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February 2nd, 2008, 05:56 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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Re: GUI for probing turn status
Darn, I just noticed my script doesn't show the right turn number any more as well.
Bad bad script
Maybe I'll try to contact IW and ask about possible changes to the protocol.
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February 5th, 2008, 08:45 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: GUI for probing turn status
I have made some more tests with the client against 3.14 server. I could confirm that all the functionality is working except that for human controlled nations it does not display whether or not their turn was played. I'm currently debugging the utility and will release a fix soon.
This fix will also support the nation of Bogarus.
BTW, mod writers that would like their nations to be supported by the utility can PM me or post here with nation #, name, description and a flag icon.
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February 5th, 2008, 02:46 PM
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Join Date: Feb 2007
Location: R'lyeh
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Re: GUI for probing turn status
Quote:
WraithLord said:
Darn, I just noticed my script doesn't show the right turn number any more as well.
Bad bad script 
Maybe I'll try to contact IW and ask about possible changes to the protocol.
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Well, I had a quick look why my socket-based PHP script still got the number of players which played their turn versus those that didn't play their turn right - I just counted the Ones for that. Then it dawned on me why the other stuff doesn't work anymore. They didn't change anything about the protocol at all, but they added more nation slots! Instead of 80 possible nation numbers, there's now room for 95. So the tables scale a little differently. Once you change the code to have tables with 95 nations instead of 80, everything is working like it used to.
Off-topic, it's good that they increased the number of nations, but on the other hand, why only so little? 15 more nations, from 80 to 95, that's just raising the bar a widdle bit higher. That's like saying "ok we acknowledge that now it's getting crowded with all the nation slots so we're going to add some more slots, but not too many because we're cool like that". Why not raise it to a sensible power of 2?
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February 5th, 2008, 03:33 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: GUI for probing turn status
Good question. You should ask Illwinter, though. 
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February 5th, 2008, 06:29 PM
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: GUI for probing turn status
Quote:
lch said:
Well, I had a quick look why my socket-based PHP script still got the number of players which played their turn versus those that didn't play their turn right - I just counted the Ones for that. Then it dawned on me why the other stuff doesn't work anymore. They didn't change anything about the protocol at all, but they added more nation slots! Instead of 80 possible nation numbers, there's now room for 95. So the tables scale a little differently. Once you change the code to have tables with 95 nations instead of 80, everything is working like it used to. 
Off-topic, it's good that they increased the number of nations, but on the other hand, why only so little? 15 more nations, from 80 to 95, that's just raising the bar a widdle bit higher. That's like saying "ok we acknowledge that now it's getting crowded with all the nation slots so we're going to add some more slots, but not too many because we're cool like that". Why not raise it to a sensible power of 2?
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My god lch , you're a genius 
Thank you!
I've fixed the value in my protocol parser and all is working perfectly now. I'll post the fixed version as soon as I have some free time to package it.
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February 7th, 2008, 10:53 AM
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: GUI for probing turn status
Ver 1.3.2
Fixed bugs:
-> Fix a tiny bug of unexpected exception when server was down
-> Nation number 95 instead of 80 (Thanks Ich) so turn status will work well for 3.14
Added:
-> Bogarus, (Indie flag for now)
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February 7th, 2008, 01:39 PM
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Join Date: Feb 2007
Location: R'lyeh
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Re: GUI for probing turn status
Do you have some info on how to interpret the version number from the protocol to check if it's an old server with 80 nations or a >= 3.14 version with 95 nations? I didn't bother to find this out yet. The alternative would be to just read all the data and then decide how many nation slots there are based on the response size, divided by three...
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February 7th, 2008, 04:10 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: GUI for probing turn status
There is a field called "network protocol version" in the server status packet. The field is of type integer and is located prior to status, game name and era. I was never really interested in this field so I don't actually know what value it contains. Other than that, I don't have any knowledge of a version being sent from server.
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February 7th, 2008, 04:16 PM
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General
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Join Date: Feb 2007
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Re: GUI for probing turn status
Quote:
WraithLord said:
There is a field called "network protocol version" in the server status packet. The field is of type integer and is located prior to status, game name and era.
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Yes, I know, but I didn't check yet how exactly the values in there correspond to server OS and patch level. I hoped that you would have had some more knowledge on this than I do. 
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