[mohaa] Server control programs for Linux
JNagle at franuniv.edu
JNagle at franuniv.edu
Thu Sep 5 12:45:44 EDT 2002
Red Hat 7.2 or 7.3 ...shouldn't matter which version for what we are
testing.....
Jason Nagle
Network Tech
A+ Certified Service Professional
"David M.
Graham" To: <mohaa at icculus.org>
<grahd at cwfh.c cc:
om> Subject: Re: [mohaa] Server control programs
for Linux
09/05/2002
12:18 PM
Please
respond to
mohaa
I have a 7.3 box if you want to test.
Firewalker
----- Original Message -----
From: Clammar
To: mohaa at icculus.org
Sent: Thursday, September 05, 2002 11:02 AM
Subject: Re: [mohaa] Server control programs for Linux
If you wanna some space on my linux RH 7.2 box, let me now
Clammar
----- Original Message -----
From: [-SF-]Shockwave
To: mohaa at icculus.org
Sent: Thursday, September 05, 2002 4:32 PM
Subject: [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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