[mohaa] Server control programs for Linux

David M. Graham grahd at cwfh.com
Thu Sep 5 11:28:21 EDT 2002


I also agree, this would make my admin headaches much easier to work with.

Firewalker
----- Original Message -----
From: <richardnharrison at btinternet.com>
To: <mohaa at icculus.org>
Sent: Thursday, September 05, 2002 10:07 AM
Subject: Re: [mohaa] Server control programs for Linux


> Excellent idea. If your at a stage of a stable release i would love to see
it.
>
> Hazzie.
>
> >  from:    "[-SF-]Shockwave" <shockwave at clanshortfuse.com>
> >  date:    Thu, 05 Sep 2002 15:32:08
> >  to:      mohaa at icculus.org
> >  subject: Re: [mohaa] Server control programs for Linux
> >
> > Hello all,
> >
> > I have been working for the last week or so on creating a server control
program for Linux.  This program is written in Perl and has been tested on a
stock RedHat 7.2 Linux server.  So far I have been able to do the following:
> >
> > (1)  The server program launches the game and can be used in conjunction
with "screen" to allow flexibility for people using SSH to connect to the
game server remotely.
> >
> > (2)  A multiple line server message printed to the game console can be
automated to broadcast at regular intervals for every player to see.  This
is good for advertising the server name & IP, policies, and email of the
server admin.
> >
> > (3)  Using the client program I wrote, multiple users can connect to the
server program via sockets and issue commands to the server.
> >     (a) each user connected gets to see the server output
> >     (b) each user can see what the other users have sent to the server
> >
> >
> > I originally got the idea when Ryan mentioned using named pipes and was
prompted to start work on the project after I realized that the backspace
key won't work when trying to edit console messages.  I hate fat-fingering
messages and not being able to correct them.  The project is still under
development and all of the settings are built into the program itself at
this stage.  I intend to allow settings to be specified via configuration
files so the program code won't need to be adjusted, however I have been
more focused on getting the whole thing to actually work first.  Currently I
am working on the following functionality:
> >
> > - individual dynamic filtering of server output to clients to keep
feedback uncluttered and customizable
> > - ability to easily kick players by their player number rather than
typing their names in quotes
> >     (I hate trying to type in those long names with weird characters
while the server output spams my console)
> > - monitoring of team killers for warnings and autokick
> > - ability to ban players by IP address
> >
> > I haven't noticed any server messages that indicate what team a player
is on, but the score column seems to offer a possible clue.  I haven't
thoroughly experimented with it, but it appears that members of the same
team share the same score value.  If I can separate the player list by those
values while monitoring kill messages, it might be possible to use that
information together to determine if a player has killed someone on his own
team.  If anyone knows of a better way to determine this information, please
contact me.
> >
> > If anyone has any other ideas regarding functionality or any other
suggestions I'm interested.  With any luck and barring any snags, I'll have
most of it done soon.
> >
> >
> > Shockwave
>
>





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