Beta 2 Dedicated server for Linux
by elvince · in Torque 3D Professional · 02/18/2010 (2:30 pm) · 54 replies
Hi,
it has been said that a huge work have been done on this part in Beta1.
Can someone do a quick guide/explanation on how to compile T3D in dedicated server for Linux?
Thanks in advance!
it has been said that a huge work have been done on this part in Beta1.
Can someone do a quick guide/explanation on how to compile T3D in dedicated server for Linux?
Thanks in advance!
About the author
Recent Threads
#42
@Banks,
Thanks for the steps & patches.
Did you noticed the same type of bug as Thomas?
@Thomas,
Thanks for the feedback.
Does you test is based on stock source or modified source?
@GG,
Thanks for the fix you put in it to make this happened. This is clearly a excellent news to be able to target linux server for multiplayer.
11/17/2010 (8:48 am)
I will make my test in during this week.@Banks,
Thanks for the steps & patches.
Did you noticed the same type of bug as Thomas?
@Thomas,
Thanks for the feedback.
Does you test is based on stock source or modified source?
@GG,
Thanks for the fix you put in it to make this happened. This is clearly a excellent news to be able to target linux server for multiplayer.
#43
Edit: I used the simple "Empty Terrain" map. Only removed the blank and renamed it to "emtpy.mis".
11/17/2010 (9:01 am)
I tested on fresh installed Beta 3 without any modification. Edit: I used the simple "Empty Terrain" map. Only removed the blank and renamed it to "emtpy.mis".
#44
I've used stock Full template (with my patch applied), and I was able to connect from Windows to Linux dedicated server without any problems, and there was no errors.
My steps:
Copied to another folder, set everything to "Lowest" (to use basic) - and joined the server.
So, I have two clients (Adv/Basic) running at the same time on one server. I can shoot, run and everything running smooth.
I'm going to run public server - I'll post additionally after everything is setup, so you can join the server from your Windows client.
11/17/2010 (9:29 am)
Strange.I've used stock Full template (with my patch applied), and I was able to connect from Windows to Linux dedicated server without any problems, and there was no errors.
My steps:
git checkout -b linux_test2 950409c467c3095f806986a5199f0b28d916d4db (checkout T3D 1.1 B3, so I have a stock version) git apply T3D11_B3_linux_dedicated.patch cd Templates/Full ./generateProjects.command cd buildFiles/Make_Ded make debug cd ../../game/levels/ cp "Empty Terrain.mis" EmptyTerrain.mis cd .. ./Full_DEBUG -dedicated -mission levels/EmptyTerrain.misClient built with W7/VS2008.
function doConnect()
{
%conn = new GameConnection(ServerConnection);
%conn.setConnectArgs("TestFromWindows1");
%conn.setJoinPassword("");
%conn.connect("192.168.235.105:28000");
}Started the Full_Debug.exe, in console: "doConnect();", and I've successfully joined the server with all settings set to Highest.Copied to another folder, set everything to "Lowest" (to use basic) - and joined the server.
So, I have two clients (Adv/Basic) running at the same time on one server. I can shoot, run and everything running smooth.
I'm going to run public server - I'll post additionally after everything is setup, so you can join the server from your Windows client.
#45
To connect, use:
Release: 89.179.247.196:29300
Debug: 89.179.247.196:29301
11/17/2010 (9:43 am)
T3D 1.1 B3 Linux Dedicated servers are up and running.To connect, use:
Release: 89.179.247.196:29300
Debug: 89.179.247.196:29301
#46
Edit:
@bank I just tested on your server same result. Basic lighting = ok, Adv lighting = crash. Using stock Full.exe.
I guess the B3 Code from git repository is slightly different to the shipped B3.
Edit2:
Console Log says nothing special:
11/17/2010 (9:46 am)
Note: when i wrote debug/release in prior post i only meant the client, server was running as release. Edit:
@bank I just tested on your server same result. Basic lighting = ok, Adv lighting = crash. Using stock Full.exe.
I guess the B3 Code from git repository is slightly different to the shipped B3.
Edit2:
Console Log says nothing special:
==>doConnect(); Adding a pending connection Sending Connect challenge Request Got Connect challenge Response Sending Connect Request Connection established 8688 Mapping string: ServerMessage to index: 0 Mapping string: MsgConnectionError to index: 1 Mapping string: MsgLoadInfo to index: 2 Mapping string: MsgLoadDescripition to index: 3 Mapping string: MsgLoadInfoDone to index: 4 Mapping string: MsgClientJoin to index: 5 Mapping string: Welcome to the Torque demo app %1. to index: 6 Mapping string: tomhere to index: 7 Mapping string: MissionStartPhase1 to index: 8 *** New Mission: levels/EmptyTerrain.mis *** Phase 1: Download Datablocks & Targets Validation required for shape: art/shapes/actors/Gideon/gideon.dts Validation required for shape: art/shapes/actors/Gideon/gideon.dts Mapping string: MissionStartPhase2 to index: 9 *** Phase 2: Download Ghost Objects Mapping string: MissionStartPhase3 to index: 10 Client Replication Startup has Happened! fxFoliageReplicator - replicated client foliage for 0 objects *** Phase 3: Mission Lighting Mission lighting done Mapping string: MissionStart to index: 11 Mapping string: SyncClock to index: 12 Mapping string: RefreshWeaponHud to index: 13 Mapping string: swarmer.png to index: 14 Mapping string: reticle_rocketlauncher to index: 15 Mapping string: setNumericalHealthHUD to index: 16
#47
1/ Run full.exe directly on the 2 linux Servers
Connect is ok
Loading is ok
End of loading => Crash. For basic & adv lighting
2/ Run Myproject full template
Connect failed: Connection Error; Please try another server Error code :(CHR_GAME)
What I don't get it's why I don't have the same behavior as this projects is more or less just a copy of full template :(
I will try other test later, but that may help.
Just in case, the source I'm running are not patched as I suppose only the server need the patch.
11/17/2010 (10:54 am)
I did some initial test.1/ Run full.exe directly on the 2 linux Servers
Connect is ok
Loading is ok
End of loading => Crash. For basic & adv lighting
2/ Run Myproject full template
Connect failed: Connection Error; Please try another server Error code :(CHR_GAME)
What I don't get it's why I don't have the same behavior as this projects is more or less just a copy of full template :(
I will try other test later, but that may help.
Just in case, the source I'm running are not patched as I suppose only the server need the patch.
#48
Change the TORQUE_APP_NAME to
#define TORQUE_APP_NAME "Full"
in torqueConfig.h
Edit: Eeep maybe the client must be also patched ... there are some changes in lighting ... didn't do that will try it out.
11/17/2010 (11:00 am)
About the CHR_GAME error:Change the TORQUE_APP_NAME to
#define TORQUE_APP_NAME "Full"
in torqueConfig.h
Edit: Eeep maybe the client must be also patched ... there are some changes in lighting ... didn't do that will try it out.
#49
I removed the Assert
AssertFatal(len<=dStrlen(str), "String::String: string too short");
in String::String on the client and everything seams to work now :)
11/17/2010 (11:40 am)
Finally. Yes the client must be also patched. I removed the Assert
AssertFatal(len<=dStrlen(str), "String::String: string too short");
in String::String on the client and everything seams to work now :)
#51
It's strange you have to remove this:
AssertFatal(len<=dStrlen(str), "String::String: string too short");
I will see if I have the same error.
Do you know a quick way to move Git patch to Svn Patch?
11/17/2010 (4:12 pm)
That's great, I will test that shortly.It's strange you have to remove this:
AssertFatal(len<=dStrlen(str), "String::String: string too short");
I will see if I have the same error.
Do you know a quick way to move Git patch to Svn Patch?
#52
It includes both - the SVN and GIT patch files.
The patch files are includes the "missing" config files, so the resource needs to be applied to totally clean Beta3 installation.
11/19/2010 (9:42 am)
I've posted a resource: Torque 3D 1.1 Beta 3 Linux PatchIt includes both - the SVN and GIT patch files.
The patch files are includes the "missing" config files, so the resource needs to be applied to totally clean Beta3 installation.
#53
I understand that their role is to create the Sln file or the make file depending of the system.
But how do you add a new projects dependency like libCurl?
I understand I have to edit the linux dedicated conf & T3D conf, but it seems that I need also some "module".inc file and lib.conf file.
How should I create them? I saw in it there is a key like {719523DB-7C6B-416B-B68D-B2579477239B}, where should I find it?
Thanks,
11/23/2010 (8:36 am)
I'm nor familiar with all those conf file and tpl.I understand that their role is to create the Sln file or the make file depending of the system.
But how do you add a new projects dependency like libCurl?
I understand I have to edit the linux dedicated conf & T3D conf, but it seems that I need also some "module".inc file and lib.conf file.
How should I create them? I saw in it there is a key like {719523DB-7C6B-416B-B68D-B2579477239B}, where should I find it?
Thanks,
#54
For the key, I put a random one different of the others but if someone can confirm whether or not the approach is ok I will be glad.
thanks,
11/23/2010 (2:19 pm)
ok I manage to get it working and compile.For the key, I put a random one different of the others but if someone can confirm whether or not the approach is ok I will be glad.
thanks,
Torque 3D Owner Thomas Huehn
In Debug:
1.) assert in String::String
the read len from stream is sometimes lower then the "real" len.
2.) In advanced lighting, setNumSplits gets a very high value
PSSMLightShadowMap::_setNumSplits() - Splits must be between 1 and 4!
3.) It only connects on the 2nd attempt:
Resource<TerrainFile>::create - could not open 'art/terrains/EmptyTerrain_0.terransform'
-----
In Release:
Connect works on first attempt, but only in basic lighting. I guess crash comes from PSSMLightShadowMap.