Fougerite Official

Fougerite Official 1.9.2

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MasterPeace

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Yea but keep it real: He just said that with 6 GB of RAM (I'm guessing that he bought same rams, but in this situation it's not making difference for me - read more...), 10 mb upload / 150 mb download, LINUX host, he have ping 300+ on his own host when 6 players are online. One of you said me in other topic that Rust server don't go above 1 GB (and I see it too in statistics).

Yea if lets say he hosting CS server, COD server and Minecraft on same PC - ok, his RAM is bad now. Wrong RAM set will make it even worst.

BUT: When I was creating my server I had set 1GHZ + 1GB ram for start, and limit to 5 players. It was working good. When I upgraded it to 2GHZ + 2GB ram I could work with 10 players. When I upgraded to dual core x 3ghz and 3GB ram I set limit to 25 players.

Now I have new host in other country with Quad Core + 4 GB ram, server worked shitty when I had sendrate on 6 and 25+ players online. Those RPC errors, NavMeshes, all of that.. When I logged on to see console it was all red, changing errors in light speed, couldn't even read what is wrong. I set sendrate on 5 and now It's good with 30+ players and server stopped crashing that much, and have less errors in console - almost none.

So I don't believe that he have problems with RAM unless he really have many software opened on that Linux.
 

DreTaX

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Not not sure on how much Ram you started off with but if it was 2GB or 4GB outcome would most likely be the same.
Having mismatched MHz can slow down your ram (Making it the same or sometimes worse), Also same with Brands. If you brought a PC with a 2GB Samsung 1333MHz stick and put in a Kingston 4GB 2133Mhz Stick your PC would be running the new stick at 1333Mhz and because its not the same brand it would most likely be really slow.
Ideal set up would be 2 x 2GB Samsung sticks @1333MHz.

^Hope I explained that right (Also this is not 100% Accurate, Samsung & Kingston is an example).

The reason why I asked about your RAM is because upgrading to 6GB is an odd amount.
Unless you have 3 x 2GB sticks

So back to this:

This might be why your server is "sheet".
:p

Sorry for off topic post, Back to topic..

I'm pretty sure you can stop it writing to a log file but im not sure if you can stop it from creating the log file.
Nah. It's something that mike has to fix. DamageEvent spams my logs atm too.
 

maughanorama

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My server is not the issue.. or my network.

Its not a constant more lag spikes.. goes way high then back to like 7 but will be mostly high 60s
 

DreTaX

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DreTaX updated Fougerite Official with a new update entry:

1.0.8R2

  • IronPython module put in by myself, should have everything working in It even if It wasn't before. Plugin.Log now logs seconds too
  • Sqlite is for the next turn guys, since at this time me @DreTaX did the update and not mikec, probably when mikec comes back he will finalize It.
  • Turns out World.Spawn had no problems at all. Just incase I put It in try-catch. It returns an object, so you need to convert It to an entity by yourself. It means you would have to do:
...
Read the rest of this update entry...
 
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MasterPeace

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Yes it's not a problem anymore as I don't even have time to admin legacy. But just wanted to say that I forgot to tell you about it.
 

DreTaX

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DreTaX updated Fougerite Official with a new update entry:

1.0.8R3

  • Added Mike's invention. Player.Cache. But instead of adding It to the player class I added It to Server class. Server.Cache is a Dictionary and gets updated on every connection, and stores players.
    C#:
    public static IDictionary<ulong, Fougerite.Player> Cache = new Dictionary<ulong, Fougerite.Player>();
    This Dictionary stores every player with his SteamID. Doing
    Code:
    Server.Cache[Player.UID]
    
    //OR
    
    Server.Cache[long(Player.SteamID)]
    Will return you...
Read the rest of this update entry...
 

DreTaX

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DreTaX updated Fougerite Official with a new update entry:

Update

Sleeper object:
C#:
public DeployableObject Object
        {
            get { return this._sleeper; }
        }

        public string OwnerID
        {
            get { return Object.ownerID.ToString(); }
        }

        public string OwnerName
        {
            get { return Object.ownerName; }
        }

        public Vector3 Location
        {
            get { return Object.transform.position; }
        }

        public float X
        {
            get { return...
Read the rest of this update entry...
 

DreTaX

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Hmmm. Interesting because I'm now using the old connection and disconnection event. Maybe I didn't see It, but also replaced other event parameters too.
 

MasterPeace

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Server generally is more stable. Did not crash for about 25+ hours what is good. I don't see RPC errors now (usually I saw like full console red), but some of course happens sometime.

I don't know what about those names now. In morning I saw them still on high numbers, but now no one have Stranger. Maybe I will write more tomorrow.

Only On_PlayerDisconnected errors now (Item not in list)
 

DreTaX

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DreTaX

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At your house.
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DreTaX updated Fougerite Official with a new update entry:

Fixes

  • Alright guys. For the first time i was able to catch the problem. OnDisconnected event didn't get executed sometimes. Since It had try catch It didn't print anything. I added a log debug message just for safety there. To fix this problem I had to modify Rust++, since that caused the error. OnDisconnect event now uses Server.Cache to avoid null exception errors. Update RustPP.dll and Fougerite.dll
Read the rest of this update entry...
 

MasterPeace

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I don't really see difference. Still error "item not in list" when someone is rejected before connecting. And somehow I started to have error in jint PlayerLog plugin with that.