[CF-Devel] Metaserver information.
Michael Toennies
mtx93 at tzi.de
Fri Nov 10 06:14:07 CST 2000
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I was doing some work on the addition of metaserver reporting.
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The basic plan
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is that servers that decide to do so will contact the metaserver
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telling it that
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they are alive. Then people can just look at the metaserver and see what
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servers are out there and which one they want to connect to.
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So the question I have is what information should be reported to the
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metaserver. What I have so far:
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hostname of server. Note that the metaserver will determine IP
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address on its
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own based on where the packet comes from.
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number of active players on server.
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short description/note: Settable by server admin - this is a
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brief message of
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less than 100 characters that will be reported to the metaserver.
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This could be
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something like 'latest CVS version. No player killing. located in n.
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california'.
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The last time the server has sent a message will be tracked by
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the metaserver,
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so it will report that information - if the last packet received
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was more than a
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few hours, you could probably bet that that server is down for
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now. But the
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main point is that the server doesn't need to report uptime to
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the metaserver.
Isn't it easier to let the metaserver "ping" the servers all 5-10 minutes?
If he don't get x times in a row no contact, the meta drop the server.
This makes the list very up to date and the server must report only one time
(when he starts) to the meta.
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Is there any data I'm missing or other data people think might
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be useful?
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Since there is already a comment that the server admin can set
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up, this would
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basically be data that the program has readily available. One
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thought I had
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would be for the server to send the protocol versions - this
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could be used to
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get a rough idea of the server version, but I'm not really sure
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how useful that
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is and if it may be more confusing (what does 1026 mean for example).
What also is urgent needed, mainly for new players, is a value for the
connection speed - from her client side of course!
As i start, i must do some test, which server is playable and which not.
To connect from europe to an asian server for example will bring
you most times a lag of 300-500 ms, that makes playing very nasty and will
put cf to a newbie in a bad mind.
So, after a player starts a client, the client must receive the server datas
(ip, port, version, etc.) from the meta and then he must show the client
connect to
the listed servers.
Most games i know present a small bar from red to green and poll all servers
in the
list after one. What is better: Ping the host or implement a special "ping
connect"
to the server itself?
The point for a "ping connect" is, that many cf servers will not run stand
alone
on their machines, perhaps a normal ping will show a much better connect
then the real
server has in his task, and a stand alone server on a smaller line will be
faster.
This should be tested.
MichToen
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