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Running our own master servers?...

by Common Contributor ; ) on 09/21/2006 00:50, 13 messages, last message: 09/26/2006 14:35, 1590 views, last view: 05/02/2024 13:02

For a mod thats not quite ready to be unveiled yet, i\\\'m hoping anyone would give me a highlight on which direction to go in starting my own new master server..i understand somebody here (Eihrul) :) knows a lot about this stuff.

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#1: samerz

by sunny on 09/21/2006 02:42

i'm like to know how also...

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#2: ..

by apflstrudl on 09/21/2006 18:29

I think it's easy, if you have a look at the source files you'll find the registration of your server to the masterserver.

The only problem is, that the server is still in the list, when it's offline, or i haven't seen somthing. Look in the server.cpp file and search, what you need, make a script and test it.

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#3: Re: own masterserver

by MeatROme on 09/21/2006 18:52, refers to #2

Actually the server doesn't "log off" with the masterserver at all.
Since your in-game serverbrowser just won't get a reply from an IP listed if no server is running there that's just fine and "the way of the internet" :)

IMHO the only problematic aspect of running a masterserver is to somehow ascertain wether the server is actually reachable when it registers.
The current masterserver responds with "not registered : you don't respond to ping" (not exactly, but you get the picture) ... if you can live w/o this feature a simple script responding to
register.do?action=add
and
retrieve.do?item=list
to register a new IP or output a CFG usable as servers.cfg respectively will be sufficient.

It's not too hard to check for reachability actually, but this goes beyond the sope of a forum post :)

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#4: No kidding...

by Common Contributor ; ) on 09/22/2006 00:24

If this involves coding beyond the point of the server.bat file i'm gonna need some help, cause i dont know how to code very well. O_o but i do see that line of code you mentioned in server.cpp, but im trying to find the address its useing, it just states "masterpath" in numerous areas
Also, Is there any programs or set ups i should know about inorder to get the master server to run properly?

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#5: ..

by chead on 09/22/2006 01:37

Basically you're going to have to write your own master server. I don't think anyone who knows anything about the workings of the Sauerbraten master server is going to be willing to help (neutral statement).

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#6: ..

by Common Contributor ; ) on 09/22/2006 23:49

but its open source, it has to be availalbe somehow. i thought the community was encouraged to do stuff like this. :( maybe oh well. if theres no way to do it without getting hands on private code, ill make a work around for my mod. if anyone is wondering what it is, ill give you a hint. High end graphics. lol

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#7: Re: ..

by Passa on 09/23/2006 01:09, refers to #6

The masterserver is not open source. The game engine is.

Dont come here and demand things.

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#8: ..

by CCmachine_firefox2 on 09/23/2006 11:07

you could get a few servers running for your mod and then in the release include the IPs of the servers in the "servers.cfg" file...

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#9: ..

by Drakas on 09/23/2006 18:14

I've scripted a master server:


run sauer server and client with "-msm.wemew.org/" :)

Enjoy!

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#10: ..

by m3ep on 09/24/2006 13:17

Drakas, works fine!

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#11: ..

by Max of S2D [Fr] on 09/24/2006 14:30

Don't understand how to do work it >_<

Can you explain me with a basic english ?

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#12: Re: ..

by SleepwalkR on 09/25/2006 18:52, refers to #10

Well, frankly, I don't see why I should opensource the masterserver. I'm 99% sure some idiot would look at the source and try and crash it or whatever.

Plus, I don't see the point anyway. It's not like it's rocket science. Anyone who can program can create their own masterserver in PHP or whatever.

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#13: mods and protocol versions

by rpointon on 09/26/2006 14:35

If you're running modded clients/servers then please do something sensible with the protocol version so that it doesn't interfer/break the main versions. I ran the latest version of saue from CVS last night and saw there was a server of the newest protocol version - cool, but it was apparently not happy given the disconnect errors that resulted.

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