Re: [hlds_linux] Rcon Problem after update

2010-07-05 Thread Jake Eisenman
I disagree, what routers are these?

On 7/5/2010 7:37 PM, Shane Arnold wrote:
> I found that with most modems and routers, if you set Protocol in your
> port forwarding to "both" it would break things. If this is the case, I
> recommend creating two seperate port forwards, one for TCP and one for UDP.
>
> On 6/07/2010 6:27 AM, Nicholas Hastings wrote:
>
>> Rcon is TCP on Source. (UDP on GoldSrc)
>>
>> On 7/5/2010 6:07 PM, Björn "GRYZOR" Rohlén wrote:
>>
>>  
>>> RCON is udp as well, most likely a problem with your firewall.
>>>
>>> -TheG
>>>
>>> On Mon, Jul 5, 2010 at 10:28 PM, Cc2iscooLwrote:
>>>
>>>
 Not necessarily, as rcon is TCP and game is UDP, from my memory.

 On Mon, Jul 5, 2010 at 2:16 PM, Peter Lindblom
 wrote:


  
> it shouldnt matter, if players are able to join, then rcon should work
> if its not a problem within the code- that I cant answer.
>
> Peter
>
> - Original Message -
> From: "Michael K. Gosvig"
> To:
> Sent: Monday, July 05, 2010 12:13 PM
> Subject: [hlds_linux] Rcon Problem after update
>
>
>
>
>> Hi.
>>
>>
>>
>> After the new Source Update was released, we change our port range on our
>> source servers from 270XX to 300XX.
>>
>>
>>
>> After that we can't use the RCON command ingame any more, it just says
>> Unable to connect to remote server (XX.XX.XX.XX:300XX) Can you guys tell
>> me
>> if this is because of the port range change or an error in our firewall
>> system, we have changed the port range in the firewall.
>>
>>
>>
>> Michael
>>
>>
>>
>> ___
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>> please visit:
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>>
>>
>>  
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Re: [hlds_linux] Rcon Problem after update

2010-07-05 Thread Shane Arnold
I found that with most modems and routers, if you set Protocol in your 
port forwarding to "both" it would break things. If this is the case, I 
recommend creating two seperate port forwards, one for TCP and one for UDP.

On 6/07/2010 6:27 AM, Nicholas Hastings wrote:
>Rcon is TCP on Source. (UDP on GoldSrc)
>
> On 7/5/2010 6:07 PM, Björn "GRYZOR" Rohlén wrote:
>
>> RCON is udp as well, most likely a problem with your firewall.
>>
>> -TheG
>>
>> On Mon, Jul 5, 2010 at 10:28 PM, Cc2iscooL   wrote:
>>  
>>> Not necessarily, as rcon is TCP and game is UDP, from my memory.
>>>
>>> On Mon, Jul 5, 2010 at 2:16 PM, Peter Lindblom   wrote:
>>>
>>>
 it shouldnt matter, if players are able to join, then rcon should work
 if its not a problem within the code- that I cant answer.

 Peter

 - Original Message -
 From: "Michael K. Gosvig"
 To:
 Sent: Monday, July 05, 2010 12:13 PM
 Subject: [hlds_linux] Rcon Problem after update


  
> Hi.
>
>
>
> After the new Source Update was released, we change our port range on our
> source servers from 270XX to 300XX.
>
>
>
> After that we can't use the RCON command ingame any more, it just says
> Unable to connect to remote server (XX.XX.XX.XX:300XX) Can you guys tell
> me
> if this is because of the port range change or an error in our firewall
> system, we have changed the port range in the firewall.
>
>
>
> Michael
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>

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>>>
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>> please visit:
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>>  
>
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Re: [hlds_linux] Rcon Problem after update

2010-07-05 Thread Nicholas Hastings
  Rcon is TCP on Source. (UDP on GoldSrc)

On 7/5/2010 6:07 PM, Björn "GRYZOR" Rohlén wrote:
> RCON is udp as well, most likely a problem with your firewall.
>
> -TheG
>
> On Mon, Jul 5, 2010 at 10:28 PM, Cc2iscooL  wrote:
>> Not necessarily, as rcon is TCP and game is UDP, from my memory.
>>
>> On Mon, Jul 5, 2010 at 2:16 PM, Peter Lindblom  wrote:
>>
>>> it shouldnt matter, if players are able to join, then rcon should work
>>> if its not a problem within the code- that I cant answer.
>>>
>>> Peter
>>>
>>> - Original Message -
>>> From: "Michael K. Gosvig"
>>> To:
>>> Sent: Monday, July 05, 2010 12:13 PM
>>> Subject: [hlds_linux] Rcon Problem after update
>>>
>>>
 Hi.



 After the new Source Update was released, we change our port range on our
 source servers from 270XX to 300XX.



 After that we can't use the RCON command ingame any more, it just says
 Unable to connect to remote server (XX.XX.XX.XX:300XX) Can you guys tell
 me
 if this is because of the port range change or an error in our firewall
 system, we have changed the port range in the firewall.



 Michael



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 please visit:
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>>>
>>>
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Re: [hlds_linux] Rcon Problem after update

2010-07-05 Thread GRYZOR
RCON is udp as well, most likely a problem with your firewall.

-TheG

On Mon, Jul 5, 2010 at 10:28 PM, Cc2iscooL  wrote:
> Not necessarily, as rcon is TCP and game is UDP, from my memory.
>
> On Mon, Jul 5, 2010 at 2:16 PM, Peter Lindblom  wrote:
>
>> it shouldnt matter, if players are able to join, then rcon should work
>> if its not a problem within the code- that I cant answer.
>>
>> Peter
>>
>> - Original Message -
>> From: "Michael K. Gosvig" 
>> To: 
>> Sent: Monday, July 05, 2010 12:13 PM
>> Subject: [hlds_linux] Rcon Problem after update
>>
>>
>> > Hi.
>> >
>> >
>> >
>> > After the new Source Update was released, we change our port range on our
>> > source servers from 270XX to 300XX.
>> >
>> >
>> >
>> > After that we can't use the RCON command ingame any more, it just says
>> > Unable to connect to remote server (XX.XX.XX.XX:300XX) Can you guys tell
>> > me
>> > if this is because of the port range change or an error in our firewall
>> > system, we have changed the port range in the firewall.
>> >
>> >
>> >
>> > Michael
>> >
>> >
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>> >
>>
>>
>>
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>> please visit:
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>>
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Re: [hlds_linux] Rcon Problem after update

2010-07-05 Thread Cc2iscooL
Not necessarily, as rcon is TCP and game is UDP, from my memory.

On Mon, Jul 5, 2010 at 2:16 PM, Peter Lindblom  wrote:

> it shouldnt matter, if players are able to join, then rcon should work
> if its not a problem within the code- that I cant answer.
>
> Peter
>
> - Original Message -
> From: "Michael K. Gosvig" 
> To: 
> Sent: Monday, July 05, 2010 12:13 PM
> Subject: [hlds_linux] Rcon Problem after update
>
>
> > Hi.
> >
> >
> >
> > After the new Source Update was released, we change our port range on our
> > source servers from 270XX to 300XX.
> >
> >
> >
> > After that we can't use the RCON command ingame any more, it just says
> > Unable to connect to remote server (XX.XX.XX.XX:300XX) Can you guys tell
> > me
> > if this is because of the port range change or an error in our firewall
> > system, we have changed the port range in the firewall.
> >
> >
> >
> > Michael
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
>
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Re: [hlds_linux] Rcon Problem after update

2010-07-05 Thread Peter Lindblom
it shouldnt matter, if players are able to join, then rcon should work 
if its not a problem within the code- that I cant answer.

Peter

- Original Message - 
From: "Michael K. Gosvig" 
To: 
Sent: Monday, July 05, 2010 12:13 PM
Subject: [hlds_linux] Rcon Problem after update


> Hi.
>
>
>
> After the new Source Update was released, we change our port range on our
> source servers from 270XX to 300XX.
>
>
>
> After that we can't use the RCON command ingame any more, it just says
> Unable to connect to remote server (XX.XX.XX.XX:300XX) Can you guys tell 
> me
> if this is because of the port range change or an error in our firewall
> system, we have changed the port range in the firewall.
>
>
>
> Michael
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> 



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Re: [hlds_linux] l4d2: how to shutdown via cron?

2010-07-05 Thread Logan Rogers-Follis
Thanks for the information.  I had never really looked into a way to do 
it automatically and just had a Cron on Fridays to get the weekly 
mutations (once those came out).  I will have to check this out as a way 
to save myself time...it's only 1 server with no forks that friends and 
I use, but whenever I get the $$ for more RAM I'll be adding public 
servers and this will be great!

Logan Rogers-Follis - logan.rogers-fol...@tntnetworx.net
Try New Technology Networx - www.tntnetworx.net
Owner / IT Consultant


On 7/5/2010 7:34 AM, Kaspars wrote:
> Guys, you are currently trying to reinvent the wheel.
> Thanks to the Nephyrin, there is a nice package called nemrun which does
> the checking for update. The most useful tool from this package is
> srcupdatecheck. You can adopt it to use in your own scripts or just use
> the whole package.
>
> If the gameservers and the system is owned by you, there is another
> interesting way of dealing with updates which does not require to
> shutdown gameserver for the update period and consumes less space on the
> drive if there is more than one server.
> The scheme would be as follow:
> 1. Firs of all you need a directory with base server files (like
> /game/l4d2_base)
> 2. The real server resides in the different directory and is hard-linked
> to the base files (command to hard link cp -f -r -p -l /game/l4d2_base/*
> /game/real_l4d2_server)
> 3. Create a crontab script which calls srcupdatecheck and depending on
> the output calls steam update tool binary and updates base server files
> 4. Note that when you update base files, they are unlinked, but they are
> not deleted. The real gameserver is left with the old files and the base
> server files get the updated ones.
> 5. When the steam binary completes the update process, the crontab
> scripts calls:
>
> screen -S l4d2_socket_name -X stuff "quit
> "
>
> (note: the closing quote is on the next line, because the quit command
> has to end with a enter/return/whatever you call it)
>
> 6. Gameservers should be started with a custom script like this one:
>
> while [ true ] ; do
># update gameserver files with base files
>cp -f -r -p -l /game/l4d2_base/* /game/real_l4d2_server
># run the server
>./srcds_run -norestart ...(rest of your params, without -autoupdate)
> done
>
> Thats the way i'm dealing with updates. Works like charm. You can also
> use rsync to copy files, because hard-links are sometimes tricky to
> understand :)
>
> On 2010.07.05. 9:38, Ross Bemrose wrote:
>
>> In my experience, Steam updates on Linux are not stable enough to let
>> it auto-update.  Steam skips a package if it doesn't manage to download
>> said package in so many tries.  I've had it happen far too often on TF2
>> where it will update one package but skip another, leaving the server in
>> an inconsistent (crashing) state.
>>
>> This may not be as large a problem for L4D2 because it only has 3
>> packages, 1 of which is rarely updated... but TF2 only has 6 packages, 3
>> of which are rarely updated and it often skips the Team Fortress 2
>> Content package but updates Materials and Dedicated Server.
>>
>> On 7/5/2010 12:14 AM, Jesse Molina wrote:
>>
>>  
>>> Hi all
>>>
>>> I'm going to slightly threadjack here.  I'm a very experienced unix
>>> sysadmin, but I'm a noob to the hlds servers.
>>>
>>> On this subject, how do others handle automatic upgrading when there is
>>> a new server update is out?  Is it even wise to attempt auto updating?
>>>
>>> I know there is the -autoupdate arg to the startup command, but I'm
>>> under the impression that it's broke, and has always has been broke.  I
>>> might be wrong there though, feel free to set me straight.
>>>
>>> So, how do others handle automatic updates to the server app?
>>>
>>> And yes, I realize that doing said auto updates may break mods, but hey,
>>> whatever.
>>>
>>> Thanks
>>>
>>>
>>>
>>> Eric Riemers wrote:
>>>
>>>
 All,

 Since these mutators are coming every now and then, i need to update all my
 l4d2 instances.
 These are forks so the nicest thing to do is a shutdown, then it updates it
 and done.

 However, I only know that I should telnet to the fork port and type in
 "shutdown"

 Is there a easy way I can setup something in cron to issue a shutdown each
 day?

 Eric


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[hlds_linux] Latency on GoldSource

2010-07-05 Thread Marcos Zapata
i've been running a day of defeat server for several years now and i'm
always upgrading hardware and the steam servers but since the last
update several months ago i have a problem, whenever the player count
hits 20 (its a 24 slots server) the latency starts rising up, and
quite rapidly i might add. never happend before i think; for instance,
i start playing with 23ms, when there are 20 players i play at 80ms
and i can even play at 200ms when there are more!
the server is located at our local isp and believe me there is more
than enough bandwith and cpu is pretty free. I've noticed that during
this "episodes" there is no choke or lag actually, could this be
right?

the server version is:

Protocol version 48
Exe version 1.1.2.6/Stdio (dod)
Exe build: 16:56:12 Mar  8 2010 (4883)

i start it with:

... ./hlds_run -game dod +ip XXX.XXX.XXX.XXX +maxplayers 25 +map
dod_avalanche -noipx -num_edicts 2047 +port 27015

used to launch it with -pingboost 2, but it makes no difference now.

and on server.cfg i have:
...
sv_minrate 0
sv_maxrate 0
sv_minupdaterate 30
sv_maxupdaterate 60
...

could you give me a hand? kind regards.

Zeta

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Re: [hlds_linux] l4d2: how to shutdown via cron?

2010-07-05 Thread Kaspars
Guys, you are currently trying to reinvent the wheel.
Thanks to the Nephyrin, there is a nice package called nemrun which does 
the checking for update. The most useful tool from this package is 
srcupdatecheck. You can adopt it to use in your own scripts or just use 
the whole package.

If the gameservers and the system is owned by you, there is another 
interesting way of dealing with updates which does not require to 
shutdown gameserver for the update period and consumes less space on the 
drive if there is more than one server.
The scheme would be as follow:
1. Firs of all you need a directory with base server files (like 
/game/l4d2_base)
2. The real server resides in the different directory and is hard-linked 
to the base files (command to hard link cp -f -r -p -l /game/l4d2_base/* 
/game/real_l4d2_server)
3. Create a crontab script which calls srcupdatecheck and depending on 
the output calls steam update tool binary and updates base server files
4. Note that when you update base files, they are unlinked, but they are 
not deleted. The real gameserver is left with the old files and the base 
server files get the updated ones.
5. When the steam binary completes the update process, the crontab 
scripts calls:

screen -S l4d2_socket_name -X stuff "quit
"

(note: the closing quote is on the next line, because the quit command 
has to end with a enter/return/whatever you call it)

6. Gameservers should be started with a custom script like this one:

while [ true ] ; do
  # update gameserver files with base files
  cp -f -r -p -l /game/l4d2_base/* /game/real_l4d2_server
  # run the server
  ./srcds_run -norestart ...(rest of your params, without -autoupdate)
done

Thats the way i'm dealing with updates. Works like charm. You can also 
use rsync to copy files, because hard-links are sometimes tricky to 
understand :)

On 2010.07.05. 9:38, Ross Bemrose wrote:
>In my experience, Steam updates on Linux are not stable enough to let
> it auto-update.  Steam skips a package if it doesn't manage to download
> said package in so many tries.  I've had it happen far too often on TF2
> where it will update one package but skip another, leaving the server in
> an inconsistent (crashing) state.
>
> This may not be as large a problem for L4D2 because it only has 3
> packages, 1 of which is rarely updated... but TF2 only has 6 packages, 3
> of which are rarely updated and it often skips the Team Fortress 2
> Content package but updates Materials and Dedicated Server.
>
> On 7/5/2010 12:14 AM, Jesse Molina wrote:
>
>> Hi all
>>
>> I'm going to slightly threadjack here.  I'm a very experienced unix
>> sysadmin, but I'm a noob to the hlds servers.
>>
>> On this subject, how do others handle automatic upgrading when there is
>> a new server update is out?  Is it even wise to attempt auto updating?
>>
>> I know there is the -autoupdate arg to the startup command, but I'm
>> under the impression that it's broke, and has always has been broke.  I
>> might be wrong there though, feel free to set me straight.
>>
>> So, how do others handle automatic updates to the server app?
>>
>> And yes, I realize that doing said auto updates may break mods, but hey,
>> whatever.
>>
>> Thanks
>>
>>
>>
>> Eric Riemers wrote:
>>  
>>> All,
>>>
>>> Since these mutators are coming every now and then, i need to update all my
>>> l4d2 instances.
>>> These are forks so the nicest thing to do is a shutdown, then it updates it
>>> and done.
>>>
>>> However, I only know that I should telnet to the fork port and type in
>>> "shutdown"
>>>
>>> Is there a easy way I can setup something in cron to issue a shutdown each
>>> day?
>>>
>>> Eric
>>>
>>>
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list archives, 
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>>
>
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Re: [hlds_linux] l4d2: how to shutdown via cron?

2010-07-05 Thread Crazy Canucks
I don't know if this helps any, but this is what the command to shutdown 
my servers looks like in my scripts:

shutdown_command="screen -S $game -p 0 -X eval 'stuff exit\015'"
su -c "$shutdown_command" server_user

The "game" variable would be whatever the name is for your screen 
session.   You can replace "exit" with "shutdown" if that is what you 
are looking for.  This script does run as root, but if it ran as the 
"server_user" you wouldn't have to use the su command.

On 05/07/2010 2:53 AM, Allan Button wrote:
> Do you have that script still? I could make it check for
> announcements. It would actually be very simple to do so.
>
> Sent from my mobile.
>
> On Jul 5, 2010, at 1:28 AM, "Gene H"  wrote:
>
>
>> I had it set up so I can issue simple commands in shell so that it
>> will
>> broadcast a message to the players (if any), shutdown, run update,
>> and when
>> finished, it starts back up.
>> That way, it would be easy to ssh in from my phone, issue the
>> command and
>> viola!
>>
>> G.
>>
>> On Sun, Jul 4, 2010 at 9:57 PM, Shane Arnold
>> wrote:
>>
>>  
>>> I think he means a way to automatically restart srcds and update when
>>> one is announced.
>>>
>>> I have never done it myself, but I imagine there is a way to hook
>>> these
>>> announcements, either with a sourcemod plugin or by monitoring the
>>> output of the console/screen session. Infact I vaguely remember a
>>> little
>>> while back the same subject being discussed.
>>>
>>> Try doing a search on the mailing list website
>>> (http://list.valvesoftware.com/).
>>>
>>> Regards
>>>
>>> ||On 5/07/2010 12:49 PM, Gene H wrote:
>>>
 thought that was the whole purpose of being subscribed to this
 list...to
  
>>> get
>>>
 notices when there is an update.

 On Sun, Jul 4, 2010 at 9:14 PM, Jesse Molina
  
>>> wrote:
>>>

  
> Hi all
>
> I'm going to slightly threadjack here.  I'm a very experienced unix
> sysadmin, but I'm a noob to the hlds servers.
>
> On this subject, how do others handle automatic upgrading when
> there is
> a new server update is out?  Is it even wise to attempt auto
> updating?
>
> I know there is the -autoupdate arg to the startup command, but I'm
> under the impression that it's broke, and has always has been
> broke.  I
> might be wrong there though, feel free to set me straight.
>
> So, how do others handle automatic updates to the server app?
>
> And yes, I realize that doing said auto updates may break mods,
> but hey,
> whatever.
>
> Thanks
>
>
>
> Eric Riemers wrote:
>
>
>> All,
>>
>> Since these mutators are coming every now and then, i need to
>> update
>>  
>>> all
>>>
>>  
> my
>
>
>> l4d2 instances.
>> These are forks so the nicest thing to do is a shutdown, then it
>>  
>>> updates
>>>
>>  
> it
>
>
>> and done.
>>
>> However, I only know that I should telnet to the fork port and
>> type in
>> "shutdown"
>>
>> Is there a easy way I can setup something in cron to issue a
>> shutdown
>>
>>  
> each
>
>
>> day?
>>
>> Eric
>>
>>
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>> archives,
>>
>>  
> please visit:
>
>
>> http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>>
>>  
> --
> # Jesse Molina
> # Mail = je...@opendreams.net
> # Page = page-je...@opendreams.net
> # Cell = 1.602.323.7608
> # Web  = http://www.opendreams.net/jesse/
>
>
>
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>
>
 ___
 To unsubscribe, edit your list preferences, or view the list
 archives,
  
>>> please visit:
>>>
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

  
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[hlds_linux] Rcon Problem after update

2010-07-05 Thread Michael K. Gosvig
Hi.

 

After the new Source Update was released, we change our port range on our
source servers from 270XX to 300XX. 

 

After that we can't use the RCON command ingame any more, it just says
Unable to connect to remote server (XX.XX.XX.XX:300XX) Can you guys tell me
if this is because of the port range change or an error in our firewall
system, we have changed the port range in the firewall.

 

Michael

 

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Re: [hlds_linux] l4d2: how to shutdown via cron?

2010-07-05 Thread Eric Riemers
I'll have to switch to named screens.. since I am the admin for the Linux
part, I just have everything in 1 big screen :) (and tf2 updates just fine)

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Gene H
Sent: maandag 5 juli 2010 1:02
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] l4d2: how to shutdown via cron?

You're using named instances of screen, right? if so, you can use that to
"inject" commands into each instance.



On Sun, Jul 4, 2010 at 3:51 PM, Eric Riemers  wrote:

> All,
>
> Since these mutators are coming every now and then, i need to update 
> all my
> l4d2 instances.
> These are forks so the nicest thing to do is a shutdown, then it 
> updates it and done.
>
> However, I only know that I should telnet to the fork port and type in 
> "shutdown"
>
> Is there a easy way I can setup something in cron to issue a shutdown 
> each day?
>
> Eric
>
>
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> please visit:
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