I have old POS server... Moving to new hardware. I cant just take the drive out and move it. But I need to move everything on the server All players, Map everything.
Where is the cache stored? When I check the server. Everything is wiped.
Solved Moving a server, what files to save?
Discussion in 'Rust Discussion' started by [X] Meep, Aug 9, 2015.
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Wulf Community Admin
I'd just copy the entire /server folder if you want everything, including plugins, etc. The map and player data is stored under /server/identity/UserPersistence.db and /server/identity/saves/.
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Yeah, turned into a wipe.
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Wulf Community Admin
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yup yup hapisisland.
... argh server update now.... -
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Wulf Community Admin
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Hello. New in forum and quite new in RUST at all.. i made my first server (just to test how "easy" it will be to make) i run it now in my primary computer. I am very surprised with those player numbers. Server has been on little less than 3 days now, and already "good" amount players joined, so there is that problem that i need to restart/close my computer some times to prevent damage (custom water loop needs cleaning and maintenance).
So that question for just to be sure that i can move without wipe out those players work and lose all current players. How i can properly move my server with player and plugin data? Do i need clean server install to "new" computer or just copy/paste (whole server folder) and run startup script in new computer? Of course i need to forward ports again etc. but this is not so big problem that i can handle.
Another question is for the wipe. How that procedural map identifies itself? just size and seed in startup script right and ALL data will remain after restarting the server? i have saveloop(600s) i generated map when started first time, i have not setted up seed at all, so if i take that seed from eg. livemap or from server, the map will remain same without wipe when i restart? and the mapwipe is that i just change seed (with or without size) and that will change map, but remain all plyerdata (bps etc.)?
May be stupid questions, but want to be sure that doing all right for the first time, so thanks for understanding -
Well, moving a server is pretty simple.
identity/Storage.db
and
identity/UserPersistence.db
contain user related data, like blueprints. If you want to move those, move those files to the new server into the same location.
identity/save/<map dir>
contains map data. The map data contains player's inventories as well. To move the map and player's inventories, move <map dir> into the save dir of your new server.
identity/oxide
contains all your plugins, the specific configurations, data, logs and all that jazz. Moving the entire dir is probably the best idea. If you want to reduce the time required to transfer, delete the contents of the logs dir, since that usually (except for some obscure plugins?) doesn't actually contain any data vital for the server.
identity/cfg
contains all your Rust specific configuration, bans, owners and other stuff.
As Wulf said, it's probably the best to just move the entire identity (or even the entire server) dir. Logs in that dir aren't relevant to the server - if you don't need them, you can safely delete them to speed up the transfer.
Make sure to launch the server with the same seed and size parameters as before, otherwise Rust will generate a new map.
Another important tip: When moving the server, make sure your players know they'll have to search for the name of the server again because the IP changed. Most people just check their history/favourites and assume the server is gone.
Your other questions should already be answered by the stuff above, but here's a quick writeup:
- The map save is defined by size and seed. Regarding the "random" seed you use, this might be of interest to you: Devblog 88, "Next I addressed the issue that our official servers rarely change their map seed. It’s a
pain for us to change the seed of all our servers by hand, so I made it that when no seed is specified the server generates a unique seed that automatically changes
every month together with the wiping update. This doesn’t change anything for community servers that prefer to choose their own seed, but server owners now have the
option to use this automated behaviour if they like.", which means that the automatic seed is only changed once a month and persistent between restarts.
- Storage.db and UserPersistance.db are important for user data, delete them when you want to wipe blueprints.
- To wipe the map, you can indeed just change the size/seed to generate a new map, or you could delete the specific map dir, which would allow you to wipe the map/inventories without changing seed/size.
- The map save is defined by size and seed. Regarding the "random" seed you use, this might be of interest to you: Devblog 88, "Next I addressed the issue that our official servers rarely change their map seed. It’s a
pain for us to change the seed of all our servers by hand, so I made it that when no seed is specified the server generates a unique seed that automatically changes
every month together with the wiping update. This doesn’t change anything for community servers that prefer to choose their own seed, but server owners now have the
option to use this automated behaviour if they like.", which means that the automatic seed is only changed once a month and persistent between restarts.
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"EndOfStreamException: Failed to read past end of stream."
I don't know what is causing this and a google search has revealed that this is a deserilization error, although I don't know what that means. -
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aah. ok. do you use same identity on your new server? you can run that new server with old startup.bat. You have started that new server before trying to use old fileslet it make new saves and just replace those when moving. Close server before move old stuff to new one? (iam out of ideas if that doesn't work)
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I'm not quite sure what you said, but I've tried running the server to see if it will work without specific saves and it can be connected to, just the world save data transferring gives an error.
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I'll try again when I have access to the computer again, and I will let you know if that works.