custom-hooks-commands

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50 messages on this page
Friday, June 28, 2024
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User 6ceaf4
Really respect you guys. I think I know a lot more than most and I know almost nothing...
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User 7985bf
Should be able to make a quick plugin like that, and leverage Harmony to patch it in.
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User a12f6e
Ok thanks that will work, now if I can find references for 1.0...
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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
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User 6ceaf4
that's why I suggested to spam till be told to stop
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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.
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User 6ceaf4
it sure can
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User a12f6e
If a C# mod can hook into a kind of OnStart event, that would work fine
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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.
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User a12f6e
What's CSMM's polling interval?
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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.
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User 6ceaf4
Or Takaro..
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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 🙂
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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.
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User 44dc99
Yep
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User 6ceaf4
Lines like
2024-06-28T23:05:19 289.384 INF Time: 11.15m FPS:... 
also only happens with players online
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User 44dc99
Have loads of broadcast messages from the cron though.
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User 44dc99
Yeah. I have a server that has been online since noon and no one has joined it. Line doesn't exist.
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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
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User 44dc99
But your server could be online for hours before sending that message. So it isn't useful for the intended purpose
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User a12f6e
Which is good enough for my use if no reliable earlier message works...
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User 44dc99
It doesn't exist until a handshake is initiated
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User a12f6e
Only once. It appears only once in all my log files, before the first player tries to connect.
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User 44dc99
That is the first line that appears when someone tries to connect
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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'
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User 44dc99
Lately I haven't been able to get either to work
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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.
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User 44dc99
No, time between is pretty close. Maybe two seconds difference.
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User 6ceaf4
actually would not work, ignore me
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User 6ceaf4
If so I have a damn complex way to get a server restart lol
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User 6ceaf4
I wonder if you can have {{getVar "X"}} in the regex field...
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User 44dc99
I believe there was a greater gap though. Comparing logs atm
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User a506fe
True
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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.
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User a506fe
No idea if there is a dependency like that
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User 44dc99
I currently have it loading immediately after
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User 44dc99
But I don't think you can load it before the TFP mods can you?
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User a12f6e
Interesting, how can you do that?
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User a506fe
Thats where the sse server starts
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User a12f6e
That web app was there before though
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User a506fe
You could try loading tfp webserver way earlier
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User 44dc99
I imagine largely because it's now piggybacking on the built-in web console
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User a12f6e
Yeah that stinks...
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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.
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User a12f6e
Ugh probably something to do with the Harmony changes
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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.
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User 44dc99
It isn't. And neither is the one I used before we had EOS
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User a12f6e
Hmm ok ty, that line is there in 1.0, is CSMM not reading it?
INF [EOS] Server registered, session: [id]
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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.
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User a12f6e
Does anyone know the first console message that CSMM is capable of reading on server start?