JJTheMighty
Terrarian
I have been working around that problem with multiple game servers by compiling a recent gcc and linking newest libstdcc only to the executable with LD_LIBRARY_PATH
Below is a sample I had done under gcc-4.9.2
Code:wget http://ftp.gnu.org/gnu/gcc/gcc-4.9.2/gcc-4.9.2.tar.gz tar -xzvf gcc-4.9.2.tar.gz cd gcc-4.9.2 ./contrib/download_prerequisites cd .. mkdir gcc-4.9.2-obj cd gcc-4.9.2-obj/ $PWD/../gcc-4.9.2/configure --prefix=/tools/gcc-4.9.2 --enable-languages=c++ --disable-nls --disable-multilib --disable-libgcj --without-headers --disable-static --without-cloog --without-isl --[ WARNING: can take several hours on single procs, and just around 20min on i7-like procs, can be quicker to generate at home and upload ]-- make -j6 make -j6 install
linking the lib near the game executable
Code:ln -s /tools/gcc-4.9.2/lib*/libstdc++.so.6 /starbound/linux64/libstdc++.so.6
and LD_LIBRARY_PATH=./ in a launch sh script near the games binary should load the newest
And yeah it is worth to loose time because if you get it you won't get any more regression because of the manipulation, it is stable as having the libstdc++ straight in the system
Thanks for the info, going to try that later
Currently I'm struggling with lags when server is hosted on a linux environment. Windows dedicated server works flawlessly. The linux dedicated server seems to be leaking memory tho, as the memory usage keeps increasing even when I'm standing still on the server. Awaiting for approval on the social group to report the issue.
EDIT:
Tested in a clean VM ubuntu server and now its not lagging, at least with only one person. Need to test with another friend tomorrow.
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