Clocks, and why they matter more than you think
The symptom is never that the clock is wrong. Restarts at the wrong hour, certificates failing, and logs that cannot be lined up.
The symptom is never that the clock is wrong. Restarts at the wrong hour, certificates failing, and logs that cannot be lined up.
The most common way a long-running server dies has nothing to do with the game. Four things that grow without limit, and ten minutes that stop them.
Six rules, and the two that decide whether you are invisible to listings or wide open on RCON. Plus the conntrack table nobody expects.
Fifteen lines that replace a screen session and a cron job, and the four of them that decide whether a crash loop is survivable.
An honest comparison rather than a recommendation. Where each genuinely wins, and the games where the choice is made for you.
Why servers need restarting at all, how to schedule one nobody notices, and the warning cadence that stops people losing work.
Logs are where every answer already is. What to grep for, which warnings matter, and why the last error is rarely the cause.
Screen, tmux and systemd solve the same problem differently. Which to use, and why the answer changes once the server matters.
The dozen commands that cover almost everything a server owner needs, and the four mistakes that cost people their machines.