glines not set on all servers [resolved]

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benny
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Joined: Wed Nov 01, 2006 1:03 am

glines not set on all servers [resolved]

Post by benny »

hi,

i linked a new server to my existing server, and ive noticed that somtimes g(z)lines are set on server A, but not on server B.

if a user is zlined by my bopm on server A, sometimes they can reconnect on server B. if i do a stats g on server A, i see all the g(z)lines i should. if i do stats g on server B, only some of the g(z)lines are there.

any ideas?
Last edited by benny on Sat Apr 28, 2007 7:57 am, edited 1 time in total.
Stealth
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Post by Stealth »

Make sure all the servers have the correct time with /tsctl alltime
benny
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Post by benny »

«9:37:13am» ••• (s) *** Server=ServerA TStime=1177459654 time()=1177459655 TSoffset=0
«9:37:14am» ••• (ServerB) *** Server=ServerB TStime=1177516481 time()=1177459668 TSoffset=56815

is this okay? i'm not sure what's meant by TSoffset..
Stealth
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Post by Stealth »

TOffset means that servers time has been adjusted by Unreal. You might want to ensure that server has the correct system time, because 56000 seconds is over 12 hours!
benny
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Post by benny »

yeh i have my vps set to my local time zone to make things easier for me, and server B is on that vps. is this a problem for unreal?
Jobe
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Post by Jobe »

You asked if it is a problem for Unreal, yet you yourself have shown the results. So the answer is yes it is a problem for Unreal.
benny
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Post by benny »

so it is only possible to successfully link servers that are in the same time zone...?
Jobe
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Post by Jobe »

On my network ive got servers in the US and servers in the UK both linked together, im guessing what may be causing the offset issue is your VPS is saying its time is one thing and saying its from another timezone where that isnt the time.

I may be wrong on that but as long as the servers clock is set to local time for the timezone its in all should be fine.
benny
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Joined: Wed Nov 01, 2006 1:03 am

Post by benny »

ok thanks, i will set my time zone to it's correct value and see how that goes
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