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Re: Springie the AutoHost
Posted: 17 Oct 2008, 01:37
by Licho
Yes this need dedicated server and springie change.
Also currently you cannot host mods which are not in modinfo.dat, because dedicated server must be again changed

It claims hashes mismatch if game-type in script differs..
Re: Springie the AutoHost
Posted: 17 Oct 2008, 06:19
by Mephistos
Licho wrote:===============================
SPRINGIE 1.30
===============================
* removed dependency on spring and its maps/mods
* full linux compatibility (run with mono)
* added -nogui parameter - starts springie without GUI
* ModInfoBuilder.exe tool is used to generate mapinfo.dat and modinfo.dat with modoptions and detailed mod information.
Other information is auto downloaded from downloader server.
* added ability to autorehost to latest version of any mod
* can host any map and mod registered in p2p system
* removed !reload, maplink broadcast, check for spring executable and many other things
* !cbalance now only uses first tag as clan - instead of all tags
* if you !ring while game is running, only those not readied in-game will be rang
* !dlmap and !dlmod removed (not needed anymore)
* fixed ip address detection on IPv6 system
* fixed chat relay and quitting
Thx goes to Auswaschbar, Det and Lurker who made this release possible.
Dedicated server is still evolving and you should get latest version from buildbot/jobjol.nl
Licho, removing the dependency on maps is good - but removing the Display Maplink feature is not - not everyone wants to run Spring downloader. I personally HATE IT. I only use it sometimes and it DOES NOT contain all the maps. So a maplink handy is still very useful.
Also, for some reason I get spectacular crashes on ModInfoBuilder.exe, no idea why.
Now I rolled back all my copies of springie to 1.20 because at least I know those are working, and I'm trying to build another version of a template server I can get working with just dedicated & springie in the same folder... It does not however run. Is there something I am missing? I don't get any visible errors, but the game does not launch.
Re: Springie the AutoHost
Posted: 17 Oct 2008, 07:31
by Mephistos
Z:\Games\springie_test>ModInfoBuilder.exe
Needs path to spring
Z:\Games\springie_test>ModInfoBuilder.exe Z:\Games\Spring_
ParseOptions(ModOptions.lua) ERROR: could not open file: ModOptions.lua
ParseOptions(ModOptions.lua) ERROR: could not open file: ModOptions.lua
ParseOptions(ModOptions.lua) ERROR: could not open file: ModOptions.lua
ParseOptions(ModOptions.lua) ERROR: could not open file: ModOptions.lua
This is what I get when I try to run that utility. No *info.dat files are ever created.
Also, when I do actually try to get a game started on dedicated server, it does need the maps, it does need the mods... so having springie not read them doesn't make that much sense at this point. When I try to launch a game I get desync and checksum errors... when the mods/maps are not there for dedicated to read. What's so useful in having a set of info files which *may* not reflect what's actually present on the host/system in question, when they are required to be able to run, especially since these files are by no means human readable/editable? That just adds another layer of potential issues.
Please advise.
Re: Springie the AutoHost
Posted: 17 Oct 2008, 07:39
by Posts
"It does not however run. Is there something I am missing? I don't get any visible errors, but the game does not launch."
same problem, i copied all the files from the new zip,
included dedicated server exe/dll in same dir when it complained about not finding it, got the new dedicated
http://spring.jobjol.nl/show_file.php?id=1516 note:
http://spring.jobjol.nl/files.php?subcategory_id=9
can not connect to server
untested theory:
spring\springie1\springie.exe
vs
spring\springie.exe
i love the new cpu detection, 10.0 GHz
Re: Springie the AutoHost
Posted: 17 Oct 2008, 14:25
by Licho
You should compile latest dedicated from svn and then experiment from it - it needs couple of spring files, like archivecache.
But it certainly does not need map or mod files.
Springie1 runs on debian box without any map or mod.
Data is binary for a reason it would be huge in xml. Also its not intended for manual tinkering, or do you want to add hashes and all unirs from all mods manually?
Detection 10ghz - this only happens on linux.
SD system not having all maps - register them..
Re: Springie the AutoHost
Posted: 17 Oct 2008, 14:40
by Licho
I can add maplink from SD system - it would list SD mirrors for that files.
Re: Springie the AutoHost
Posted: 17 Oct 2008, 15:22
by Mephistos
Licho wrote:You should compile latest dedicated from svn and then experiment from it - it needs couple of spring files, like archivecache.
The win32 does need them - I will have to ask someone to build one from buildserv to test it. Regardless if it doesn't what do I do about the fact that ModInfoBuilder doesn't create the *info.dat files? I have many mods people want to use that are not in your modinfo.dat file.
Re: Springie the AutoHost
Posted: 17 Oct 2008, 15:25
by imbaczek
everyone can ask buildserv to rebuild - use !rebuild buildsys=cmake, it will build the dedicated server.
Re: Springie the AutoHost
Posted: 17 Oct 2008, 16:54
by Mephistos
imbaczek wrote:everyone can ask buildserv to rebuild - use !rebuild buildsys=cmake, it will build the dedicated server.
Thank you.
Re: Springie the AutoHost
Posted: 17 Oct 2008, 19:42
by Posts
Licho wrote:Detection 10ghz - this only happens on linux.
no, its windows 2000, unusual setup, i think 2 or 4 CPUs, i'm not complaining
Re: Springie the AutoHost
Posted: 18 Oct 2008, 01:21
by Posts
to make it respond
X:\spring\*.dll -> X:\spring\springie1
to fix a problem
X:\spring\base\springcontent.sdz -> X:\spring\springie1\base
zero impact?
X:\spring\ArchiveCacheV7.lua -> X:\spring\springie1
Exception raised: Couldn't find any archives for map 'Comet Catcher Redux.smf'.
i put the map in X:\spring\springie1\maps
start game -> wrong mod checksum, copy entire /base/, same thing
> PostsSpringie (Springie 1.31)
tried
http://spring.jobjol.nl/show_file.php?id=1516 and
http://planetspring.free.fr/spring/dedi ... _R6792.zip
i have the modinfo.dat mapinfo.dat
[3:50:46 PM] <Posts> !listmaps
[3:50:46 PM] <PostsSpringie> This has 995 results, please narrow down your search
Re: Springie the AutoHost
Posted: 18 Oct 2008, 01:48
by Licho
Get latest dedicated, yours is outdated.
Re: Springie the AutoHost
Posted: 18 Oct 2008, 02:15
by Posts
someone with a working spring-dedicated.exe + springie 1.31 and is able to go in game:
get me a md5sum of spring-dedicated.exe, so that i can properly annoy licho
Re: Springie the AutoHost
Posted: 18 Oct 2008, 02:28
by Licho
===============================
SPRINGIE 1.32
===============================
* springie now accepts optional parameter - path to configuration/work directory (to host several autohosts from one executable)
* !modlink and !maplink added back, they search for currently hosted mod/map if invoked without parameters
* downloader system is used to search for mirros (it lists mirrors used by SD itself for map/mod download)
* full capability to host new versions of mods without having them in modlist
Re: Springie the AutoHost
Posted: 18 Oct 2008, 21:11
by Posts
got it working not sure what fixed it, this time it told me mod differed before start instead of after, i switched from ca stable to test and the problem was fixed. got the latest dedicated from buildbot again.
http://planetspring.free.fr/spring/dedi ... _R6810.zip
at this point i'm guessing only the server owner can add mods/maps? by running that cmd line thing?
"* full capability to host new versions of mods without having them in modlist"
auto downloads new dat files?
if i run this cmd line this will it replace the dats with my own small list, or add to them? if it autoupdates will it add instead of replace?
"* downloader system is used to search for mirros (it lists mirrors used by SD itself for map/mod download)"
so haveing SD running helps springie? or does it make use of parts of SD without having SD running or installed
Re: Springie the AutoHost
Posted: 18 Oct 2008, 21:30
by Licho
Clarifications:
- on startup springie reads modinfo and mapinfo to get some initial lists of maps and mods
- it then connects to downloader system and gets information about all registered maps -> it can host any map registered in the system, mapionfo is there just in case downloader system is down
- it can host newer versions of mods existing in modinfo.dat. It searches for closest version in modlinfo (it assumes version number is last in the mod name) and gets unit lists, factions and modoptions from that older version.
So it can host newer versions of mods existing in modinfo.dat
- netiher modinfo.dat or mapinfo.dat are modified by springie
- !maplink and !modlink are using downloader system built in capability to provide webmirrors for maps and mods (same links are internally used by springdownloader and springlobby). Running SD wont help springie, it does not use it or need it. It has its own separate connection to downloader system.
Re: Springie the AutoHost
Posted: 18 Oct 2008, 21:39
by Licho
So if you want permanent THIS autohost you can first create modinfo.dat that contains this and then set autohost to auto rehost to "THIS WIP "
This will cause springie to auto search for latest version of THIS WIP in downloader system using the number 6,7 etc as version number and rehost to that as soon as its registered.
Re: Springie the AutoHost
Posted: 18 Oct 2008, 22:04
by Posts
bug:
[13:03:19] <PostsSpringie> 0: Balanced Annihilation V6.21
[13:03:19] <PostsSpringie> 0: Balanced Annihilation V6.21
[13:03:19] <PostsSpringie> 1: BA V6.21 + CA Chickens, V1.05
[13:03:19] <PostsSpringie> 1: BA V6.21 + CA Chickens, V1.05
[13:03:19] <PostsSpringie> 2: Balanced Annihilation V6.412
[13:03:19] <PostsSpringie> 2: Balanced Annihilation V6.412
[13:03:19] <PostsSpringie> 3: Balanced Annihilation V6.5
[13:03:19] <PostsSpringie> 3: Balanced Annihilation V6.5
[13:03:19] <PostsSpringie> 4: Balanced Annihilation V6.41
[13:03:19] <PostsSpringie> 4: Balanced Annihilation V6.41
...
Re: Springie the AutoHost
Posted: 18 Oct 2008, 22:21
by Licho
Not a bug. Its differently hashed mod. See development forum and mantis. This is just stupid way unitsync works atm.. Someone registered them with old version of engine and since hashes change with each engine version its now 2x in the system.
You have to figure which one is correct

Re: Springie the AutoHost
Posted: 18 Oct 2008, 22:29
by lurker
Doesn't unitsync return the actual version number? Why doesn't the system grab that?