custom-hooks-commands
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50 messages on this page
Friday, June 28, 2024
User 6ceaf4
Really respect you guys. I think I know a lot more than most and I know almost nothing...
User 7985bf
Should be able to make a quick plugin like that, and leverage Harmony to patch it in.
User a12f6e
Ok thanks that will work, now if I can find references for 1.0...
User a12f6e
Yeah, start the loop with an OnStart handler, then add an rcon command to support stopping it... All that for a freaking log message lol
User 6ceaf4
that's why I suggested to spam till be told to stop
User a12f6e
Seems silly to do that just to write a line to the log though and there's no guarantee that it won't write the message before the web API is available.
User 6ceaf4
it sure can
User a12f6e
If a C# mod can hook into a kind of OnStart event, that would work fine
User 44dc99
Unsure, but I know if you have heavy log spam it can get throttled, so I imagine it is nearly reading it live.
User a12f6e
What's CSMM's polling interval?
User 44dc99
Something like that. I think I could probably set up a cron to write a message to the server after it "should" be online. However that doesn't fix the edge case where the server comes back up after a crash.
User 6ceaf4
Or Takaro..
User 6ceaf4
Looks like a custom c# mod is needed to spam a message in the server boot until it reads a log message telling it to shut up 🙂
User 44dc99
If you have dynamic mesh turned on, there will be a few messages for that after gameserver logon. But we're talking a difference in time of milliseconds, so that isn't going to help either.
User 44dc99
Yep
User 6ceaf4
Lines like
2024-06-28T23:05:19 289.384 INF Time: 11.15m FPS:... also only happens with players onlineUser 44dc99
Have loads of broadcast messages from the cron though.
User 44dc99
Yeah. I have a server that has been online since noon and no one has joined it. Line doesn't exist.
User a12f6e
Are you sure that's true? This seems like a player object being used to access server data, seems like it would always trigger right after server start
User 44dc99
But your server could be online for hours before sending that message. So it isn't useful for the intended purpose
User a12f6e
Which is good enough for my use if no reliable earlier message works...
User 44dc99
It doesn't exist until a handshake is initiated
User a12f6e
Only once. It appears only once in all my log files, before the first player tries to connect.
User 44dc99
That is the first line that appears when someone tries to connect
User a12f6e
This might work. This doesn't appear to be a real player, and this line appears nearly immediately before the first of my real players connects (usually as soon as possible on server start).
INF [NET] PlayerConnected EntityID=-1, PltfmId='Local_', CrossId='<unknown/none>', OwnerID='<unknown/none>', PlayerName='', ClientNumber='1'
User 44dc99
Lately I haven't been able to get either to work
User 44dc99
Before a20.4, I always used " GameServer.LogOn". But when EOS was added, that stopped working reliably for some reason, so then I was using "[EOS] Server registered" because that happened to work.
User 44dc99
No, time between is pretty close. Maybe two seconds difference.
User 6ceaf4
actually would not work, ignore me
User 6ceaf4
If so I have a damn complex way to get a server restart lol
User 6ceaf4
I wonder if you can have {{getVar "X"}} in the regex field...
User 44dc99
I believe there was a greater gap though. Comparing logs atm
User a506fe
True
User a12f6e
Actually I don't think that's the issue. I see the log line that the web server started appears before the log line that the server is registered.
User a506fe
No idea if there is a dependency like that
User 44dc99
I currently have it loading immediately after
User 44dc99
But I don't think you can load it before the TFP mods can you?
User a12f6e
Interesting, how can you do that?
User a506fe
Thats where the sse server starts
User a12f6e
That web app was there before though
User a506fe
You could try loading tfp webserver way earlier
User 44dc99
I imagine largely because it's now piggybacking on the built-in web console
User a12f6e
Yeah that stinks...
User 44dc99
The port appears to be getting opened later than it was before, so CSMM isn't able to catch the logs as early.
User a12f6e
Ugh probably something to do with the Harmony changes
User 44dc99
IMHO, the last line in the log that could reliably be used is "GameServer.LogOn successful", and that hasn't worked at all.
User 44dc99
It isn't. And neither is the one I used before we had EOS
User a12f6e
Hmm ok ty, that line is there in 1.0, is CSMM not reading it?
INF [EOS] Server registered, session: [id]
User 44dc99
If you're on a21, the [EOS] Server Registered or whatever it says works. If you're on V1.0 I haven't found it yet.
User a12f6e
Does anyone know the first console message that CSMM is capable of reading on server start?