Fastdeath wrote:Giel wrote:Currently the lobby server doesn't at all deal with game stats. So if your goal is to implement a failover I definitely wouldn't suggest implementing some kind of stat handling storage facility.
The only goal the lobby currently serves is for players to easily find each other.
Sorry, for didn't telling that. I want server side stats later to, if others agree to that.
This can help us building up a community website with player stats/rankings and so on,
also users can't change stats on clientside after.
If you and others agree to that, i will develop to complete server side things required.
stiv wrote:can someone compile me a 2.3 warzone win32 version that connects to the lobbyserver on localhost?
masterserver_name in the config file.
$BADWORD@m1ndbox:~/workspace/lobby_server$ telnet 126.96.36.199 9990
Connected to 188.8.131.52.
Escape character is '^]'.
# Server sends "connected" and "lobbyversion $lobbyserver-version"
# my input (list games)
# Server Output (No Games in Database)
# my input (add a game by sending a xml query)
# my input (list games again)
# Server Output (Games in Database)
# my input (chat message broadcast: chat 'text')
chat this is a test
$BADWORD@m1ndbox:~/workspace/lobby_server$ telnet localhost 9990
Connected to localhost.
Escape character is '^]'.
# Server Output, chatline from client with id 3
3: this is a test
"version": 1, // Protocol version, not game-version.
m1ndgames wrote:Actual Lobby System:
New Player chooses a nickname, picks a game and the stats are stored locally.
New Lobby Server System
User Registration (User Database System)
New Players register online with a user/pass combination, this can either be throu a webinterface or ingame. (i dont know if changes to the game ui are easy to handle.) Maybe adding the email adress aswell would be a good idea for password resets?!
A player database would bring a lot improvements... Because every player is tracked, we could collect real game statistics and implement something like a ingame friend-list, a ladder system, better ranks, rewards, and even a report system for cheaters... (I thought of a way to prevent cheating by sending false data too, but that will not be discussed here)
The game statistics are there, they have only to be transported to the lobby server after the game ends. Disconnects count as a loss and will saved in the db beside the main count, more statistics for the website! :]
I would really like to help you but my c skills .. oh well.. I can read and understand code but besides that.. Im lost in
cheat sheets.. My real love is Perl
And in the last years ive coded some client/server scripts, even with mysql connect... so the server side coding part wouldt be a problem.. for the start, i need a bit help... can someone compile me a 2.3 warzone win32 version that connects to the lobbyserver on localhost? ive tried building 2.3 and trunk on ms vs, cross-compiling on ubuntu didnt work... (i cant use ubuntu atm because my intel onboard drivers are bugged in the lts release and starting anything 3d is a pain...)
So.. the first thing todo would be scripting the user/pass login routines with a database connect. (I guess mysql is the choice?), after that i would write the game-routines and have to check whats sent to the lobby and back (hm.. i guess i just sniff it before then..) The whole Eye-Candy stuff is more design then scripting.. and can ofcourse be done later, a short user/pass script in php shouldnt be the problem here...
That was just a short brainstorm... Leave critism and /or comment if you like the idea... :]
and sorry if i made some mistakes, english isnt my native
# MasterServer v0.1 by Gerard Krol (gerard_) and Tim Perrei (Kamaze)
# v1.0 by Freddie Witherden (EvilGuru)
# v2.0 by Gerhard Schaden (gschaden)
# v2.0a by Buginator (fixed endian issue)
1. perhaps have the player database use the forum logins
2. in chat have a "lobby" chat where the chat is over irc (#warzone2100-games)
3. have player "ratings" where the game host can "rate" player who cheat badly or rate experienced players well
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