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Game can't save. #23
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This might be a permissions issue. Can you try doing If that doesn't work, try |
@duckfullstop Wait so in what directory? Also I'm using port 3979 if that helps. |
Try doing it against your save directory - so I.E run those above commands while you're in the same directory that contains If you don't have a save directory, could you provide a |
@duckfullstop Ok neither worked (exited - Code 0), and in the logs I get from portainer I see at the end: [2025-01-05 00:02:28] dbg: [net:3] Network revision name: 14.1 [2025-01-05 00:02:30] dbg: [net:0] Loading requested map failed; closing server. [2025-01-05 00:02:30] Game Load Failed... there is no town in this scenario [2025-01-05 00:02:30] dbg: [net:3] Initializing UDP listeners [2025-01-05 00:02:30] dbg: [net:3] Shutting down network` Keep in mind it actually loaded before, so something else is buggered now. EDIT: I just deleted the directory, made a new one, and put the save file in it. Now I'm back to original problem. |
I think this is a legitimate issue, possibly due to a build train change; investigating... |
Can you test against the new images that are being built right now (once they've finished baking, of course)? Took a bit of help from the developer discord, but I've successfully figured out why stuff wasn't getting put in the |
@duckfullstop Do I just pull the image again? |
Once the image has finished being built, yeah - the page I linked to above has the status. The builds can take upwards of an hour because the GitHub actions runners are pretty slow for stuff like this, so I'd go grab a coffee in the interim (or your beverage of choice). |
@duckfullstop I'll go have breakfast then. |
@duckfullstop So to give an update: The game now autosaves in the |
Sorry for the delay, I've been yucky with flu and it hit me again yesterday 🤧 I've just pushed an update (d0ebf65) that will use an existing .config directory if it exists - that should unbreak existing installations. I'm still super curious why you're unable to load anything. Can you provide a log from a container launch? (once the newest containers have built) Also, could you run both You can also try loading a save manually that way ( |
@duckfullstop The game launches normally with a name such as
Also, as I said before, the game autosaves to One more thing: when I run those commands from the OpenTTD console, it just gives me the client's save directory (I am running with -it). Am I in the wrong spot? EDIT: I ran them with RCON and got this: ls: pwd: |
So you're saying that the game is autosaving to If it is saving to the latter, could you try doing I think I'm starting to figure out what your issue is - looks like an issue with the entrypoint script not handling spaces in savefile names. The original intention of the |
@duckfullstop Yes to the first question. When I type I'm thinking it's the spaces as well. |
One last sanity check: loading a game by its index number works, right? |
@duckfullstop How do I do that? |
@duckfullstop Lol github had an outage. Anyways: Nevermind, the game does load from index number. |
Chowning |
Should properly escape and handle save file names provided on the `loadgame` parameter now.
Please give the latest commit a whirl (once it's finished building)
I think we've got two different discrete issues going on here - I can potentially add some support for setting the UID/GID of the container user, but please raise a different issue for that. |
@duckfullstop So do you think its the spaces in my case? Also the game has an option to save to a different directory in |
This should now be fixed on the latest build - please report back!
When you say |
I have tried all sorts of options for savegame_dir ( Also, loading the
|
How are you launching the container? (Preferably full command line / docker-compose / whatever, please) |
I am using portainer, but I'll translate the options into a docker run command: |
I've just pushed 17d29d6 which should get autosaves inside As for why you're saving to Savegames with a company name in them imply that you're starting your server from a save that you've loaded in from a client. Are you 100% sure that you're not reloading the same base save that you've manually placed in Could you try starting a game from scratch (i.e |
I pulled again and started the game with |
I think I've identified your problem - at least, I can replicate it now.
Why are you mounting /save/autosave again? Do you have separate filesystems on your host that's preventing you just passing it through as part of It appears that traversing filesystem mounts isn't supported upstream. If this is horribly breaking for you, then an issue probably needs to be raised on the main project. Otherwise, please mount just I will update the readme with a gotcha on this. |
I completely forgot I submounted that as part of a troubleshooting step early on. Doesn't change anything though. Also just tried removing the save path from |
Going to be honest, I'm completely stumped at this point. Can you run the container completely fresh (with a blank mounted |
Ok I will try that in a bit. On a side note, if you can't replicate this at all, I might end up just using a different machine or something. It seems like too much hassle for a server I'm going to use occasionally. |
The game says it saves/autosaves, but the save is nowhere to be found. It can read from the save directory, but it can't seem to write to it.
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