Here's a look at the first server executing from the Linux environment. I chose to move the Action Server over first because it's still pretty small code-wise and didn't have any file system code that would need touched. Was going for an easy win. It worked.
Here you can see another "ghost" test, but this time you can see a little of what's going on at the server end. The + symbols represent the receipt of a data packet from the player(pos info), the - symbols represent an outbound packet being generated. You can also see the incoming pub/sub messages from the Redis server(actually they are "from" the Avatar Server via Redis). One that keeps all the server times synchronized, and one that keeps the player encryption keys synchronized. Additionally, you can see the over-active udp service checks it's performing on itself from another thread, and a little of the clock synchronization output too...
2 more, much more code heavy servers to go, and 3 others that wont take more than 15 min each.
It's going to take me some time to get used to Visual Studio Code(Linux Visual Studio version) when working on these servers, but the new operating system has already forced me to fix some smelly code shortcuts that I more or less forgot I should fix. I think things are going to be just fine.
This project looks interesting. But um, what is it? (Forgive me if you've laid it out in earlier posts and I just missed it).
I'm a Linux head myself; I use redis daily at my job, but not for anything game related. I'm interested/curious in how you're using redis (seems like you have pub/sub messaging? At work, we actually used to use redis for messaging, but switched to using the MQTT messaging protocol, which is also commonly used with embedded systems/IoT devices)