Author Topic: why not guid  (Read 674 times)

leein

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why not guid
« on: June 27, 2019, 10:05:15 am »
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<settings version="20">
  <misc>
    <!-- Min logging level: Debug, Info, Important, Warning, Error -->
    <min_log_severity>Important</min_log_severity>
    <!-- Language -->
    <language></language>
  </misc>
  <network>
    <!-- Port -->
    <port>6000</port>
    <!-- Is this a public server? (setting the value to 1 will add it to the public server list) (0/1) -->
    <is_public_server>0</is_public_server>
    <!-- (Pro-feature only) Your server domain address like "myserver.com".Master server will verify it and if it matches the server IP address, it will be provided to the clients instead of IP address. (leave it empty if you want clients to simply connect to the server IP address) -->
    <public_server_host_name></public_server_host_name>
    <!-- Server private GUID (do NOT copy it to other file and do NOT share it: it's used to identify your server by Master Server regardless of the IP address. (Please note: if another game server is using this private GUID, current server instance will be disconnected from the Master Server and replaced with another server address) -->
    <server_private_guid></server_private_guid>
    <!-- Server public GUID (do NOT modify it: it's assigned by Master Server and you CAN share it with players to make it easier to connect to your server via Custom servers list) -->
    <server_public_guid></server_public_guid>
  </network>
  <server>
    <!-- Server name. Please keep it short (max 64 chars) -->
    <name>New game server</name>
    <!-- Server description. Please keep it short (max 256 chars). Can include links to websites -->
    <description>Short server description.</description>
    <!-- Server welcome message. Will be displayed on login. Write server rules here or anything you like. Max length 4096 chars. Please note: you could EDIT this right in the game after connecting to this game server (you need to be added to the server operators list). The "Edit" button is available in "Current Game" menu. -->
    <welcome_message>
        Welcome to your new server!
       


        This is the default welcome message for all new servers. You can edit this text in the SettingsServer.xml configuration file. There are a few other things you might want to change there as well.
       


        You can also use text formatting here. Bold, underscore, bullet points to create lists and "br" tags to start a new line.
       


        You might also want to include server rules. For example:
       
  • Don't use profanity.
  • Don't KOS.
  • Don't grief.</welcome_message>

    <!-- Framerate for updating game objects, physics and network (per second; recommended 40) -->
    <fps>40</fps>
    <!-- How often physics updates are sent to the players (per second; recommended 20, at least 15 for smooth movement required, higher than 30 is not necessary but might be useful for fast-paced deathmatch game servers) -->
    <fps_network_physics_update>20</fps_network_physics_update>
    <!-- Max online players count (new clients will be unable to connect if the server is full) -->
    <players_max_count>100</players_max_count>
    <!-- Auto-save interval (in minutes) -->
    <autosave_interval>30</autosave_interval>
    <!-- How many backups should be stored for a savegame -->
    <save_backups_count>10</save_backups_count>
    <!-- Slot ID (a number) for the savegame (you can have multiple slots each one with the unique world -->
    <savegame_slot_id>0</savegame_slot_id>
  </server>
</settings>

ai_enabled

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Re: why not guid
« Reply #1 on: June 27, 2019, 12:58:29 pm »
Hello!

What is the question?
If you're curious why you should not fill any GUID into the settings—the GUID is the server global unique identifier. So if you creating a new server it will be automatically generated. If you migrate your server to different hardware or different IP address the GUID will be used to identify the server relocated to the new IP address (as long as you keep using the same SettingsServer.xml file).

Regards!

leein

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Re: why not guid
« Reply #2 on: June 27, 2019, 05:00:42 pm »
He did not automatically generate GUID

ai_enabled

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Re: why not guid
« Reply #3 on: June 27, 2019, 05:03:25 pm »
When the game server will reach our master server, both public and private GUIDs will be generated and saved into the SettingsServer.xml file.

Do you have any issue while running the server?

leein

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Re: why not guid
« Reply #4 on: June 27, 2019, 05:12:41 pm »
He did not automatically generate the GUID and repeatedly displayed serverunspawntaskasync

ai_enabled

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Re: why not guid
« Reply #5 on: June 27, 2019, 05:15:25 pm »
I see.
Could you send the log files from <game server folder>/Data/Logs to my email vladimir.aienabled.kozlov@gmail.com please?

leein

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Re: why not guid
« Reply #6 on: June 27, 2019, 05:16:51 pm »

ai_enabled

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Re: why not guid
« Reply #7 on: June 27, 2019, 05:18:10 pm »
This part of the log looks normal but I need the whole log file to analyze. Please send to my email as I've written in the previous email.

leein

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Re: why not guid
« Reply #8 on: June 27, 2019, 05:21:50 pm »
OK

leein

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Re: why not guid
« Reply #9 on: June 27, 2019, 05:31:49 pm »
How to use it Extract Core and Mods   

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Re: why not guid
« Reply #10 on: June 27, 2019, 05:34:56 pm »
"Extract Core and Mods" is a Power Shell 2.0 script only, requires fresh version of Windows https://docs.microsoft.com/en-us/powershell/scripting/install/installing-the-windows-powershell-2.0-engine?view=powershell-6
If you execute it (either CMD or PS script) it will extract the Core and Mods automatically. You can also do this manually—Core.cpk is basically a Zip archive just with a custom extension.

leein

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Re: why not guid
« Reply #11 on: June 27, 2019, 05:49:09 pm »
Thanks!