Conan Exiles Dedicated Server Launcher (Official Version: 1.7.11 / Beta: 1.7.12)

To everybody: Apparently there are still some cases where the beta versions of the DSL exit/crash. If that happens to you, could you look in your DSL install folder if you have some crash dump files, for example like that one:

DedicatedServerLauncher(1.6.7).2023.03.20 07.40.41-0808-Crash.dmp

If you do, please provide me the file so I can check where it crashed.
Thanks.

Are you 100% certain of that?
There was absolutely no change related to updates in quite many versions.
You can manually test the updates by clicking on the [?] at the top to check, should allow you to verify if the detection works at all.

Yes, scaling/resizing/dpi has been a long standing issue.
You wrote 1.6.7, but nothing was changed there, I’m pretty certain that the issue present from 1.0.0 to 1.6.4.

First, a big thank you. You keep previous versions of DSL available so that if some feature in a newer release breaks or the user does not like the way something works, it is possible to go back. When 1.6.4 did not update, I went back to 1.6.2. That did not correct the problem.

When I finished playing last night, I forgot to post here. On the 17th, 1.6.4 again did not update mods. Players’ clients updated a mod locking them out until I manually restarted the server to get the update. Prior to doing that restart, I reinstalled 1.6.2 thinking the auto update would again work. Yesterday, the 19th, a mod updated but 1.6.2 did not get that update - players were again unable to connect until I manually restarted the server for us to play last night. That indicates that something in my environment has changed that is preventing DSL from getting mod updates. DSL is set to check for mod updates every 10 minutes so that players only have to wait a short time for the server update if their clients update. It worked when I first enabled it thanks to @darthphysicist telling me about it, and did so until I updated DSL to 1.6.4.

Any help getting it working again is greatly appreciated - it is a great feature.

Edit: The Conan Sandbox server is running on a dedicated computer, not the one on which my client runs.

Edit: used the “?” box - a long text window came up showing the mods installed, date of the mod at steam and date of installation. Not all mods could be read as each mod took two lines so the box went off the bottom of the screen and could neither be resized nor scrolled nor moved to a place to read the bottom of the window. It does show a check can be made. Note this was done with 1.6.2 as it is the currently running release of DSL.

Edit: Apologies for multiple edits. Waited for server to be free of players, stopped it then restarted using DSL 1.6.4 to use the “?” box. Same popup text window as I got with 1.6.2.

Yup, that’s on purpose indeed, that makes it easy to check for regression, and it’s not like keeping a hundred of 5 megabytes executables is not a problem these days, so no reason to not do it :slight_smile:

I was actually wondering if the oldest versions could still be used…

Looks like it does :sweat_smile:

Yeah, it’s a standard Win32 message box, it’s not designed to be scrolled, but they all support CTRL-C, so any of these standard Windows error boxes, you can just copy paste the content, so for example if your CTRL-C on this one:

image

then when you CTRL-V you get that:

---------------------------
ConanExiles - DedicatedServerLauncher 1.0.6
---------------------------
Funcom Dedicated Server Launcher
(c) 2018 Funcom
---------------------------
OK   
---------------------------

Regarding the reliability of the detection itself, it seems that during the big Steam sales the workshop pages gets less reliable, I got a crash report yesterday caused by one of the workshop pages not loading properly (ironically the crash being caused by the error message reporting that the page did not load). which I’m currently fixing.

Thanks to Sema who provided me with a crash report dump file, I was able to find one of these crash issues some of you had, and as expected that was another format parameter on a message, that one being displayed as an error message during the mod check when the DSL failed to access the Steam workshop page content.

I can’t guarantee that’s the last one, but if you get such a crash, please look for DedicateServerLauncher(1.6.8)…-Crash.dmp file to send me

1.6.8 (21 march 2023)

  • Fixed an incorrect formatting statement in the code display error messages when the DSL fails to load a Steam workshop page for a mod
  • Added a few more information to the mod workshop error messages to systematically indicate the workshopid of the mod causing troubles
    Dedicated Server Launcher 1.6.8
2 Likes

Hello everybody, I couldn’t find an answer as I was searching for words “background” here, so I am asking;

is it possible to run a dedicated server “on the background?” Meaning without that annoying window showing only “close this window to shutdown the server?” I’d love to have it in my tray, just on the background without any window necessary.

Is that anyhow possible? Thank you.

That’s technically a question for the game team, this window is part of the game server, not actually from the Dedicated Serer Launcher.

You can minimize the window, but that’s about it.

That being said, there are applications that can be used to “minimize to tray” an window, I can’t recommend any in particular because I don’t use them, but a quick search seems to mention a few, like RBTray or PowerMenu, which are both free (but no idea if they work on recent Windows)

1 Like

Hi, I download the game so as a few friends, from xbox game pass, and we have a big problem, apparently the only solution that we saw and read from forums is to uninstall and install again, but we don’t want to do that again and again an again everytime we want to play, so, reading this topic we detected that the problem is that we have different versions of the game, but how is it possible if a few hours ago we were playing in the same server, we’ve tried to repair the contain, looking for an updates, but nothing works, and the log in the dedicated server says
[2023.03.24-20.06.21:241][669]LogNet: NotifyAcceptedConnection: Name: ConanSandbox, TimeStamp: 03/24/23 15:06:21, [UNetConnection] RemoteAddr: , Player name: Unknown
[2023.03.24-20.06.21:241][669]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: 25.10.160.63:59326, Player name: Unknown
[2023.03.24-20.06.21:241][669]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/ConanSandbox/ConanSandbox.ConanSandbox: Accepted
[2023.03.24-20.06.21:241][669]LogNet: NotifyControlMessage: Client connecting with invalid version. LocalNetworkVersion: 1756532669, RemoteNetworkVersion: 1715531548
[2023.03.24-20.06.21:241][669]LogNet: Player disconnected: Unknown
[2023.03.24-20.06.21:241][669]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: , Player name: Unknown

We also tryed to log out from xbox game pass and Microsoft store and sign in again, but does not work, this problem happened 3 times wiith 3 different people, what can we do :disappointed_relieved:

Hello, thank you for the tip to the “minimize to tray” app tips, I didn’t even know these apps exist :slight_smile:

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There’s unfortunately not much I can do.

The Microsoft version failing to update is a known issue, it’s on Microsoft side, they know of it, so not much we can do from our side.

If you are only playing with your friends, and are all using the same xbox version, I guess the only thing you can really do is to disable the automatic update in the DSL, so even if the server version is updated by Funcom, you will still stay with your old version.

Obviously there’s no guarantee than any of your friends will not unfortunately manage to update, it’s a fine balance, and I’ve no idea on how to fix that, sorry!

The big Steam sale ended 23 March. Yesterday a mod updated at Steam but DSL did not detect that the mod had updated. I had to manually restart the server to get the updated mod. To confirm detection I clicked the “?” box and got the list of mods.

Note: On 24 March I updated to 1.6.8

Does the DSL check for the game version to update as well as mods, and restart if it changed?

After my previous post, I tried to get on the server. I got a message that my client version, which updated as I started Steam, is different from the server so I cannot join. If DSL also checks game version, that is also not working.

You have to enable the following setting, works for me without problems.

Screenshot 2023-03-30 184931

Oh yes, you also have to save the settings in the DSL, and probably initiate a reboot.

Those settings were made and saved - see my post 20 Feb.

Please correct me if I am wrong (I would love to be wrong), but there is currently no way for a server admin to log into their server if the max player cap has been hit. I know some other games provide reserved slots or whitelisting that may kick another player in favor of the admin logging in. Is there any chance the Dedicated Server Launcher could implement something like this?

An admin attempts to log in (admin designated by a list of users in a text file on the server), the last player to log in (or a random player?) is kicked and the admin is able to connect.

You could check the ServerSettings.ini for the following entry:

DedicatedServerLauncherAutoUpdateStrategy=2

Maybe the entry exists twice with different values.

To answer your questions here are a few points (some you know already but it’s good to summarize):

  • Yes the DSL checks for new versions of both the server mods
  • You can force check by clicking the [?]
  • The actual update of the server and/or mods is done by SteamCMD on restart
  • SteamCMD does not always properly update things, and can fail in some cases leaving a broken install
  • There are known issues around the daylight saving times

If you have issues, what I would suggest is to look at the actual DSL logs (they are in the “logs” subfolder just under where your DSL is located)

Then search for the “Found things to update” in the log, and check that the SteamCMD log did actually update them.

It has happened that the DSL detect a change and SteamCMD did not apply it (which in general triggers a restart loop because the change gets detected again…)

After my previous post, I tried to get on the server. I got a message that my client version, which updated as I started Steam, is different from the server so I cannot join. If DSL also checks game version, that is also not working.

Normally the version numbers are mentioned in the message. Are you sure the client version number was higher than the server version? A known issue is that for example the Microsoft Game Store does not always properly update the versions of the Exiles client, and the only known fix is to reinstall the client.

Nope, the DSL does not have any control on the game than what is allowed by the actual game itself.

The DSL is only using things available to everybody else, no special “Funcom only” knowledge there, guess that’s a feature request for the Exiles team.

I guess technically it’s probably possible to call the KickPlayer Rcon command, but there’s not guarantee you could log fast enough to take the slot.

Sorry!

Hello, I want to inquire.

  1. How can I increase the bandwidth of my internet speed between my server and the players who connect to it?
  2. How can I fix BattleEye constant crashes and normal player crashes when my internet and server resource consumption are normal?
  3. Are there server settings that allow you to place Altars close to each other.
  4. Why is there no difference in Maximum Tick Rate between 120 and 500?
  5. What exactly does the useaviliablecores function affect? Will my server be more productive for the players with it?

Edit: I restarted the Computer and joined with direct-connect instead of clicking the server in the list. Seems one of the two fixed it.

Need some ideas i just tried to setup a server like i did last time for my single player game, everything works fine server shows up and i connect but i always get a timeout in the loading screen after i created a character. When i reconnect to the server again, the character is there but can’t move and after a few minutes i get a timeout again.
Not sure what i overlooked but i had it working a year ago. Already tried everything i could find with google. No mods installed and normal offline single player works.
That’s the log from connect to disconnect.

[2023.04.10-20.40.02:309][894]LogNet: Join succeeded: Hawara#73653
[2023.04.10-20.40.02:427][898]Login:Display: [FunCombat_PlayerController_C_0 None] Telling client to start Character Creation.
[2023.04.10-20.40.28:250][672]ConanSandbox:Warning: AConanPlayerController::Possess - Calling BattlEye::PlayerPossessed(this)
[2023.04.10-20.40.28:297][672]ConanSandbox:Warning: AConanCharacter::EnableLoadingInvulnerability enabled for BasePlayerChar_C_0
[2023.04.10-20.40.51:191][359]LogServerStats: Status report. Uptime=180 Mem=3595702272:17115394048:3479646208:3479650304 CPU=1.961164:11.766987 Players=1 FPS=15.50:33.42:91.92 NPC_AILOD=1:1:0:3922 B_AILOD=0:0:0:0 P_AILOD=0:0:0:43
[2023.04.10-20.40.53:499][428]LogOutputDevice:Display: Bug report upload completed with result code 200, took 0.194 seconds.
[2023.04.10-20.40.59:484][607]LogRep: FRepLayout::UpdateChangelistHistory: History overflow, forcing history dump BPEnergyReceiver_C
[2023.04.10-20.41.00:153][627]LogRep: FRepLayout::UpdateChangelistHistory: History overflow, forcing history dump BP_HungerSystem_C
[2023.04.10-20.41.07:913][860]LogNet: UChannel::ReceivedSequencedBunch: Bunch.bClose == true. ChIndex == 0. Calling ConditionalCleanUp.
[2023.04.10-20.41.07:913][860]LogNet: Player disconnected: Hawara#73653

There is a complete “science” (probably close to alchemy or sorcery) on how to do that, and that’s highly dependent on the type of machine, internet line, etc… it’s probably the type of thing you should ask on the Admins United discord, more people with more experience with big servers.

  1. How can I fix BattleEye constant crashes and normal player crashes when my internet and server resource consumption are normal?

I’ve never heard of BattlEye crashing, do you have some crash reports or crash dumps showing that?

  1. Are there server settings that allow you to place Altars close to each other.

No idea, it’s a game question, I only deal with launching servers.

  1. Why is there no difference in Maximum Tick Rate between 120 and 500?

Well, if you put the mouse cursor on the tick rate option, you get a tooltip:

"How often the server processes game information: In an ideal world you would like this value to be as high as possible, but in practice the more players you have, the more NPC are active, the more the CPU cost will be high which will make the sfps to be very irregular\nTLDR: You should probably stick to the default value of 30"

It’s all related: When you increase the tick rate, you increase CPU usage on the entire server, and at some point it does not even have time to do its normal work.

Basically your question is a bit like “My car used to have a limiter that made sure it could not go over 5000 RPM, I removed it so now the engine can go up to 10000 RPM but for some reason now the temperature gauge is going up and I think I just broke the clutch, why is that car not going any faster?”

To improve performance on a server, you need to do things one step at a time, see if things change (for the better), then concentrate on something else.

If you try to tweak everything all at once, you will probably get more frustration than improvement.

Also if the hardware or the internet line is not good enough, you will never manage to handle more than a certain number of players at a time, and if you allow for very large player built things and add many mods, this number of players is going even lower.

  1. What exactly does the useaviliablecores function affect? Will my server be more productive for the players with it?

It’s difficult to answer because there are so many parameters going on.

Basically Conan Exiles is based on a very old version of the Unreal Engine, which is not particularly designed to use many CPUs, it’s mostly “single threaded”. That being said, there is some support for doing things on the side, mostly small tasks and things like loading data from disk for example.

In practice, it’s better to have a fast CPU without many cores than a server monster with many cores running slower, but you can still play with these options to help improve things.

Personally what I do is to leave the first core for the operating system, and I use the check boxes starting from the end of the list to indicate that the server should have “affinity” with these. The server itself does not know about it, but this system basically informs Windows that when the server tries to create threads it should try to use these cores instead of the default ones, so that helps a bit with the server and Windows not fighting with each other.

That also helps when running two servers on a big server: You can give each server their own set of cores.

The useallavailablecores is a flag provided to the Unreal Engine that changes the number of threads the server creates, that may help having a few more things happening together (more threads), but don’t expect miracles.

Good luck :slight_smile:

1.6.8 beta

Minor Feature Request:
Add the ability to have the root folder as a named subfolder which would make it easier to configure a reverse proxy for management reasons. Currently is it http:// $serverip:$webport if there was a option to make it http:// $serverip:$webport/somefolderhere