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Thread: Improvements for the dedicated server

  1. #2281
    Hunter Catalysm's Avatar
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    I made a wrapper around the web API a while ago. I just updated it to v1.3.1 to support the new 'count' parameter in the getLog endpoint. This will work in a browser or on a server (nodejs). It's written in Typescript so you will get intellisense on the responses in most IDEs.

    Maybe it'll be useful for someone ^^

    https://github.com/CatalysmsServerMa...ie-API-wrapper

  2. #2282
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    @Annihlator
    I used the map.js provided (and tried the one from Prisma), added a cart.png to the images folder, verified permissions and I copied the prefabs.xml from folder into webserver folder but there is still no icon.
    I am obviously not sane, could you please provide some more detail what step I could have missed or done wrong?

    Nvm, probably a rights or size problem. Got a 32x32 cart.png and made sure it had the same rights as the others and now it seems to work...
    Last edited by Dirtylobster; 03-21-2019 at 10:43 AM.

  3. #2283
    Hunter Catalysm's Avatar
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    Heya Alloc

    I'm making a browser based thingamajig but I've ran into a wall with CORS. I was wondering if you could implement this old ticket so I can make requests to the API from a browser?

    https://7dtd.illy.bz/ticket/135

    Thanks for all you do

  4. #2284
    Fun Pimps Staff Alloc's Avatar
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    Hm, yeah, basically it's not much of an issue, just has to be configurable ... And configuration is something I wanted to wait on til I can provide some generic storage for mods in 7dtd so it's not like it is now with everyone using his own stuff
    I'll see about some simpler solution for now and get that added, but *most likely* not within the next two weeks.

  5. #2285
    Hunter Catalysm's Avatar
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    Quote Originally Posted by Alloc View Post
    Hm, yeah, basically it's not much of an issue, just has to be configurable ... And configuration is something I wanted to wait on til I can provide some generic storage for mods in 7dtd so it's not like it is now with everyone using his own stuff
    I'll see about some simpler solution for now and get that added, but *most likely* not within the next two weeks.
    That's cool! No hurry or anything. For now, I've got a little hack in place that proxies the commands through an API I control so I bypass CORS

    Since I'm a bit further in my app now, I think that browser requests to the API will fail anyway because of mixed content (app is served through https but 99% of server maps aren't available over SSL).

    Thanks for replying ^^

  6. #2286
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    Hey Alloc. I was curious - what's the limiting factor keeping this on .NET 2.0/3.5? There's a lot of cool libraries I'd like to use in mods going forward, but the mod loader cannot "iterate over the types" in a .NET 4.0 mod because of 2.0->4.0 compatibility. 4.0 can load in 2.0 modules but not the other way around.

  7. #2287
    Fun Pimps Staff Alloc's Avatar
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    Quote Originally Posted by astynax777 View Post
    There's a lot of cool libraries I'd like to use in mods going forward,
    Me too

    Quote Originally Posted by astynax777 View Post
    I was curious - what's the limiting factor keeping this on .NET 2.0/3.5?
    The game running on .NET 3.5 up to A17. A18 will finally run on .NET 4.5.

  8. #2288
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    NICE! I like your built-in server and all, and seriously - props to you for writing it, because I started writing my own before I saw you already did it, but I'd really like to use my .NET WebAPI controllers with the .NET self-host and Newtonsoft.Json. There's a lot of nice libraries we can finally use now! Thanks!

  9. #2289
    Ranger Markezzz's Avatar
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    Quote Originally Posted by Alloc View Post
    The game running on .NET 3.5 up to A17. A18 will finally run on .NET 4.5.
    Great News Alloc!

  10. #2290
    Fun Pimps Staff Alloc's Avatar
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    I think you might be on the wrong forum here ... This is about 7 Days to Die, not any other game.

  11. #2291
    Guppycurian Forum Whore Guppycur's Avatar
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    That's a bot, alloc. They're getting clever.

  12. #2292
    Community Moderator OzHawkeye's Avatar
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    Nuked the nasty bot.

  13. #2293
    Survivor Sam_Neill's Avatar
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    I have one question for the "hooks" section of your tools, Alloc.

    As stated in the screenshots the hook files have to be in the hooks folder in the SDTD_BASE folder. Which one is that ? Im a bit lost since there is no folder named like this and i have no example folder to put stuff in.

    Hooks are a way to add additional behaviour to the scripts. They are basically custom scripts that are called upon specific events. For example one could define a hook which is called on player connects and then send a message in the in-game chat to greet the new player.

    All hooks have to executable files that are either placed in SDTD_BASE/hooks/<name of hook>/<any name>.sh for global hooks that apply to all instances or SDTD_BASE/instances/<name of instance>/hooks/<name of hook>/<any name>.sh for hooks that only apply to that specific instance. The folder <name of hook> has to be in exactly the same case as the hook name column in the table below shows it.

    If you want to use the functions of the management scripts in your hook you can add this to the start of your script:
    I just want to make an automated message before server restart happens.

    PS: or is it possible to do that via cronjob too ?
    Last edited by Sam_Neill; 4 Days Ago at 07:36 PM.

  14. #2294
    Guppycurian Forum Whore Guppycur's Avatar
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    ...ain't nobody can read that...

  15. #2295
    Survivor Sam_Neill's Avatar
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    Quote Originally Posted by Guppycur View Post
    ...ain't nobody can read that...
    Thx for the info - changed it.
    But i found the solution, the SDTD folder itself is the right one.
    Now lets see if i can manage to get messages done just before a (planned) server restart.

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