is there any legitimate use for it in a server which primarily runs Zeus OPS? Thank you for any information!
You wouldnt need a database unless you are saving data from the mission. For arma (without modded mission) you should not need a database.
Exile and altis life both use MySQL
Yes but he is tlaking about a server that runs zues missions.
Was just pointing out they both do
I mean, there IS player data I would like to be able to track, like players K/D over a long period of time. Something that is persistent, so I can track which of my players are doing well, and which are team killers. Or for the sake of Zeus missions where we use currency in game to purchase items from vendors ( much like Altis life ) on campaigns that will continue for a multiple weeks. @calm robin @grave dune
Anyone know of a way to bulk unpack PBOs? Mikeros ExtractPBO seems to have a limit of 15 when using the context menu
extractPboDos -P folder target
I'll try that - thanks!
@lyric mortar worked a treat - thanks!
https://forums.bistudio.com/forums/topic/208807-wip-pvpscene-tweaks/
`Looking for some people to test them before the full release.
Especially the server side ones:
- DisabledFriendlyFire_Server_F_PvPscene
- LogKills_Server_F_PvPscene`
Does anyone know the install flags for the Mikero tools exes? I'm trying to get depbo to install via ansible and it's breaking on the dialog box that pops up to ask if this is a headless server (even when calling the installer with "/S").
@formal flare
Since when does Mikero have #server_tools ?
haha, fair enough. Is there a better thread for this?
@pine mountain you should be able to unzip the installer and get your files that way
or not.. ๐
@marceldev89#4565 7zip does handle unzipping the nsis wrapper, but the native unzip command in ansible struggles with it. I'll probably just manually extract the files and host them on a share somewhere.
I tried the 7z tool on Linux but it failed to open it
Does anyone know the install flags for the Mikero tools exes
sure do. there aren't any
you are trying to install (quite sensibly), the major component of my tool set. specifically, the dll. And the very first and only question it is ever going to ask you is whether or not you want to use it, and all other tools on a server.
why?
to prevent the very gui question and response dialog boxes you are seeing right there, right then.
so you, not me, have a catch 22 on your hands. in order to use the tools on a server, you must install that dll on the server IN the server with a human response. I don't intend changing that.
http://www.armaholic.com/page.php?id=11655
TADST updated 9 hours ago ๐
Hi, does anybody here have any experience with iniDB?
http://www.armaholic.com/page.php?id=19440 <- this one over here
I want to add some basic persistant elements to the missions I host on my server and was wondering if this was a good horse to bet on
well, it works
there are also ones that support mysql but for smaller things I'd say that is not necessary
or you could simply save things to profileNamespace on the server instead
depends on whether you want to access the data from outside of arma
you may want to use the newer version though http://www.armaholic.com/page.php?id=23340
i've never tested it in missions with loads of players but i wrote a whole persistence system for a 1-4 player coop mission which literally kept track of every vehicle, weaponholder (randomly spawned and dropped items), vehicle inventories, headlights, etc, loads of stuff. no problems.
profilenamespace is all good but it's a bit of a black box
inidb and anything sql are nice because they use standard formats that you can interact with outside of the game
easier to backup, edit, manage, debug, etc
would be nice to see a benchmark between different persistence solutions, but meh. i've just always used inidbi cos it's easy.
yeh well, inidbi writes to disk so it is a bit slower but that never was a problem for me either
okay, thanks for all the answers ๐
anyone know if tym32167 is on Discord under a different name? ^^
More and more of these server tools just flat out start deleting the first lines of the server rpt once it gets over a threshold of lines. Getting more and more useless fragments.
Hate that. Stop it.
Mine just deletes useless crap
like Client: Nonnetwork object and Error: Object( and such
Mine isn't public though.. Maybe that's the reason..
I think some devs of these tools thought that you only need the last lines or something. And now I have to deal with that crap all the time.
and its the first few lines that need checking before anything else is even looked at
why use any server tools at all?
just go hardcore and look at the rpt file itself.
no program should be dinking around with it directly.
arma actively writes to it and nothing else would be able to delete anything while arma has it open
anyone know if tym32167 is on Discord under a different name? ^^
@indigo edge he is not on discord unfortunately
afaik
What server tool would u guys suggest to use. like tdast, armaremoteadmin ? ๐
armaremoteadmin ๐
@muted plank I'd say depends on what you need really ๐
@dark vector i decided to just make at .bat file ๐
That's the worst option from them all ๐
@Arkensor#0120 ๐ค But what if you use a batch file with armaremoteadmin? :kappa:
what would be an option ๐
http://marma.io is pretty good I hear
shameless advertisement https://github.com/Dahlgren/arma-server-web-admin ๐
opps
#server_tools ? not #arma3_tools ?
crap my bad fix it now
Anyone familiar with TADST?
probably, ask the question you really want to ask ๐
@formal roost Why do you double post? It's kind of annoying isn't it; when you get the same thing twice which you waste time reading. I agree
This is why I shouldn't have asked here.
you need some thick skin to last on this discord bud.
"normal" skinned would've been just fine.. this one seems to be particularly thin skinned though because nothing happened at all ๐
๐ฅ I thought he'd at least get a giggle from it ๐
lol
Yeah, don't ask to ask a question, just ask it (if its relevant).
So is BattleEye Extended still the way to go in terms of server administration? Haven't been using BattleEye the past couple years, but starting to have to since people took advantage of that fact.
it'll probably still work just fine since BattlEye didn't change much (or at all) protocol wise
@hoary cosmos https://armaremoteadmin.com
Battleye Extended will work fine, BE protocols are all the same as they were back in a2 pretty well
I thought BE Extended Controls was depricated though?
Kinda wrong choice of words, deperecated etc. Application might not be actively developed but BE Protocol really hasn't changed at all except
BE Port is nolonger gameport.
So aslong as application doesn't do game server query + be port hardcoded to same port it should work fine.
depricated deperecated :D
deprecated
pssh ๐
deprecated isnt it?
in english it is indeed deprecated
derp-precated
Heh
How can I spawn P3D datein the 3d editor again [NO MOD]
@slim chasm Spawning custom p3ds out of the mission file will cause server instability. You can only spawn p3ds that already come with the game or with mods
I might be german. But I'd prefer not to interact with you ๐
Warum nicht @jovial narwhal
Please read #rules because you just broke like... 3 of them. On your first day on this Discord.
๐
^ @solemn pawn Spam post across multiple channels.
@formal flare getting Truncated file. Missing one or more};. Error starts near token 'Lega_Market_Functions' : In File \Lega_Market\config.cpp: circa Line 75 EOF encountered when using postInit = 1;
Why do you tag Mikero. And why is a config error in #server_tools ?
its with pboproject
shit wrong category.. mybad
the config works fine when not packed with mikeros.
its just the postInit = 1 thats not...
when using postInit = 1;
very clearly incorrect. The paste of your config.cpp in toolmakers simply said
postInit = 1
and while it would be correct to say pboManager 'packs' a pbo, that's only because you can drag 'n drop strawberries with apple sauce into it, and it has no clue there's anything wrong with that. Nor, is there ANY error checking of ANY file you plunk in there. To claim however that it 'works fine' is nonsense. If you looked at the dot.rpt of the engine it would have been screaming at you, with an error very much the same as what pboProject told you about without the drama of having to load the game to find out.
please be a little more accurate in your assesment of 'works fine' vs 'reported no errors' and worst of all don't lie that you had a semi colon when very clearly you did not.
@nova stream
https://community.bistudio.com/wiki/Arma_3_Dedicated_Server
https://forums.bohemia.net/forums/topic/139003-tutorial-installation-configuration-of-arma3-dedicated-server/
10 seconds of google can do wonders.
Thank you, got it working.
Hey ๐ I want to query the mods that are installed on a arma 3 server but i cant get it working :/
https://pastebin.com/V27Z5ECP
the response for mod ist always null
If you're talking about like, line 123 of your past, I think thats mostly for source engine games to return an entire game mod. Arma sends mod details in A2S_RULES iirc.
any server scripts to prevent people from using spawn menus?
trying to secure my server more
Enable verify signatures, add an anticheat, enable BE, use BE filters too
if you have battleye or even just run the game through the launcher you are safe @thorny pelican
hacking community has been obliterated by it pretty well by now. There are a few kiddies who can do mySQL injection, but if you aren't a life server or king of the hill then you probably aren't at any risk for that kind of attack
ah okay I mean but still people have came in using spawn menus, spawning a tank or something of that sort
Use the BE filters then?
And enable bisigning
How do you guys keep your dedi servers mods up-to-date
pressing update button for outdated mods in our web ui which fetches from either withSIX or Steam Workshop
I just found that using steamcmd/workshop feels a bit clunky
steamcmd worked well for me when executing on a batch
INTRO
After some time using and getting annoyed with the repetitiveness of SteamCMD, I looked around for a tool to automate at least some of...
pitty it's only windows
withSix ending its service by the end of the week:
https://twitter.com/SixNetworks/status/1002869812018794496
https://medium.com/withsix/farewell-2f0257e7aab7
so if you want to save anything from its network. now is the time
After 10 Years, withSIX is closing down on the 11.06.2018. Thank you all for your great support throughout this exciting time. This has been an adventure of a lifetime. #Farewell
Weโre sad to announce that the Final Day of withSIX.com is nearing. After nearly 10 eventful years, we will shut down our services onโฆ
o7
there is a way to see who in the server without getting into it?
@๐Sharon Hazan๐#0894 Steam Query or BE RCON
i forgot to mention the server is not mine
Steam query should be able to. But you might need to build the requests on your own. Or maybe there is a tool out there somewhere
Steam server browser, view server info on selected server @glad orchid
thanks! ^
anyone know why i cant update cba a3
If I want help with trouble shooting things for a server is this where I post thing?
Discussion about all the great Tools which ease life of server administrators
If it's not about that then probably #server_admins
quick copy/paste from the general ask questions, seems like this would be the right channel to ask in?
I'm using TADST to run a dedicated server. I want to add mods to the server, and i already have a previous preset made and saved with the mod my group has been using. But now we are moving to another modpack we have all agreed on, and in TADST, to add in a new mods list, i have to go in and chose each of the workshop files individually from the !workshop folder, and that is super, super tedious to do when i have 100+ mods to load on the server. is there a faster way to go about doing this?
@jovial narwhal Please ensure you make new threads in the correct forum, if you're unsure of which forum to post in feel free to ask a moderator.
so where would the question go?
TADST is a server tool yeah.. so here is right.. I was more about
Do not post duplicate threads in more than one forum simply to get an answer quicker or to draw more attention to your post.
If I can get any kind of help with my question that would be great
it's been a loooonnnggg while since I've used TADST but I seem to remember the ability to select multiple folders with ctrl pressed
What do most people use now? @indigo edge
Pretty much the same
yeah no clue, just switched to Linux a while ago so I couldn't use TADST even if I wanted to ๐
I'm using the @silver plover web interface with my own script to download/update mods
have you tried the steam branch? ๐
it should work quite smooth now
next step is adding broken / updated mods info
Not yet, will try it. Thanks
I'm downloading mods, fixing cases, creating symlinks, fixing the missed "publishedid" for downloaded mods with my script
ah
yeah, last one is an issue with the steam ui
symlinks are fixed automatically
it can search and download at least
and start the game correctly
I want to implement the fixing of a "publishedid" during a MODs updating. Have some idea for that... :-)
I'm switching to fetching the data from steam directly
so it doesn't matter what the files says
๐
I have another project that actually gets download progress etc too
but it interfaces team through steamworks
So, you recommend to try the stream branch?
if you are using steam, yeah
Great
still a bit wip - it's about an all Linux things ๐
our secondary server is using it but not our main one yet
I have only one and it is just testing. Almost not used.
let me know if you find any issues or other quirks!
One message removed from a suspended account.
https://discordapp.com/channels/105462288051380224/105466738480549888/487415815511998477 Read that and below answers
@silver plover how does the server cloning function works? It's just cloning the configuration file? How does it's managing the mod's keys?
you'll get an exact copy with the phrase " clone" appended to the title ๐
key management is not yet added, there's a ticket for it on github
Yes, I saw the ticket. Even answer there ๐
Just trying to understand how to make a few servers without appearing the mods of each one in other...
I can propose to make a symlink of a selected folders of a main server to other with a pushing the Clone button. And when you selecting the mods for other server - just make a necessary symlinks of a keys and needed mods.
The same for missions
Something like that
symlinks are handled automatically
you don't have to worry about that
mods are handled per server instance
so each server can have its only list of mods
just tick the boxes for which mods you want
Yes, but in this way both servers use the same Keys folder. And each of the servers shows the mods of the other as unnecessary.
Keys are currently not managed, only mods
Yes, I understood that. I'm just proposing some solution ;-)
what do you mean with "each of the servers shows the mods of the other as unnecessary"?
I mean if two different servers using the different mods but the same Keys folder - they both will display an all mods, which keys are present in the Keys folder. Some, connected via -mods= parameter will displayed as necessary mods, and other will displayed as unnecessary.
Sorry, my English sucks... ๐ "unnecessary" I mean "Optional"
ah, I see, we don't use keys at all
yes, that will be fixed once keys support is added I guess
Arma 3 Linux server and mod updater (workshop)
A python script that updates your server and mods. Just edit the variables in the "Configuration" regio...
@indigo edge looks top notch ๐ (missed it so far ๐ )
how do you trigger the mod update?
apparently I suck at "marketing" my stuff ๐
you can just run the script and it'll do it's thing
update/verify A3 server install, install/update mods, lowercase everything
@indigo edge what is the reason you made the local date tag vs website date check if there was a mod update - faster/more reliable?
it uses the local folder creation time and compares it against the time a mod was last updated
it's pretty much the only way to do some sort of version checking
+workshop_download_item {} {} validate".format(A3_WORKSHOP_ID,mod_id)
this is the same as what repair mod does in the A3 launcher?
well steam does it own check if you try to update a mod - however it does a hash check i think (aka takes fairly long for larger mods)
how much of the py script is OS/linux specific? the slashes/paths, symlink creation, more? would be handy even for windows server and local machine i'd say
not sure what the launcher does on mod repair but the validate bit should be pretty much the same as the local file validation thingy in steam
yeah the version checking was mostly to avoid trying to updating mods that don't need it
(RMB on the in A3 launcher, or the ... for more options)
yeah the version check is neat
it should also work on Windows if you remove the lowercase function stuff
had similar talk about sth very similar in #arma3_tools yesterday
quickly read it and I guess you could use this for that purpose
probably requires some changes here and there and you'd have to point steamcmd to the correct workshop folder
not sure if and how that works though
oh, I remember why I added the version check. It is a workaround for steamcmd occasionally failing to download a mod. So when the script detects that a mod requires an update it actually removes the entire mod folder so that it can verify that the download succeeded
so basically after the steamcmd download: if the folder isn't there, the update failed. If the folder is there, update succeeded.
yeah i see
did you talk to Flax by chance? he ran into the same issue obviously but i dont think he does the removal approach
took a quick look at his code but it doesn't seem like he does any verification if the mod download/update succeeded properly
he does handle steamcmd timeouts though
it's been a while so it might be the case where it fails
I did try capturing steamcmd's output but iirc I couldn't get it to work for some reason
alright
almost got your script to work in windows
struggling with spaces in path atm ๐
steam_cmd_params += " +force_install_dir {}".format(A3_SERVER_DIR)
seems to work differently on windows too
ends up with steamcmd creationg:
.\steamcmd\steamapps\common\arma\steamapps\workshop\content\107410\450814997
whereas it has to be:
.\steamcmd\steamapps\workshop\content\107410\450814997
what did you set A3_SERVER_DIR to?
actually should be:
steam_cmd_params += " +force_install_dir {}".format(STEAM_CMD)
like in windows it download relative to steamcmd
the game/server directory is not related to the mods at first - only the symlinks add it back in
getting spammed now with \src\common\contentmanifest.cpp (650) : Assertion Failed: !m_bIsFinalized though. maybe as it exists already - not sure why it didnt get deleted. probably the pathing needs to be changed there too
that's normal
that's just steamcmd being an ass ^^
a bit weird that steamcmd behaves differently on Windows with the force_install_dir
on Linux it never creates this common/arma folder
could be that it changed recently though, it's been quite a while since I ran the script
@indigo edge you can get the current downloaded mod item publish date from meta.cpp (some mods lack this) or the steam acf file
and compare with steam web api
steamcmd returns different exit codes for steam guard missing, timeout etc
reading the acf file might be interesting but I guess my current solution with checking the folder creation time and comparing it against the data on the workshop is good enough
it works ^^
comparing acf to web api has worked fine so far for my web admin at least ๐
but not really stress tested yet
ah I also have wip python thing for downloading all mods, creating new server instances and the likes
https://i.imgur.com/AlaXoEw.png does it kinda like this, you make json, then do an install with a server name rhs in this case, it downloads an arma to the path, sets up the server configs and things like that
only realized the Flax thing was wip the other day
@reef rain do you use steamCMD or steam dll? how do you ensure the download completes successfully?
the acf file will mark downloads as completed
otherwise it will list remaining bytes
steamcmd also returns exit code depending on success / fail and what failed
Yeah the exit code is the only thing I care about
Am I missing something then? I just use subproccess with check_call and run it like that to download arma to a location, then download all the mods to the steamCMD location, and symlink from that location to actual pretty name inside the steam folder (not needed per se, but I do it because convenience)
if you are running linux server it's required to symlink directories UNLESS you download location is somewhere inside the arma folder
right now we're still on windows, just setting up different dedi now but will probably swap to linux in the future
I'll be sure to share what i got in regards to the scripts, once they're actually in a more completed state
I'm still thinking about what the best way to autorestart arma services and so is, in a way that I can easily automate without crazy external programs
Services?
hide shit, autorestart when crashing, etc, kinda useful for server thingies unless I'm missing something super obvious. That's the way we used to do it always
there's FireDaemon which is fancy, new wip DaemonMaster and then NSSM
@lyric mortar turns out it does timeout on pretty much any download above 5GB
so we'll have to take a look at a better solution for that, basically just rerun the same download till it doesn't timeout anymore. THere's also some weird shit going on with it not actually downloading anything, till extra input is given (which i can't recall having to do in the past, but that seems to be true on my Desktop even now)
Like it'll say downloading item, but then checking network it does nothing whatsoever, then I smash my keyboard, it gives the assert fails and only then it starts downloading. Keep in mind this is doing it fully manually by opening SteamCMD and typing what i need, so its not the scripts fault either ๐
valve dun goofed pretty much
yep, the download workshop command differs a lot from download app sadly
using the steamworks api you get proper downloads with progress etc but it requires steam to be running
just that or actually own the game to be able to download mods for it?
that also goes for steamCMD
you can't download workshop items for a game the account you are logging in with doesnt have
you need to own the game for it to access most workshop items in the case of arma
missions are public, mods are locked
missions can also be downloaded through the public steam web api without any extra clients
so whats the benefit of using steamCMD and not the steam api (besides the steam running aspect)?
it's a ready made tool from valve, you need to create your own tools for steamworks api
well yes ๐
@indigo edge regarding checking for fully downloaded mods I have a pretty solid method now that checks to see if the download folder is empty after steamCMD has exited. Tried it after @lyric mortar said you were looking at it too. Works well as steamCMD doesn't clear the folder if download cancelled or timed out. Means you can use it to handle crashes and user cancelling the job too. The acf is also useful but I haven't look at using that yet.
On that note if anyone here wants to test FAST2 before release let me know. I'm looking for people to try and break it and provy feedback to add some polish before release.
did you entirely rewrite it?
Pretty much
Some functions came across untouched but the new UI and moving to WPF meant it was just easier to start from scratch in the end.
It's much more stable now as it doesn't manually use text files for saving and loading if any data. It's all stored in the auto-generated settings xml files.
@icy apex you should probably check the acf file for remaining bytes
since the acf also contains the correct timestamp last time it was updated
which matches steam web api
so one can easily check if a mod is updated or not
without touching steamcmd
Hmm ok yeah that is useful however the acf file only updates when steamCMD launches iirc right? So you'd have to launch steamCMD to get the correct update time.
it only updates when steamcmd ends
the update time is when the item was last updated
you still have to query steam api to see if updates are available
steamcmd won't give you that
Sorry last updated time (on steam) not locally.
Acf holds current downloaded revision timestamp
Which can be compared to steam web API
In my tool I'm parsing the folder creating time to get the time when the mod was installed.
But it's only for Linux servers:-)
same
might at some point try the download folder or acf thingy I guess
Steam web API seems like a better alternative than crawling the workshop page for an update time like I do now
.... yes ๐
although the search is not that great
but looking up known ids is fast and nice
It's weird - I need to do some more profiling tests to verify but sometimes it definitely seems quicker to trawl the workshop page.
fetching a single workshop item page, ~1s. fetching a single item from web api, ~300 ms
and web api can do bulk fetching
Hmm may have to revisit that then as I was not getting those response times. Which API call were you using to get the bulk info of the items?
it's the same as for getting one
believe it was that one?
and then you can just set amount to for example 2
and send multiple workshop ids with publishedfileid[0], then 1 and so on
on phone so I can't type out a proper example :P
i think there's no limit, the workshop crawler gets like 6000 entries with one call, takes like a second or less I think :D
Ok cheers guys, that was the call I was using I was just being stupid and not doing multiple items from one call.
Is there anything out there to make it easy to download and update steam workshop mods for a linux dedicated server? The server already has steamcmd set up, but manually downloading a workshop item is a pain and still doesn't actually set the ArmA server up to use it.
@crude comet CLI or web admin?
@silver plover really either would be fine. I was expecting cli. web would be even more convenient
or slightly more wip with update checks, https://github.com/Dahlgren/arma-server-web-admin/tree/feature/steam-workshop-mods-status
It's really weird how steamcmd is so bad considering the amount of work Valve does towards Linux support in games
I might need to test out that mod downloading tool. I don't want to install workshop items through steamcmd ever again
@silver plover or @dark vector do you have an example API call for getting multiple items for GetDetails? Working with one but multiple doesn't seem to return correctly.
@icy apex
curl -X POST \
https://api.steampowered.com/ISteamRemoteStorage/GetPublishedFileDetails/v1/ \
-F format=json \
-F itemcount=2 \
-F 'publishedfileids[0]=826911897' \
-F 'publishedfileids[1]=1326839989'
Cheers
@silver plover Hey, these look cool, thanks! I notice you mention linux+wine as a supported platform. Is there a benefit to running the windows version on wine over linux native?
and yeah, steamcmd not letting me scroll history with the up and down keys alone is a war crime
Worst thing about updating mods via steamcmd is, that you have to use your steam account that owns arma and I have to put in my authenticator code. Thats kinda killed my motivation to code myself a script for automation.
sadly there's not many alternatives though, one could offer a service to preload and cache mods for others without a separate steam account to download, but that would require money for bandwidth and storage aswell, only alternative is making a separate steam account and buying arma on it (arma can be very cheap at times)
already got 2 accounts but both got steam authenticator
it's a pain
For me it is not that bad, i got a text file with all my mods and the commands so I just paste them in one after another
I think I have like 10 Arma licences just for CI and stuff now ๐
especially since switching from steamcmd to steamworks
otherwise clients starts to log out
@onyx radish steamcmd itself caches the steam login, so you don't actually have to reauthenticate on subsequent uses
at least... it did that for me.
hey @silver plover I have to say, I don't think the steam workshop search works very well in your mod manager :P but I would be happy if there were a way to add mods to the list by workshop id. is there?
Yep, I was supposed to publish that yesterday but I forgot ๐
Their search API returns very weird results
Iโll let you know once the id lookup is public
ok thanks!
@crude comet huh interesting, might have to look into that why it doesnt for me. Thanks for the info.
oh, and regarding wine, we use it mostly for OFP/ARMA:CWC 1.99 which has no linux server
we used to do Arma 3 using wine in the past too
but since a few years we've switched to host Arma 3 using Windows with x64
Ah, alright. By the way I can't seem to get the web tool to download steam workshop mods at all even when I do find them in search, but if does download missions from steam worshop fine
@silver plover
missions are downloaded from the web api and not steamcmd
are you using steam guard?
cause there is no UI to enter that code yet
oh, yeah. so no way if I have steam guard enabled?
does the account I use for that have to own arma?
yes, as usual
mods in workshop aren't accessible without arma being owned by the account
you might be able to authenticate steam guard before using the web ui
credentials should be cached by steamcmd
but that's a maybe ๐
@silver plover maybe this is a silly question but how does it know where steamcmd is? I wasn't asked for a path in the config file
anyways yeah my credentials are cached
it automatically installs a copy of steamcmd
where?
I think the problem is I have cached credentials but it's not using that copy of steamcmd
but I can go log that copy in
I would guess ~/.config/steamcmd if you run it on linux
cool found it!
I believe it's working fine now... thanks a bunch! both for making awesome tools and for all your help!
hm nope. not having any luck. I can confirm that I can open steamcmd and it uses a cached login
then I close steamcmd and fire up the web admin thing with npm, and try to install a mod
I see this line in the console log: Logging in user 'kluotf' to Steam Public...
past that no sign of progress, either on the console or in the web ui
and then after the test, if I log back into steamcmd manually it makes me type my password again
so I think the tool is doing something to try to login that invalidates my cached login
@silver plover ^
could you make an option to have it just try to login with the username and not try to auth again?
I'd rather manually auth at the console every once in a while than turn off steam guard
and I want to say again, this is an awesomely convenient web ui, sorry I'm being so demanding...
steam guard will eventually hopefully be implemented
ah
Steam Guard via Smartphone requires a unique code every login
Steam Guard via email works
limitation of steamcmd
so if you have email verification it will only ask once
either way, I'd rather not have to use my steam guard code to update mods on the server, so wouldn't it be good to have an option to use the cached credentials?
ideally it should try first without a password and then try to auth if that fails
and if possible prompt for the password on the page so I don't have to save it in a config
but I'm perfectly ok with using steamcmd manually when the credentials expire. using cached credentials is the main thing for me
Cached credentials are not possible with steamcmd and smartphone codes it seems
It works fine with email codes
So it seems to be a steamcmd limitation
LinuxGSM even has it as part of their wiki, https://github.com/GameServerManagers/LinuxGSM/wiki/SteamCMD#using-steam-guard-with-linuxgsm
Steam Guard via Smartphone is not compatible because it requires a code every time you login to SteamCMD. This is problematic if you want your servers to auto update.
@silver plover yep the mobile authenticator codes cannot be cached as they are meant to be always required when attempting to login with that account
๐
@silver plover I use the steam app on my smartphone for steam guard and cached credentials work fine for me in steamcmd itself
so I dunno what to tell you
what I mean by this is, if I open steamcmd.sh, log in normally, and then just close it, open steamcmd.sh again, and type just login kluotf I get logged in with no password or authcode prompting
it's possible that when they say "steam guard via smartphone" they are referring to SMS, and maybe it's not handled the same way as the steam authenticator app. I really have no idea except that I know this works from steamcmd.sh itself
if you could make me a test branch that just tries login username and makes no attempt to authenticate, I could test it and see if it actually works for me...
and btw I know it isn't/can't cache the authenticator code itself, but clearly it's caching some kind of auth token valve gave back
Steam>login kluotf
Logging in user 'kluotf' to Steam Public...
password:
Enter the current code from your Steam Guard Mobile Authenticator app
Two-factor code:ghwd9
Logged in OK
Waiting for user info...OK
Steam>^C
steam@ubermacht:~/.config/steamcmd$ ./steamcmd.sh
...
Steam>login kluotf
Logging in user 'kluotf' to Steam Public...
Using cached credentials. . .
Logged in OK
Waiting for user info...OK
Steam>
I don't blame any of you, valve has pretty confusing documentation. But as you can see, this is what's happening for me xD
but if I open up the web interface and have it try to download a mod, then open up steamcmd.sh again myself, it requires auth again.
it miiight be that valve enables steamcmd to cache the credentials only on linux, because they're afraid to annoy server admins? just a random guess
YESSSS
@silver plover I have a solution
I had to edit node_modules/steamcmd/src/download.js. Not sure if that was your code or third party code since git didn't seem to care about it
but it had code to login anonymously unless both username and password were present
I added a third option to just provide username and not password if username is present but not password, and I can confirm on the console log in your arma server manager that I get a successful steamcmd login
I tested it with RHSAFRF first like a dummy so now I wait.
well I'm a happy camper, so I'll stop bugging you. but let me know if there's any way what I found can help
@silver plover could you, please, implement a mass log file's deleting?
too annoying to remove it one by one ๐
there is a branch with rewriting the entire frontend UI in Reach instead of Backbone so I don't know if I can convince myself that writing more Backbone code ๐
@crude comet thats definitely unexpected from my end
i would have expected the mobile authenticator to always require you to type in a code
It's like how the regular "Save password" feature in steam works. If I do have to type my password I need the auth code too but most days I open steam and it just opens.
for me with the mobile authenticator i have to get a code every single time
so i didnt expect that tbh
probably
I don't know how to explain the discrepancy... All I can say is I'm happy to take advantage because this would have been annoying if I had to enter a code each mod I click xD
@silver plover let me know if you want details on the code change I made, or if there's some other upstream project I should be talking to for that
it won't be implemented before steam guard UI is in place
since using cached credentials for steam guard doesn't make since until initial steam guard auth can be done
I guess that makes sense... most people won't want to go in and use steamcmd manually
Exactly
@silver plover is it possible to host two dedicated servers with your server manager and have the servers run as different player profiles?
because I ran two servers with Liberation and they kept overwriting each other's save filse
unless I'm misunderstanding what's going on
wait. it might be that I changed the server profile name. apparently liberation namespaces stuff based on that...
so is it safe to have two different arma server instances writing to the same Name.vars.Arma3Profile file?
it sure doesn't seem like it. I can't figure out how to recover my save at least :(
Add -name=<string> as launch parameter with unique profile per server, same as always
๐
hello everyone
extdb3 problem
[04:06:15:425905 +03:00] [Thread 1652] extDB3: SQL: Initialized: Add Quotes around TEXT Datatypes mode: 2
[04:06:15:426097 +03:00] [Thread 1652] extDB3: SQL: Initialized: NULL = ""
[04:06:15:426203 +03:00] [Thread 1652] extDB3: Locked
where i do problem ?
@silver plover is it possible to include non-steam mods on the server? I added another mod's folder to the steam workshop folder but it's not being picked up. how does it find the mods?
it uses the steam metadata files
so local mods won't be picked up
it's possible to add local mods as server mods in the config or by adding an additional -mod=@localmod parameter
as long as the local mod is placed in the arma 3 directory
ideally it would show both the local mods and steam mods but merging of multiple sources is not done yet
it's next on my todo after steam workshop is merged to master
@crude comet DM me if you need for help to get local mods working with steam branch
we're using it so it's doable
@silver plover ok I see. I'll try moving the mod to the arma folder and see if that works, and I'll poke you if I can't figure it out. thanks!
@silver plover btw one annoyance I've had with the server manager is the auto refresh... if I'm on the page to change settings or toggle mods, I have to be very quick or the page just autorefreshes and resets what I've changed before I can hit save
Server shouldnโt be running while editing
really? won't it just apply after a server restart?
ok... I will do that from now on... though so far it hasn't caused any issues
other than the annoyance of having to click save very quickly
UI is refreshed with current server state while its running
it does mean more downtime though
Which is polled by server query