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Autorestart powers! Activate!

Posted: Mon Nov 27, 2006 8:43 pm
by Jehannum
We are testing a script to restart the das game server if it crashes. It has passed its 1st test with flying colors, but we will continue to watch it.

This is a good news, as it means that the server should be up all of the time.

Re: Autorestart powers! Activate!

Posted: Mon Nov 27, 2006 8:44 pm
by Vahene
Jehannum wrote:We are testing a script to restart the das game server if it crashes. It has passed its 1st test with flying colors, but we will continue to watch it.

This is a good news, as it means that the server should be up all of the time.
WHOOO! Way to go guys!

-K

Posted: Mon Nov 27, 2006 8:52 pm
by Greyshore
Thank you! Really well done indeed!

Posted: Mon Nov 27, 2006 9:13 pm
by tenodera
Greaaaaaaaat. Now I wont have an excuse to sleep. Geeeeee thanks! ; )

Posted: Mon Nov 27, 2006 9:30 pm
by Roser
plenty of insight there.

Posted: Tue Nov 28, 2006 8:31 pm
by loganx
What actually starts the process?
Is it just an exe?

Could you use something like FireDaemon to start the exe as a service?
Configure any command line parameters to start the module and set it for Restart upon Program Exit??

Just curious and wanting to add some application expertise.

Posted: Tue Nov 28, 2006 8:36 pm
by Wyvern
I experimented at length with FireDaemon. The issue I ran into was when I tried to load a module that was stored as a directory structure (as opposed to the usual .mod file). For some reason, FireDeamon wont accept the "-module modulename" parameter for modules stored in this fashion.

If anyone knows how to get this working though, we would love to hear it because otherwise, FireDeamon would be perfect for the job.

Posted: Wed Nov 29, 2006 4:12 pm
by loganx
What is the inherent difference between a module that uses a directory as opposed to one that uses a .mod file?

Do all persistent worlds use a directory structure?
Is there a way to "pack" the directory or convert it to a .mod file?

Is this something we should be asking Obsidian?

Posted: Wed Nov 29, 2006 4:35 pm
by Wyvern
You can save it as a .mod file OR as a directory structure. We use the directory structure because it greatly simplifies our update process. We just need to know the switch to use to load a module stored as a directory and we would be good to go (because -module definitely doesn't work).

Posted: Thu Nov 30, 2006 12:27 am
by loganx
OK...but let's say that there isn't one, wouldn't it be beneficial to then do the .mod conversion?

I understand (and thought that was the reason) about the ease of updating but couldn't you keep a "backup" directory that you can do updates to before converting it to a 'Live .mod"?

Have you tried -moduledir modulename?
(I have no idea, I'm just taking a wild semi-educated guess) :wink:

Posted: Sat Dec 02, 2006 5:49 pm
by loganx
Any luck?