[mohaa] Server control programs for Linux

Hajo van Vulpen hajov at home.nl
Fri Sep 6 14:13:08 EDT 2002


Debian Tester here :-)
 
-----Oorspronkelijk bericht-----
Van: Randall [mailto:WolfShield at hotmail.com] 
Verzonden: vrijdag 6 september 2002 1:14
Aan: mohaa at icculus.org
Onderwerp: Re: [mohaa] Server control programs for Linux
 
Post it so we can test it
 
----- Original Message ----- 
From: [-SF-]Shockwave <mailto:shockwave at clanshortfuse.com>  
To: mohaa at icculus.org 
Sent: Thursday, September 05, 2002 10:32 AM
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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