Dedicated Server?

Dedicated Server?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Kuroneko
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Dedicated Server?

Post by Kuroneko »

Has this been suggested before? 'All' it would need is a modified TASclient to handle, maybe, player voting and other such automation. And maybe a spring executable that didn't bother to do useless things like render. Just a thought I had last night.
shnorb
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Post by shnorb »

that would be great
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Kuroneko
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Post by Kuroneko »

Is anyone with acctual coding skill interested at all by the idea of a dedicated server?
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Maelstrom
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Post by Maelstrom »

Well here's a nice enticemant to make people want to make it more. If you make a dedicated server, Game Arena will be happy to host a server or two for us. If we get some servers going there, the we will definately get more players.
greenail
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Post by greenail »

bump.


I'm pretty good with java, and perl and would be willing to do some work on this. Are the network protocol details documented anywhere?

greenail
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Ace07
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Post by Ace07 »

http://cvs.sourceforge.net/viewcvs.py/s ... iew=markup

Start there....

That is the netcode for the client/server relationship of the lobby.

Beyond that, the netcode for the game is subject to change right about now. For example, the current goal is to get the game so that it can recover from desync (this might require a major rewrite of the netcode, but it could make it faster also).

EDIT: Also, at the end of every command you send you must put a \n character! This took me a couple of days to figure out, and I was literally pulling my hair out by the end until I talked to Betalord about it.

Every command you recieve will also have a \n character at the end of it
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AF
AI Developer
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Post by AF »

While we're on netcode. The AI itnerface function to give a unti orders creates a mass of netcode and sends ti off tot he host.

This function doesnt always work reliably though. For example if I tell a unti to change tis move state ro start using high trajectory weapons, the command is ignored totally.
greenail
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Post by greenail »

by dedicated server, i was thinking for the actual battle, like you would use for counter strike, or bf2. The docs you linked to appear to be just for the lobby client/server netcode.

Starting with a simple proxy model you could start to add features like prediciton, and stats. It seems like there are quite a few players who are on dialup and like the sync nature of TA, but it would be nice for broadband optimized server option.


-jess
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Zenka
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Post by Zenka »

A dedicated server would be nice.
Altaric has been playing around with that. He set-up a bot that could make startboxes, change the map and start the game etc.
It kinda worked. (at least if he didn't forget to put himself as Spectator or he would never be "ready")
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Ace07
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Post by Ace07 »

greenail wrote:by dedicated server, i was thinking for the actual battle, like you would use for counter strike, or bf2. The docs you linked to appear to be just for the lobby client/server netcode.

Starting with a simple proxy model you could start to add features like prediciton, and stats. It seems like there are quite a few players who are on dialup and like the sync nature of TA, but it would be nice for broadband optimized server option.


-jess

Well then, this is the code for you my friend. Download all of it and jump in! Try not to get too lost. :lol:

http://cvs.sourceforge.net/viewcvs.py/s ... pring/rts/

I don't think there is any netcode documentation for the current game protocol unfortunately.
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AF
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Post by AF »

http://developer.berlios.de/projects/taspring-linux/

The above funnily enough tends to eb ahead of the sourceforge cvs usually. In tiem widnwos and linux will both draw release versions from there and the sourceforge cvs will not be updated regularly.

That and the linux people work with that build aswell as zaphod whereas they ahve to wait for zaphod to move changes in the sourceforge CVS over.
greenail
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Post by greenail »

no documentation, perhaps that deserves a new thread.

I'm assuming that a "replay" could be used for testing, is anything built for that?
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Ace07
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Post by Ace07 »

Ok then ya:

http://svn.berlios.de/wsvn/taspring-linux/trunk/rts/

However...no documentation isn't really a problem atm. The netcode will probably change, and therefore it wouldn't be too efficient to write tons of documenation for obselete netcode. ;)

When the netcode is finalized in a later version, then documentation for the entire project should be written.
greenail
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Post by greenail »

is most everything in GameServer and CNET?
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Ace07
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Post by Ace07 »

Yes, it looks like most of the stuff you want is in there. ;)
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SwiftSpear
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Post by SwiftSpear »

I figure a client bot could handle running dedicated games. Too bad I don't code bots.
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zwzsg
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Post by zwzsg »

Would an automated dedicated server be able to recover after a crash?
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Kuroneko
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Post by Kuroneko »

I had been working on a dedicated server of sorts a while back. Coded in java, it was basicly just a client that could start a battle after some fun input from the battle room channel. Never completed it tho.

I'd be glad to give it to anyone that felt like completing it.
greenail
Spring Developer
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Post by greenail »

I think the first nice thing about a server (especialy a java one) is that I coud use it to host, i don't feel like doing the whole port forwarding bit with my router and firewall. The next nice thing would be to be able to implement stats as they exist in BF2 and CS:S
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Das Bruce
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Post by Das Bruce »

Java euww.
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