![]() ![]() While the memory cloning is on-going, all relay operations are on hold. The relay is not paused while this is running.Įvery 20 minutes, the server will clone the memory and then write it to the storage. This is reported by “Unloading X unused Assets/Serialized files” lines in the console. Connected: Master Server fetched the server details and now listing the server in the region (hardcoded to “other”)Įvery 10 minutes, the server will go through the loaded areas and remove anything that is no longer needed in memory.Initialized: The A2S implementation is loaded and Master Servers were notified for a new server (related output: Server ID ).The connected player counter is updated every 10 minutes or when someone connects/disconnects, however the player list is not populated at the moment. Once notified, the Master Server will query for an A2S information every 5 minutes, and when fails, it will remove the server from its list. The way Steam Query Servers work is that the Game server provides an implementation of the A2S protocol, and will register itself with the Steam Master Servers. The state is reported with “Game server “ and “Game server connected error” where the latter is and indication of the server not reaching the Steam Connection Manager servers Check their availability through (unofficial), or alternatively look for the connection log. When enabled (which it is by default), the Game server will provide an A2S port that is used to get server information for Steam games. Awake: Script is loaded, and initializing. ![]() The lifecycle of these sub-processes are:
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