[cod] Remote logging tool codlog.pl version 0.1

Kendokan kendokan at amateur-hour.net
Sat Feb 7 20:06:40 EST 2004


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You could use this on only one system if you like. Just run two instances
of codlog.pl like you normally would, one sending and one receiving, but
both on the same system.

     -d


> hey, this program sounds great.  Maybe you can answer this question: I'm
> running a LAN server, does such a program exist that will auto-tail the
> logs' filenames with dates and whatnot and store them on the _same_
> machine?
> Thanks!
> -Tim
>
> -----Original Message-----
> From: Adam Dixon [mailto:adixon at adam.com.au]
> Sent: Saturday, February 07, 2004 6:55 PM
> To: cod at icculus.org
> Subject: Re: [cod] Remote logging tool codlog.pl version 0.1
>
>
> 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
>
>
>> -----BEGIN PGP SIGNED MESSAGE-----
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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
>> >
>> >
>> >> -----BEGIN PGP SIGNED MESSAGE-----
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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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