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xrystal

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xrystal last won the day on January 2

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About xrystal

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  1. Nice, I put it into the repo and will apply it to the test server later on. Also, thanks again for your help with my ip configuration mess ;)
  2. Hello @NegativeOne, after all this distracting Christmas and new-year stuff I have finally merged your changes... In the development branch they are now usable with the Mysql setup, too. However, since I see that Mysql might just be an additional hassle for most users - especially for those who just want to host a lobby directly under windows right out of the box -, I will make a patch soon which will render Mysql an configurable option but keep Sqlite as default database driver. So you don't need to setup Mysql but can keep working on your base or the branch I put your changes into . I will put everything together in case anything diverges afterwards and also try to make the configuration files a bit nicer to use. Those lobby changes will be applied to the testing server probably later today. I am currently setting up the new server which will replace the testing server in the long run and should have a few more mods supported. Edit: The changes are now on the lobby server and I have some issues with the lobby chat which sometimes is not connecting (still have to figure out depending on which condition the connections works or does not work). Since it locally seems fine, I assume the issues are solely related to networking in my hosting instance or might be related to my Mysql-merge, not your original diff. Also I noticed yesterday I totally oversaw you already wrote about the SqLite/MySql topic. I was too focused on your list of changes apparently, forgive me my ignorance. But good to read we think the same about that . Anyway that improved lobby looks already very nice, thank you.
  3. Hello Kadolek, "can't select" as in the OpenNet Button is greyed out and unclickable or as in the complete button does not exist? If it is the later one and you are sure your game is unmodded I.e. not community patched which would require the file from step 4, I would try to validate the game files via steam to restore from potential file changes as it really should be there in the default installation. If it is just grayed out, the button should be clickable if you enter your credentials. In a vanilla installation with the additional file "OptionsCustom.txt", it should look like this for you. If that still does not work, please be patient until we have a better setup guide ready or if you find something which differs on your screens from mines post again and we might figure it out ;)
  4. Are you sure these are actually old? From the date I saw for example in the packet data of "net_dump - 3.txt" I guessed he had created them with his lobby code in progress just recently, not back in the days and thus we should be able to create the same kind of packets with our lobby instances. The client actions on game servers should at least produce unhandled packages logged by the debugging compilation of the lobby. I am not sure, If it would help you, but after Silvester I could try to install tcpdump (I just have to see if I can kind of pre-filter it because I don't want private stuff in there or have to wait a few days more for the new server which would be cleanly separated) to the test server and make it accessible as a wire shark packet capturing source to you, too for remote debugging together with the log of unhandled packages. That way there would at least be some additional package data from a few players and different servers a day to the testing input we do ourselves on purpose on our local development environments.
  5. Honestly, it is a joy seeing you work, you're making visible progress so fast even with these difficult things and thanks to you the usability of the lobby has already improved a lot in a short time (and judging by that screenshot, it will improve even further). I suspect it will take me about a week more until I will finally able to contribute something useful on the code part again, too, but at least in the meanwhile I am making a bit progress on the infrastructure stuff: In probably a few days I will have access to my new slightly more powerful server which - other than the current testing one - will be dedicated to the purpose of sacred 2 only now that I can roughly estimate performance usage and am sure this all will turn out nice and is worth the investment. Hosting the lobby and 20 servers (vanilla + cm) currently boils down to roughly 33% of cpu usage on an i7-6700k. On the new System, I should be able to host most of the Mods listed by Flix additionally, depending on how much performance I want to reserve for load caused by user hosted servers to the lobby and depending on the capability of the lobby to handle that many servers (if I remember right, back in the days there never have been so many servers registered to just one lobby). From my observations, players on a server don't increase cpu usage much compared to their idle state (also, there will never be that many players as there are slots on servers), so you don't have to arrange for many resources in spare (I will try to target around 80% of load on my server without players and see how that works out). Only one thing that really bothers me: For a few weeks now, I have tried to purchase the old lobby domain (because that of course would make setup even easier for the clients, because they would not have to do anything), but until now, the seller never responded despite me offering to pay his desired price. Probably inactive on that domain selling platform. I hope that will change someday, but for now it seems like we will have to stay entering our own domains as lobby ip.
  6. @NegativeOne: Yes sure, your diffs are good to work with, thank you, I'll just keep merging them into the repo to have it all together. And imho that behavior of your patch is already very nice - even if the player is kicked out of the lobby after a wrong password attempt, because of the symbol and question for the password before he knows why he was kicked and thus should not be confused anymore. @Flix: Thanks for the overview. In case Fallen Angel is actually still used without all the patches, I'll have to see if I can find & install my old retail disk version to get game servers up for that one, too. However, as all the other mods you mentioned seem to be based on Sacred 2 Gold version, I would suggest to split the Fallen Angel Lobby to another lobby address & list from the Gold Edition list hinting in both the setup instructions and the lobby welcome message of FA that there is a newer version with patches out as probably most players will be found there.
  7. That's looks very promising, thank you - I will try that out in a few hours and merge it afterwards. Also in case you have been wondering and send me the diff because of that: the development branch is locked for direct commits because I know and like that workflow from work, but if you want to push something every user can create pull requests from a feature branch to development in that repository. The only restriction is that every pull request has as least to be approved by one other person (doesn't matter which one) before it is possible to merge it into development. Edit: Yes, works fine. I have merged the diff and updated the test servers with that bugfix of yours. Ah, and aside from that: merry christmas! ;)
  8. Known Issues: - player count of logged in players is not displayed in the server browser - chat probably only works ingame right now but not in the lobby - servers which shutdown are not removed from the lobby until the lobby is restarted - servers with password don't ask for a password and are thus inaccessible Currently, the issues with the player count and the one with the private servers which are not unregistered cleanly again from the lobby are imho currently the most important ones to solve, as the first bug makes it more difficult to find other active players on the servers and the second one spams the lobby with unusable servers or forces me to schedule restarts for the lobby which otherwise would not be necessary. @gogoblender Yeah, that would be a nice idea after it's ready. Also, at some point before, I will try to reorganize all the information spread over the discussion in this thread into the opening post.
  9. That gratitude belongs to cocomed, he did the actually difficult and time consuming part. I am just happy to be able to work with his lobby code now... ;) Thanks for testing, nice to hear it's working so far. --- I have a few more general questions I am sure everybody has an opinion about: 1) Since I have not recently played with any mods beside the CM-Patch but am still seeing many to me unknown ones in the modding section, I am wondering: Which ones are played currently, maybe are already known to work in LAN mode and might be of interest regarding providing online servers for them? 2a) What regions have the most active player base or the worst connection to the servers which I currently host in Germany? Where in the world would we have to put additional servers up if everything runs fine? 2b) And if we knew where to put additional servers, are there maybe community members which have server capacity with unused resources in those regions on which they maybe would want to host a few game servers in the future and could ensure their availability? 3) How would you prefer the lobby to be organized: Everything in one lobby including different countries and mods? Different lobbies by country like the original lobby had? Or split by mod? I personally would prefer to have everything in one big list, but it would be a quite long scrollable list with all possible permutations of server/mod configurations. However, assuming most people are able to communicate in English and might want to find each other and play together, splitting an already small community even further seems counterproductive to me which is why I would currently tend to just dump everything in one big list as long as the lobby server can handle it in terms of performance. --- Besides that - only for those who want to setup their own lobby on Linux, too, not only game servers - I have added the files I am currently using for hosting to my github repo. It still requires a bit of effort to get it up and running and will hopefully be more convenient someday, but for now it should do. precondition - docker and docker-compose installed and ideally you already know what it is and how to use it - all necessary ports open (see in compose files port mappings which ones are used) configuration - I have not uploaded the server files themselves for copyright reasons, but added a file serverfiles.txt with the lists of files you need to copy from your games installation folder and where to put them. If you want to play another modded version of Sacred2, just add the files to a new sub folder next to vanilla and cm160hf and try if it works for you - There are two files, one to start the lobby with it's database and a separate one to start one or more game servers which will register to the lobby - In the lobby.docker-compose.yml I have used local-persist driver (https://github.com/MatchbookLab/local-persist) volumes. You may want to replace these with "normal" docker volumes in case you don't want to install an additional docker plugin to your system. - Configure everything in the .env file - see the comments in the file for details. With local-persist volumes, you have to create the folder you have specified for "CONTAINER_VOLUME" first, create three sub folders db for the database, gs with the game server files and lb for the lobby files there and ensure your docker user has full permissions at that location. Copy the lobby files to the lb folder and ensure that you have set the same values as in the db.cfg file which you have saved in the .env file. The db.cfg then should look like this: 172.68.0.2 3306 s2lobby root YOUR_MYSQL_PASSWORD The address in the ip.cfg has to be 127.0.0.1 - If you want to have multiple game servers, in the gameserver.docker-compose.yml copy the sacred-gameserver1 service as many times as you need it with another name and add environment variables for each individual configuration in .env accordingly usage - First start the lobby: docker-compose -f lobby.docker-compose.yml up -d - Then the gameserver(s): docker-compose -f gameserver.docker-compose.yml up -d If a game server service keeps restarting or is listed in the lobby but cannot be joined you most likely have port configuration issues.
  10. Hello holidays, hello Sacred! I have a full lobby setup running now public with game servers of each difficulty tier in free or campaign mode for community patch and vanilla game version in the same lobby. This is still a work in progress and mainly for testing and finding bugs. Currently, the game servers hosted by me are all in the EU-Region. For the lobby, this does not matter. However, for the game servers there might of course be some additional latency depending on your location, so after everything is proven to run stable, this should and will change. If you want to try it out yourself, do this: 1. Ensure you have either the latest Version of Sacred with Ice&Blood (2.65.2) or CM-Patch 1.60 with hotfix. 2. In your Explorer navigate to "C:\Users\YOUR_USER_NAME\AppData\Local\Ascaron Entertainment\Sacred2" 3. Create a file there called "OptionsCustom.txt", insert following single line and save it: network.lobby_ip = "hex41.de" 4. If you want to use the CM-Patch, copy these files into your game directory. 5. Launch Sacred2 and go to Multiplayer > OpenNet 5.1 Create a new Account: Please do not enter sensitive data into the account registration form (I.e don't enter your actual game key and alike; also you do not have to use your real email address as it does not matter). I will look at the related log files and database entries for debugging purposes sometimes so again don't put anything private in there. 5.2 Enter the lobby with your credentials and create or select an existing character 5.3 Join any server which matches your game version and have fun If you get a black screen or "connection aborted" message while doing so, you have most likely tried to join a cm-patched server with an unpatched game version or vice versa (or, the server previously crashed but was not unlisted from the lobby). If you notice you successfully crashed a single game server or even the whole lobby somehow, please describe here how you killed it as that may help in making it a more stable experience ;) Remember to save often...
  11. Are you trying to set that up on Linux with some scripts or in a container? If it is the later one, I could share my current work-in-progress files for a docker-compose.yml after I am back from work. They seem to run fine for the lobby and database so far, however for the game servers there seems still to be a port forwarding issue or something alike I have not yet solved if running from wine within docker instead of running just via wine (I.e. servers are listed, but can't connect from client side if hosted via docker, but can connect if started solely with wine but I would prefer to have everything contained for easier deployment on servers). I assume this has to do with the external IP parameter of the s2gs.exe and my understanding of it or it's just a mistake in my port/network configuration I have not found yet... ;) Edit: I Finally found the time to search for and find my mistake: For some odd reason I expected the gameservers to be UDP traffic and mapped it instead of TCP inside my containers (which obviously was pretty dumb of me... ;)). I will put up a test server (with lobby and game servers in the EU-region) up today or tomorrow for vanilla and cm-patch game and after that also clean up and attach the related dockerfiles.
  12. Asking is not stuipid at all, this turned into a quite chaotic thread ;) The core matter is, that the user cocomed programmed a replacement for the Open Net Sacred2 Lobby which officially ceased to operate many years ago. This will allow us for example to host Sacred 2 servers which can be joined and played on together without all the sometimes quite technical hassle of previous workarounds for the no more existing online multiplayer. Currently we are just exchanging ideas on how to make best use of this new situation (on a rather technical level).
  13. 'Nice' would be an exaggeration, but for now and simply testing these changes should do. If there are no other ideas on how to collaborate on this, you can just use the linked github repository which I used for experimenting with this and will continue to use so we can all utilize and improve the same lines of code without the hassle of file sharing (imho version control makes life easier a lot ;)). Mysql-Database Usage for now is simply an additional 5-line file "db.cfg" in the executable directory with the following format: DB_IP DB_PORT DB_NAME DB_USER DB_PASS Because of the dependency change from SQLite to MySQL however, it will probably not work right now with Linux (or at least not with the mentioned interop library which would have to be replaced with another one for MySQL), but if it does not yet runs ootb with another lib I am pretty sure to have that fixed for Linux by tomorrow, too, because I will have tested (and adjusted if necassary) it with your mono solution until then. [Edit]: Actually, that dependency causes no issues, MySQl.Data.MySqlClient seems to be available in mono, I could just run it with my existing installation to which I think I have not added any non default libs in the past. Later, I would like to add a more generic solution for configuration and also clean up the code a bit, but for now, it seems okay.
  14. Hey, that's very nice, in a few days from a no-lobby-situation to being able to host everything under Linux. I really have to check that out. And yes, Mysql mostly works, I just have to fix one issue I could not get right yesterday with it and I will have time today evening or on the weekend for that. Maybe we should move the code to a public git repo? Seems akward if everybody works on his local copy and has to up- and download files selectivly... ;)
  15. That is useful information NegativeOne, thanks. Glad to see that Public Domain Entry there, I oversaw that yesterday. And that is even better, because I have zero knowledge regarding modding sacred2, so this will probably help a lot, I will check that out. If you want to test interaction between players alongside with these unknown packages, we could also meet up on a test server. Maybe we can take a few days to fiddle around with all these new possibilities and after that seeing how much resources the systems need to run fine and start a little public list or something alike regarding the things we need or can supply as individuals for a centralized community hosted infrastructure? Seeing how small the community is, it would probably be a good idea to keep the players together, I.e. don't split them over too many lobbies or servers but provide them as stable as possible with Sacred ;). I mean, this could be a perfect self hosted Christmas present to all of us... [Edit] FYI: Just in case someone did not know: The sacred 2 gameserver runs without additional configuration under linux within wine (just tested it on a debian stretch server). So you can host the lobby standalone on a windows machine and the gameservers on a separate one. This makes hosting a little bit cheaper as you need a server with a windows licence only for the lobby itself but not for its registered gameservers which will probably consume the most ressources (and at least for me that is also way less of a hassle to manage... ;)). For the lobby however it seems rather difficult to let it run in a non windows environment on the first glance, because of all this .NET stuff, but if it is only the lobby running on windows (even the database could be separated easily from windows by using another driver than sqlite and as a nice bonus would allow shared user accounts between lobby instances) it might be acceptable in terms of costs. I still want to experiment with that a little more.
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