[cod] Remote logging tool codlog.pl version 0.1

Kendokan kendokan at amateur-hour.net
Sat Feb 7 20:05:25 EST 2004


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D'oh. I suppose that's why I should test things first. Put a # in front of
lines 141 through 144 to remark out the code until I can release a fix
tomorrow.

     -d


> Hi, Thanks for much for making those modifications, makes my life so much
> easier.
> Here is my reciever startup command;
> cd /data1/bin/codlog/
>
> ./codlog.pl -n -p 2000 -d /data1/gamelogs/cod/ \
>         --receiver --address 203.13.37.60  --address 203.13.37.47  \
>         --address 203.13.37.58 --address 203.13.37.42 \
>         --address 203.13.37.38 &
>
> However when I start sending from 203.13.37.60 I get these messages popup;
> Receiving traffic from unauthorized sender 203.13.37.60
>
> (about 5 times - I guess per line) Ive done it using -a and --address.
>
> Any assistance appriciated.
>
>
> ----- Original Message -----
> From: "Kendokan" <kendokan at amateur-hour.net>
> To: <cod at icculus.org>
> Sent: Sunday, February 08, 2004 6:40 AM
> Subject: Re: [cod] Remote logging tool codlog.pl version 0.1
>
>
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>> New version is available at
>> http://amateur-hour.net/download/codlog-0.2.tar.gz.
>>
>> Per request I've added the ability to receive from multiple senders,
>> although I have not actually tested the functionality. It should work,
>> though (famous last words, right?). You just specify multiple --address
>> x.x.x.x (or -a x.x.x.x) on the command line when using in receiver mode.
>> Sender mode will let you specify multiple addresses as well, but will
>> only
>> actually use the first one for sending traffic.
>>
>> I've also added a command line option to not change log file names with
>> every map change.
>>
>> Lastly, I fixed a bug that would sometimes not change the log file name
>> when the map ended.
>>
>> Let me know if something doesn't work.
>>
>>      -doug/kendokan
>>
>>
>> > I had a go with this tool, is there a way of;
>> > - Enabling multiple senders to send to one host instance and all go in
> to
>> > the one log file? (eg 5 cod servers into one log reciever for
> generation)
>> > At
>> > the moment it appears that you can only enable one host to recieve udp
>> > packets from, cant you just go -h /path/sendinghosts (where
>> sendinghosts
>> > is
>> > a list of ips which are your server)?
>> > - Turning on or off the per map logfile for option of one big logfile.
> or
>> > perhaps perday logfile, 20040207.log etc?
>> >
>> > Those are the two features I crave most.
>> >
>> > ----- Original Message -----
>> > From: "Kendokan" <kendokan at amateur-hour.net>
>> > To: <cod at icculus.org>
>> > Sent: Wednesday, February 04, 2004 2:51 PM
>> > Subject: [cod] Remote logging tool codlog.pl version 0.1
>> >
>> >
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>> >> I have no idea if a similar tool already exists, but I needed this
>> and
>> >> it
>> >> was fun to write. Some of you might find it useful.
>> >>
>> >> http://amateur-hour.net/download/codlog-0.1.tar.gz
>> >>
>> >> This Perl script codlog.pl tails a file, in particular games_mp.log,
> and
>> >> sends it to a remote server over an IP network via UDP. If you are
>> >> familiar with HL/CS's logaddress command, I wrote this to provide the
>> >> same
>> >> functionality. In other words, as events are added to your game
> server's
>> >> log file they are also sent across an IP network to a remote server
>> for
>> >> storage.
>> >>
>> >> The same script will operate as either a log sender or a log
>> receiver,
>> >> set
>> >> by a command-line switch. Essentially, just make sure that the
>> required
>> >> CPAN modules are installed on your servers and put a copy of
>> codlog.pl
>> >> on
>> >> both servers. You use a command-line switch to set the mode, sender
>> or
>> >> receiver. The receiver also creates a new log file for each map,
>> which
>> >> should make parsing stats with mohstats faster since you can keep the
>> >> cache file.
>> >>
>> >> Usage: codlog.pl [OPTIONS]
>> >>   -h, --help           display this help and exit
>> >>   -s, --sender         runs as a log file sender
>> >>   -r, --receiver       runs as a log file receiver
>> >>   -a, --address        address to send to or receive from
>> >>   -p, --port           UDP port to send to or receive on
>> >>   -f, --file           log file to send (sender mode only)
>> >>   -d, --directory      directory to store log files in (receiver mode
>> > only)
>> >>   -e, --echo           echo sent or received info to console
>> >>
>> >>
>> >> For example, on the game server:
>> >>
>> >> /path/to/codlog.pl --sender --file
>> >> /path/to/.callofduty/main/games_mp.log
>> >> - --address web.server.ip.address --port 2001 --echo
>> >>
>> >> On the web server:
>> >>
>> >> /path/to/codlog.pl --receiver --directory /path/to/cod/log/files
>> >> --address
>> >> game.server.ip.address --port 2001 --echo
>> >>
>> >> The File::Tail CPAN module is required and can be found at
>> >> http://search.cpan.org/~mgrabnar/File-Tail-0.98. The other modules
>> >> should
>> >> come as part of your standard Perl installation.
>> >>
>> >> Important things to note:
>> >>
>> >> Documentation is scarce (read: this email is the entire documentation
> at
>> >> this point). I'll be happy to answer whatever questions I can.
>> >>
>> >> This is a very early version, completed maybe half an hour ago.
>> >>
>> >> Log files are sent via UDP with no error correction, encryption, or
>> any
>> >> other network technology invented after about 1980 or so. Network
>> >> problems
>> >> mean you will lose log information in transit. This will not affect
>> the
>> >> log file on the game server, of course, just what the web server
>> >> receives.
>> >> But hey, if the network connection on either your game or your web
>> >> server
>> >> was crap, you wouldn't be hosting anything on it, right?
>> >>
>> >> Running this script will have very little impact on your bandwidth. I
>> >> don't have an exact figure, but I'd guess maybe 2kb per second,
>> >> depending
>> >> on how busy your server is and how quickly your players are shooting
> one
>> >> another.
>> >>
>> >> I have no idea if this will run under Windows. It probably will.
>> >>
>> >> Bug reports are welcomed.
>> >>
>> >> This script is released under the GPL. Modify it to your hearts
> content,
>> >> but any changes must also be publicly released with the copyright
> header
>> >> intact (add yourself to it).
>> >>
>> >>      -doug/kendokan
>> >>
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>


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