Master Server
by David Massey · in Torque Game Engine · 08/18/2001 (5:45 pm) · 8 replies
Saw this post in the discussion forum, without any replies for awhile so I thought I'd start a new thread and try again...
Regarding the master server, is there a way for us to create our own master server app? Or is that something outside v12? I ask becuase everyone creating their own project will (I assume) need to have their own master server so only clients from their project connect...
Regarding the master server, is there a way for us to create our own master server app? Or is that something outside v12? I ask becuase everyone creating their own project will (I assume) need to have their own master server so only clients from their project connect...
#2
08/18/2001 (9:12 pm)
I was about to ask this also. :-)
#3
this says to me that there is an array of master server addresses. Im a newbie to the code, as most of us are, but this may be what you are looking for.
-Scott Fleckenstein
edit: oops, just realized you werent asking the question that i answered. sorry.
08/18/2001 (11:44 pm)
i dont know if this helps, but in the ClentDefualts.cs file in the example app heres a line.$pref::Master[0] = $pref::Net::RegionMask @ ":v12master.dyndns.org:28002";
this says to me that there is an array of master server addresses. Im a newbie to the code, as most of us are, but this may be what you are looking for.
-Scott Fleckenstein
edit: oops, just realized you werent asking the question that i answered. sorry.
#4
08/19/2001 (10:27 am)
The current master server code is not part of the V12 SDK. We'll continue to host a public master, but we'll eventually make an example master part of the SDK so you can create and host your own.
#5
08/19/2001 (11:32 am)
Ahh... allrighty then.. thanks
#6
08/19/2001 (11:42 am)
But in the meantime, is there a way to get the filter to only show OUR game? for example, my game is called waaagh yet all the "V12 test server"s show up, likewise people can see mine and constantly try to join and this will crash their game as they dont have half the files.
#7
function JS_QueryMaster()
{
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
);
}
You'll need to change either the ruleSet or MissionType for your MOD.
08/19/2001 (12:01 pm)
You would use a filter on the query, edit the JS_QueryMaster function in the JoinServerGui.gui file:function JS_QueryMaster()
{
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
);
}
You'll need to change either the ruleSet or MissionType for your MOD.
#8
08/19/2001 (1:23 pm)
I'll look into changeing the test app to use a "testapp" ruleset or mod for the next release. This way you'll be able to change your ruleset and not have your server show up for everyone. Also on the list is to fix the connection crashes. You should get a nice error message if files are missing or network traffic is different.
Torque Owner Kevin Rank