sektor2111 wrote: ↑Tue Jul 10, 2018 11:46 pm
Question(s) from me for you (any - PickAnyTarget) about these options for "multi-servers".
1) Do you think that is useful for you a small toy able to do some packages mapping I mean automatically adding ServerPackages depending on game configuration and not all packages for all games at time ?
^ MVX Can either load all DefaultPackages[x] or DefaultPackages+CustomPackages[x]
same with Actors & Mutators & Settings .
*See Here Examples from .ini;
Code: Select all
[MapVoteX105r.MapVoteX]
CustomGame[0]=(bUse=False,MapPrefix="",MapFolder="",DefaultMap="",GameName="",GameClass="",Mutators="",Settings="",ServerPackages="<acepackages1d>",ServerActors="<aceactors1d")
.
[MapVoteX105r.MapVoteServerPackages]
Alias[0]=(PackageName="<acepackages1d>",ServerPackages="NPLoader_v18,NPLoaderLLU_v18,NPLoaderLLD_v18,NPLoaderLLS_v18,ACEv11d_Cdll,IACEv11,ACEv11d_C")
.
[MapVoteX105r.MapVoteServerActors]
Alias[0]=(ActorName="<aceactors1d>",ServerActors="NPLoader_v18.NPLActor,ACEv11d_S.ACEActor,ACEv11d_EH.ACEEventActor")
.
[MapVoteX105r.MapVoteDefaultPackages]
DefaultPackage[0]=SoldierSkins
.
DefaultPackage[99]=MyPackage
.
[MapVoteX105r.MapVoteDefaultActors]
DefaultActor[0]=IpDrv.UdpBeacon
.
DefaultActor[99]=MyActor
*MVX Supports up-to 200 Default Server Actors/Packages & Custom Actor/Packages
Combined. (200 Total)
^ yes we are limited to ~1024 Characters for Actor/Packages Names currently and
you will crash the server using a certain # of A/P's
* But we are future proofing MVX for when
469-Patch becomes available.
So if you look at those MVX.ini settings ..
if.....
Code: Select all
[MapVoteX105r.MapVoteX]
bEnableServerPackages=True
*All ServerActors/Packages are
Automatically moved from UT.ini
[Engine.GameEngine] into MVX.ini under
Code: Select all
[MapVoteX105r.MapVoteDefaultPackages]
DefaultPackage[0-99]=
.
[MapVoteX105r.MapVoteDefaultActors]
DefaultActor[0-99]=
*All ServerActors/Packages from [Engine.GameEngine] are removed.
*All DefaultPackages[x]="" Are Copied to UT.ini at Level Start
*All CustomGame[x] Packages="" are then sent to UT.ini
*All [DefaultActors[x]="" are Then Sent to UT.ini
*All CustomGame[x] Actors="" are then sent to UT.ini
~ When the server is started for the first time it loads up 1 very specific Map named
DM-Tutorial.unr
~ This Map tells MVX that the Server has restarted from scratch and to process all items from MVX.ini for the DefaultGame.
*The Server is Restarted with a Preset DefaultMap="DM-Whatever.unr" and the Mutator Chain is then sent
to be processed. **This is where your Delayed Mutator loading mod may fit in**
~ As we could process all Mutators in the chain and then the delayed one's.. not sure yet how this would work and/or if it is needed.
*Basically We have made a Lot of changes to previous version and are continuing to add/remove features as we go.
*Not sure if it works with
XC_Engine *But* We have updated the way MVX Loads Maps now using a
Prefix system like other MapVotes.
*I would like to get it fully functional with
XC_GameEngine in the future

.
Not sure but I do think that we Strip all "prefixes-" and ".unr" from MapNames before sending to clients.. (upto 500 Maps per Gametype)
*This is to get around the 1024Byte Limitation.
*Assuming we may still do this.
*MVX Also PreCaches All Map's ServerSide before processing it takes ruffly 69 seconds for 5000 Maps to Cache
@ServerRestart Only.
*All Gametype's Maps are Cached... This Does not affect gameplay.. afaik.
note: other slight problem is that .. XC use's it's own Class for Handling Actors/Packages.. ofc this is needed for sending and compressing Packages and so forth.
MVX105 sends these to the Default Engine Class for processing.
2) Another tool which I've done not really only for XC Servers is a "Delayed Loader". I'm talking about a Server-Side mutator able to load other Actors/Mutators but... having a delay.
Purpose of this thing.
I was hacking all crap from some paths network in a few Maps. At a moment iterations developed did not helped me and I went to a slow solution. The problem here comes with Relics type mutators, SwarmSpawn types and such. Simply mutators based on Navigation must wait until hacks/tweaks are operated in Level and being initialized AFTER this task as long as they do not have a problem if they do start after let's say 3 seconds. This one has logs for figuring if something is wrong in configuration reporting packages loaded. List has 64 places for such delayed mutators - I'm not sure if there are more needs. I tested this thing for mutators addressing server but which have to wait at least 2 seconds before to start and which are supporting a delayed start.
If you wanna check these and/or to develop them I'll drop them around...
^^^ Does this work well?.. can you send source so we can look at maybe implementing into MVX Next year..
*With respect to
Multi-Servers and their popularity and so-forth.. I guess it all depends.. We Have designed MVX in such a way that it encourages players to stay focused on "Current"
Gametype being played at that time.. for Example;
*Only Maps for Current
GameType are displayed in MapList.
*If Players want to change the "GameType" then they can choose from the list on the right >>
*The Maps for any new GameType's will only load
IF a Majority vote is met!
* After this.. MVX Window closes on ALL Clients Momentarily (1~5 sec's depending on # of Maps in Folder)
* The Maps are then Sent to to players and ALL Windows Open again..
~ However Clients will
only have the Ability to Vote for Maps pertaining to that GameType which
WON the Vote!
*For example;

^Notice that the GameType List is Blank and they are offered only Maps and few [tabs] to chose from.. this is intentional.
*Then another Majority vote is taken for which Map to Play

...
*Finally Admins can set the Default GameType and Map for each time the Server Starts up or EmptyServerSwitch Times out.
Code: Select all
[MapVoteX105r.MapVoteX]
.
bMajorityPlayerVote=True
bGameMapVoting=True
.
bSortCustomGameList=True
bEnableEmptyServerSwitch=True
EmptyServerSwitchTimeMins=15
.
bEmptyServerSwitchMap=False
DefaultCustomGameNum=15
Cya.
ps: if you would like to test latest version of MVX then flick me a pm.
~ You Can Test live
here!