Game Development Community

master server?

by Matthew Shapiro · in Torque Game Engine · 10/21/2001 (7:34 am) · 16 replies

uh i just realized something... when do we get the source for the master server?

#1
10/22/2001 (8:38 am)
I'm not sure, a release of the master server is currently not on our high priority list. If there's enough interest, we can reconsider, but it seems like there's more important tasks to work on.

One think that is on our list is moving the master from my home server over to one of our other GG servers. At that point we'll change over to use a new domain name, probably master.garagegames.com
#2
10/22/2001 (10:14 am)
our of curiosity why wasn't it released with the engine?
#3
10/22/2001 (10:42 am)
A big reason is we didn't want to release what is basically the T2 master server, un-altered. We'd like to make some changes and re-organize things a little so that the odds of someone causing problems for T2 by looking at the code are reduced. The code should be pretty solid, and an open review of it will good for long term stability, but we don't want to take too many short term risks. Don't want to get Sierra upset at us :)
#4
10/23/2001 (12:40 pm)
heh that wouldn't be good ;)
#5
10/23/2001 (7:29 pm)
So the master server code will need to be modified for each individual game, and hosted by the game devs? This should not be that hard for an FPS correct ? Otherwise we would just walk all over each other in the server querry.
#6
10/23/2001 (9:29 pm)
All the games can share the same master server. The master server will filter it's replies based on game type, so only your game servers will get sent to your game clients.

I just set this up recently for the demo. Might not be in the Dev_Stable tag, but the demo currently registers as a "Test App" game and queries the master for only "Test App" servers.
#7
10/24/2001 (4:52 am)
That'd be interesting. If GG would host a common server, and a developer here could just add an entry to the server for his game type, allowing any user of that server to play that game. Automagically downloading the proper packages and executables. Or even if GG just hosted a server, and we provided the clients.
#8
10/24/2001 (3:40 pm)
We intend to continue running the master server, and have it act as a master for all the games. Eventually it will provide hooks for registration & authentication needed for online games, etc. Hosting game servers would be different, though we're looking at options there as well.
#9
10/25/2001 (2:20 am)
eh unfortunatly i would need to modify the master server for my game.... but we wouldn't need it yet...
#10
10/25/2001 (2:46 am)
where do we change teh game name?
#11
10/25/2001 (9:39 am)
Change it in fps/server/game.cs, which game type to query for is in the fps/client/ui/joinServerGui.gui file.
#12
10/25/2001 (10:25 am)
under gamename right? (I don't have it here to check it out)..

i thought gamename was for like multiplayer or singleplayer but i haven'tl ooked at it in 1.1

thanks
#13
10/25/2001 (12:04 pm)
question in the query function
function JoinServerGui::query(%this)
{
   queryMasterServer(
      28000,   // lanPort for local queries
      0,       // Query flags
      "Any",   // rulesSet
      "Any",   // missionType
      0,       // minPlayers
      100,     // maxPlayers
      0,       // maxBots
      2,       // regionMask
      0,       // maxPing
      100,     // minCPU
      0        // filterFlags
      );
}
what would we change just to find our game, filerFlags, or QueryFlags? . . . .
[bold] and/or[/bold]
if we changed the game.cs to
$Server::GameType = "Commandos";
would it still find the game with the default settings?
Anthony
#14
10/25/2001 (3:27 pm)
I changed my $Server::Gametype and also munged this into joinServerGui.gui:

function JoinServerGui::update(%this)
{
   // Copy the servers into the server list.
   JS_queryStatus.setVisible(false);
   JS_serverList.clear();
   %sc = getServerCount();
   for (%i = 0; %i < %sc; %i++) {

//HL
      setServerInfo(%i);
      if($ServerInfo::GameType $= "Armored Gene Pool")
      {
        JS_serverList.addRow(%i,
           ($ServerInfo::Password? "Yes": "No") TAB 
           $ServerInfo::Name TAB
           $ServerInfo::Ping TAB
           $ServerInfo::PlayerCount @ "/" @ $ServerInfo::MaxPlayers TAB
           $ServerInfo::Version TAB
           $ServerInfo::GameType TAB
           %i);  // ServerInfo index stored also
      }
//HL

   }
   JS_serverList.sort(0);
   JS_serverList.setSelectedRow(0);
   JS_serverList.scrollVisible(0);

   JS_joinServer.setActive(JS_serverList.rowCount() > 0);
}


It does what I want it to, for my game, but everyone else will still see my servers. Did Tim Gift say that this was only recently added ("I just set this up recently for the demo"), or am I doing something wrong?
#15
10/25/2001 (5:28 pm)
he said he set this up recently
#16
01/12/2010 (4:59 am)
Rise from the dead, you are needed once more! I bump thee for the Greater Good.

Seriously, though, isn't it time we talk about releasing the master server? This issue came up over in the T3D forums, which lead me to finding this ancient thread where TG explains why the server wasn't part of the package.

As I understand it, GG(TP) now owns all the rights to T/T2, and I doubt many people are still out there playing T2 (I'm wrong, right? It has a diehard following that never moved on, right?), so shouldn't we have access to this code?