H&D2 Server Manager Source Code
- snowman
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- Your most dear friend.
also that he is not using Linux, but FreeBSD.Hidden and Dangerous Server Manager - Launches the server but can't access the console because it identifies them by name on the server windows and windows in WINE don't have the correct name on the server console windows.
"HD2 Server console - justice" where "justice" is the name of the server you have in the Sever Manager, so each server you add from there gets added to the console name after HD2 Server console -.
Stern, the idea with different mpmaplists is genius! I was thinking of something similar, more specifically, also about ProSabre's maplist editor. So you can also alter the mission items from the server manager. I know that wouldn't be easy to implement, just a similar idea, maybe.
Metox, maybe there's a way to run send the commands through Wine? I'm don't know enough even to suggest this and the idea sounds too complicated. Somehow making everything work with Wine seems the way to go. But this would mean whoever is working on the Server Manager is also able to test on Linux.
"Straight and narrow is the path."
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- Stern
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But why mess with Linux if server can work on MS Windows and this BSD ?
This is what seems to fail the usage of ServerManager:
But it can be something else:toadlife post=25353Stern" post=25352
ServerManager changes title to be able to work with multiple servers
That's what fails with WINE. Server manager fails to change the window title when it launches the server which makes everything else fail.
The console text logger has the same limitation under wine because it goes by window title.
I found that ServerManager makes changes in Console memory to make it work with 64 player slots.
And this memory moddification is made before changing Console Title.
The one who hesitates is lost !
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- snowman
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- Your most dear friend.
So this means it's possible to add more slots to the servers? I've added 63 on the party event because on 64 is just gives a /0 at the number of slots available. As you've seen no more than 32 players could join at one time. That's why I've already prepared another config on Otto, because it was never tested with more than 32, at least I've never seen it.But it can be something else:
I found that ServerManager makes changes in Console memory to make it work with 64 player slots.
And this memory moddification is made before changing Console Title.
"Straight and narrow is the path."
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- MeToX
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Thank you, this is very interesting actually, so atleast WINE can do the job and the software doesent need to be recompiled.Running HD2 server on Linux is no problem, there's a servers named Blair Coop, that runs on Linux and these servers are stable and have less bugs (for Clients) than RPR servers.
This is strange... Every process has its own unique ID, no matter what the name of the application is or if an application with that name already runs (unless specified). If you initiate a new process with the CreateProcess function you can get its ID via the "lpProcessInformation" pointerServerManager changes that to work with multiple servers, it must have something to recognize each server to pinpoint correct one if user makes changes.
Yea as snow already mentioned, it shows 64 players but it doesent help becaue the server can't simply handle more than 32 players. To make this possible I am afraid that more changes deep in the net code need to be applied.I found that ServerManager makes changes in Console memory to make it work with 64 player slots.
And this memory moddification is made before changing Console Title.
I have to admit that I never used WINE, but I would expect that it is capable of sending commands if the PIDs are given. I can ensure you one thing though: Making it work with WINE is still a lot easier and faster than reverse engineer the whole HD2DS.exe so I guess we should work on that.Metox, maybe there's a way to run send the commands through Wine? I'm don't know enough even to suggest this and the idea sounds too complicated. Somehow making everything work with Wine seems the way to go. But this would mean whoever is working on the Server Manager is also able to test on Linux.
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- Stern
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I dont know, but my point was that if this ability is not coded into Console then simple memory hack cannot add this ability anyway and it might make Console unstable.
So this means it's possible to add more slots to the servers? I've added 63 on the party event because on 64 is just gives a /0 at the number of slots available. As you've seen no more than 32 players could join at one time. That's why I've already prepared another config on Otto, because it was never tested with more than 32, at least I'venever seen it.But it can be something else:
I found that ServerManager makes changes in Console memory to make it work with 64 player slots.
And this memory moddification is made before changing Console Title.
This part of code i would disable.
And maybe this memory modification makes Console to crash in WINE.
U mean this:
https://docs.microsoft.com/en-us/windows/win32/api/processthreadsapi/nf-processthreadsapi-createprocessa
I guess the reason was just its simple to hook the process to Title.
And it gives a chance to other programs (example RSC) to be able to work with multiple server consoles.
The one who hesitates is lost !
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- Stern
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This might be the limit of data, 65535 bytes
Connection loss:
300s=5minutes.
And If im correct this isnt coded to be real in-activity, its just forced timeout, no matter if user is doing something or not.
The one who hesitates is lost !
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