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[Bug]: DayZ persistence does not work #39

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Tetra2k opened this issue Jun 14, 2024 · 17 comments · Fixed by #46
Open

[Bug]: DayZ persistence does not work #39

Tetra2k opened this issue Jun 14, 2024 · 17 comments · Fixed by #46
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bug Something isn't working

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@Tetra2k
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Tetra2k commented Jun 14, 2024

Panel Version

1.11.7

Wings Version

1.11.8

Service

Modified

No, I did not modify the egg

Expected Behavior

we expect the server to save the current status after a stop

Actual Behavior

0:19:21 --- Termination successfully completed ---
0:19:21 String id 225 is not localized
0:19:21
src/tier1/fileio.cpp (5466) : m_vecRegisteredWriters.Count() == 0
src/tier1/fileio.cpp (5466) : m_vecRegisteredWriters.Count() == 0
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
src/tier1/fileio.cpp (5528) : CFileWriterThread already exited
0:19:22 Memory should be free now.
0:19:22 149910136 B not deallocated

Steps To Reproduce

Setp 1: Dayz egg install (https://github.com/pelican-eggs/games-steamcmd/blob/2db252b510589e256a2bf130e1e1f749ff4baa60/dayz/egg-pterodactyl-day-z.json)
Step 2: restart the server

Install logs

https://pteropaste.com/k08d

@Tetra2k Tetra2k added the bug Something isn't working label Jun 14, 2024
@redthirten redthirten changed the title [Bug]: DayZ [Bug]: DayZ persistence does not work Jun 21, 2024
@redthirten redthirten self-assigned this Jun 21, 2024
@SulivanM
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I have the same issue with pelican egg, i put all but nothing works..

@redthirten
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Just got a potential lead on this issue. Give me some time to investigate.

@redthirten
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redthirten commented Jun 25, 2024

So... turns out SteamCMD serves different server files for the same DayZ Server App ID depending on if the account used to sign in owns the game (a different App ID) or not. (insert the biggest facepalm ever here)

It appears that downloading it with an account that does not own the game yields a valid serverDZ.cfg template file, but does not provide the required ./mpmissions/ directory or mission files contained within it (this causes loot tables and persistence to not work). Downloading with an account that does own the game yields a valid and filled ./mpmissions/ directory, but also an empty serverDZ.cfg file with no default values in it. I am going to have to (begrudgingly) work on a revised install script that accounts for these two scenarios.

In the meantime, @Tetra2k, could you please manually create a ./mpmissions/ directory, download this official release of the mission files, place the folders dayzOffline.chernarusplus and (optionally) dayzOffline.enoch in the ./mpmissions/ directory, and test to see if persistence works.

@KaiAnti
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KaiAnti commented Jun 26, 2024

hello, I have the same error and have already tried your last message. But unfortunately it didn't help, the error still comes after stopping the server.

as info I have an account with DayZ. I have exchanged all files in ./mpmissions/ folder with the officel release and my serverDZ.cfg file looks like this:

hostname = "-";
password = "-";
passwordAdmin = "-";
enableWhitelist = 0;
maxPlayers = 64;
 
verifySignatures = 2;
forceSameBuild = 1;
disableVoN = 0;
vonCodecQuality = 20;
 
disable3rdPerson = 0;
disableCrosshair = 0;
disablePersonalLight = 1;
lightingConfig = 0;
 
serverTime="SystemTime";    // Initial in-game time of the server. "SystemTime" means the local time of the machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" .
serverTimeAcceleration = 12;
serverNightTimeAcceleration = 1;
serverTimePersistent = 0;
guaranteedUpdates=1;        // Communication protocol used with game server (use only number 1)
 
loginQueueConcurrentPlayers=5;  // The number of players concurrently processed during the login process. Should prevent massive performance drop during connection when a lot of people are connecting at the same time.
loginQueueMaxPlayers=500;       // The maximum number of players that can wait in login queue
 
instanceId = 1;             // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files

storeHouseStateDisabled = false;// Disable houses/doors persistence (value true/false), usable in case of problems with persistence
storageAutoFix = 1;         // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)

 
class Missions
{
    class DayZ
    {
        template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
					      // Vanilla mission: dayzOffline.chernarusplus
					      // DLC mission: dayzOffline.enoch
    };
};


logFile = "server.log";
steamport = 15005;
steamqueryport = 2305;
adminLogPlayerHitsOnly = 0;
adminLogPlacement = 0;
adminLogBuildActions = 0;
adminLogPlayerList = 0;
disableBaseDamage = 0;
disableContainerDamage = 0;
disableRespawnDialog = 0;
disableRespawnInUnconsciousness = 0;
enableCfgGameplayFile = 0;
networkObjectBatchSend = 10;
networkObjectBatchCompute = 1000;`
hostname = "-";
password = "-";
passwordAdmin = "-";
enableWhitelist = 0;
maxPlayers = 64;
 
verifySignatures = 2;
forceSameBuild = 1;
disableVoN = 0;
vonCodecQuality = 20;
 
disable3rdPerson = 0;
disableCrosshair = 0;
disablePersonalLight = 1;
lightingConfig = 0;
 
serverTime="SystemTime";    // Initial in-game time of the server. "SystemTime" means the local time of the machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" .
serverTimeAcceleration = 12;
serverNightTimeAcceleration = 1;
serverTimePersistent = 0;
guaranteedUpdates=1;        // Communication protocol used with game server (use only number 1)
 
loginQueueConcurrentPlayers=5;  // The number of players concurrently processed during the login process. Should prevent massive performance drop during connection when a lot of people are connecting at the same time.
loginQueueMaxPlayers=500;       // The maximum number of players that can wait in login queue
 
instanceId = 1;             // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files

storeHouseStateDisabled = false;// Disable houses/doors persistence (value true/false), usable in case of problems with persistence
storageAutoFix = 1;         // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)

 
class Missions
{
    class DayZ
    {
        template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
					      // Vanilla mission: dayzOffline.chernarusplus
					      // DLC mission: dayzOffline.enoch
    };
};


logFile = "server.log";
steamport = 15005;
steamqueryport = 2305;
adminLogPlayerHitsOnly = 0;
adminLogPlacement = 0;
adminLogBuildActions = 0;
adminLogPlayerList = 0;
disableBaseDamage = 0;
disableContainerDamage = 0;
disableRespawnDialog = 0;
disableRespawnInUnconsciousness = 0;
enableCfgGameplayFile = 0;
networkObjectBatchSend = 10;
networkObjectBatchCompute = 1000;

if you need a test server you can contact us and and we can create an account for you.

@redthirten
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Fix pending review. Please test the above PR and leave a review if it works for you.

@Tetra2k
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Tetra2k commented Jul 7, 2024

I tested it, but I still have the same problem.

@KaiAnti
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KaiAnti commented Jul 7, 2024

unfortunately it doesn't work for me either, I have also tested a little less. you can build the DayZ things normally and the objects that you insert via an admin tool or .map are not loaded when you restart.

In addition, I have found a bug that the items you dropped before a restart are put back in the inventory after the server start and are still on the ground so you have the item 2 times.

@redthirten
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I tested it, but I still have the same problem.

@Tetra2k Can you better describe your issue please? The logs you originally posted do not show a problem. Obviously persistence not working is still an issue, but I don't know if that's what's still happening to you. I ask, because basic persistence (like player inventory) seems to work for me.

@redthirten
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redthirten commented Jul 7, 2024

@KaiAnti

you can build the DayZ things normally and the objects that you insert via an admin tool or .map are not loaded when you restart.

I don't want to troubleshoot why stuff added by mods are not being saved yet, because there are too many outside factors to account for there. Let's test vanilla stuff for now.

In addition, I have found a bug that the items you dropped before a restart are put back in the inventory after the server start and are still on the ground so you have the item 2 times.

Basic inventory persistence/saving seemed to work for me during testing, but I did not test this scenario. I will see if I can replicate it, but this might just be an issue of how often the server saves or something.

EDIT: I just tried to replicate this with a vanilla server on Pterodactyl and couldn't (are you using Pelican?). I can't speak for modded items, but this might be an issue with the mod itself.

@Tetra2k
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Tetra2k commented Jul 8, 2024

I tested it, but I still have the same problem.

@Tetra2k Can you better describe your issue please? The logs you originally posted do not show a problem. Obviously persistence not working is still an issue, but I don't know if that's what's still happening to you. I ask, because basic persistence (like player inventory) seems to work for me.

I cannot edit the map myself, neither with the VPP Admin Tool nor the editor. Additionally, I cannot place traders on the map. I used the Expansion Market mod, and I can only place the P2P trader, but it is placed differently than the other traders.

@KaiAnti
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KaiAnti commented Jul 8, 2024

I don't want to troubleshoot why stuff added by mods are not being saved yet, because there are too many outside factors to account for there. Let's test vanilla stuff for now.

how long do you think it will take to use mods ?

I just tried to replicate this with a vanilla server on Pterodactyl and couldn't (are you using Pelican?). I can't speak for modded items, but this might be an issue with the mod itself.

they were vanilla items but with mods on the server. i just tried it without mods and the bug is werg and i also use pterodactyl

@redthirten
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I tested it, but I still have the same problem.

@Tetra2k Can you better describe your issue please? The logs you originally posted do not show a problem. Obviously persistence not working is still an issue, but I don't know if that's what's still happening to you. I ask, because basic persistence (like player inventory) seems to work for me.

I cannot edit the map myself, neither with the VPP Admin Tool nor the editor. Additionally, I cannot place traders on the map. I used the Expansion Market mod, and I can only place the P2P trader, but it is placed differently than the other traders.

This doesn't sound like an Egg issue; it sounds like a mod or configuration issue. I'm not sure I can troubleshoot this.

@redthirten
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I don't want to troubleshoot why stuff added by mods are not being saved yet, because there are too many outside factors to account for there. Let's test vanilla stuff for now.

how long do you think it will take to use mods ?

I meant, for the sake of troubleshooting Egg issues, we should verify a vanilla server works first before introducing mods into the equation. Once you can verify a vanilla server works, we can possibly move on to troubleshooting why mods don't work for you. I can also say that the basic functions of VPP seemed to work for me, so I know mods are downloading and loading properly.

I just tried to replicate this with a vanilla server on Pterodactyl and couldn't (are you using Pelican?). I can't speak for modded items, but this might be an issue with the mod itself.

they were vanilla items but with mods on the server. i just tried it without mods and the bug is werg and i also use pterodactyl

The bug is "werg"?... Not sure what that means, but I may not be able to entertain further messages where care to punctuation and spelling is not taken.

@Tetra2k
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Tetra2k commented Jul 10, 2024

I tested it, but I still have the same problem.

@Tetra2k Can you better describe your issue please? The logs you originally posted do not show a problem. Obviously persistence not working is still an issue, but I don't know if that's what's still happening to you. I ask, because basic persistence (like player inventory) seems to work for me.

I cannot edit the map myself, neither with the VPP Admin Tool nor the editor. Additionally, I cannot place traders on the map. I used the Expansion Market mod, and I can only place the P2P trader, but it is placed differently than the other traders.

This doesn't sound like an Egg issue; it sounds like a mod or configuration issue. I'm not sure I can troubleshoot this.

I have a Windows server running in parallel, and I don't have any errors there. Therefore, it must be due to the egg.

@Tetra2k
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Tetra2k commented Jul 10, 2024

I don't want to troubleshoot why stuff added by mods are not being saved yet, because there are too many outside factors to account for there. Let's test vanilla stuff for now.

how long do you think it will take to use mods ?

I meant, for the sake of troubleshooting Egg issues, we should verify a vanilla server works first before introducing mods into the equation. Once you can verify a vanilla server works, we can possibly move on to troubleshooting why mods don't work for you. I can also say that the basic functions of VPP seemed to work for me, so I know mods are downloading and loading properly.

I just tried to replicate this with a vanilla server on Pterodactyl and couldn't (are you using Pelican?). I can't speak for modded items, but this might be an issue with the mod itself.

they were vanilla items but with mods on the server. i just tried it without mods and the bug is werg and i also use pterodactyl

The bug is "werg"?... Not sure what that means, but I may not be able to entertain further messages where care to punctuation and spelling is not taken.

Have you tried building something with the object builder, saving it, and then restarting the server to see if it’s still there?

@ImKringle
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I have a Windows server running in parallel, and I don't have any errors there. Therefore, it must be due to the egg.

Does the same issue occur if you run it on its own on Linux without the panel or docker? Bugs can come just from being on a different OS. That would make it a non-egg issue

@redthirten
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Github is dumb and doesn't allow unlinking an Issue from a PR. Reopening...

@redthirten redthirten reopened this Sep 30, 2024
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