Rcon Utility

24

Comments

  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    You there viper? Still waiting for a response.

    Any of you guys got any mail from that mailing list yet?

    Drop me a line viper, *uspaz@*us.ath.cx (replace all the "*" with "g", this is anti-spam) and let me know what's up.
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    edited June 2003
    Yup, still here.. working on lots of crap on it. Im currently working on the HLSW-like browser window of a list of servers, so you can multi admin nicely. Its compiled using the C2 compiler in object mode, so portions of the program are visual basic (all the interface), and other portions are C++ (sorting and memory routines) (just for your information)

    Ive also been working on the DOD control panel as well. there's going to be a DOD1.0 specialized section pretty quick.

    Ultimately when finished... which its not far from now, I don't see any reason why this won't put HLSW completely in the dust. All seeing eye would be harder to beat, but this isn't meant to be a server browser per say <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Yeah, your halflife config thing is cool.. though i have already done that. This isn't the first program I have written for halflife. I have written player proxy servers, a couple very fancy unreleased game browsers that can use arrays of shell accounts on outside linux servers to do extremely fast updating of thousands of servers per second, etc. I also own the only working program that can enter a server faking itself as a client (requires a cdkey), and just rip voice-comm off the server.

    Ill put yours in the program, but Ive already coded that before <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I just dont care to look for it.

    Yeah, code that determines the country a person is from would be nice.. I have never bothered to figure that out before. But what I would need for this to be useful are a couple things:
    1. small icons for lots of country flags. I would make the country flags show up beside all the servers in the master server browser window.
    2. 58x33 icons for all the kill sprites. I simply dont give a crap if this is implemented now, so if someone doesn't help me out here, Im simply gonna stop working on that part.
    3. ANY other extraneous halflife player protocol information. The voice-comm extraction program is pretty close, but at this point thats about all I can extract properly from a stream. Ultimately a project I have wanted to do for years is a Admin utility that would let a admin see a top-view 2d view of the game from an outside program (not hltv crap), and I already can parse and recombinat the player location packets with delta information from the server, but not accurately, with no real accuracy (I need a spec on this!) If anyone has packetsniffed this mystery more completely, gimme a holler and you'll soon see a nice 2d window with player circles all moving around and crap, just like the DOD minimap but a little better.
  • musicpetemusicpete Join Date: 2002-05-23 Member: 660Members, Constellation
    Gotta bump this one up...

    I'd also love to be added to the mailing list: musicpete72_at_hotmail.com (Spam protection: replace "_at_" with "@"). Would like to try this program on our clanserver.

    Also, is there a homepage for it, so we can easily download?

    Keep up the good work!
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Sorry for the lapse, Lots of work lately.

    I have just gotten a bunch of kill icons of which are being merged into the program, and ill put up a cheezy page so people can get builds. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Thanks for the tip. It will have a full history of builds on it, so i can go back in time if things get really bad.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    My partition got nuked and I lost my launcher, and since I didn't hear anything from you, I didn't start re-writing <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Did you grab the sprites you needed using that sprite utility I posted?

    Let me know if there's something I can write for you.
  • fixxxyfixxxy Join Date: 2003-06-19 Member: 17497Members
    OMG yes please <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> FixXxeR@3fl.net
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Yup, I got your sprites <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Here's some new screenshots. I have found a fundamental design flaw with the multi-input name population function. Basically, I have a nasty function, that will take input from several sources (console string, players packet, kill and death notices in console, console status command) and use the different kinds of information given by each one to populate all the player listings. Well, I discovered a flaw in how I wrote it (its a few hundred lines long by itself) and ill need to rewrite it. Right now, due to the flaw, it occasionally displays inaccurate information among other things. And its memory mangament isn't the best. Will fix asap, as it needs to be fixed before the various building counting and advanced server management features like the hlsw-interlinked WonID database feature will work.

    Anyways, new interface shots:
    <img src='http://nullfusion.com/rcon/1.jpg' border='0' alt='user posted image'>

    And some of the subwindows that appear upon clicking on portions of the interface:
    <img src='http://nullfusion.com/rcon/2.jpg' border='0' alt='user posted image'><img src='http://nullfusion.com/rcon/3.jpg' border='0' alt='user posted image'>
    <img src='http://nullfusion.com/rcon/4.jpg' border='0' alt='user posted image'><img src='http://nullfusion.com/rcon/5.jpg' border='0' alt='user posted image'>

    There is several more, and dont forget the master multiple server browser, but those are not satisfactory yet. Also the advanced server control panel isn't even shown. Won't do this until its satisfactory as well. Theres another 5 or so windows I didn't show cause i was too lazy to screenshot em.
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Which reminds me.. forgot completely about a ban-control manager. Ill add that soon.

    <b>To any forum moderators that see this:</b> I would appreciate it if this was made a sticky, as this thread is not getting any real attention. I need people to comment and such and give feature requests, and not enough people know about it.

    Also, with the webpage for the beta builds going up tomorrow. Ive graduated the core out of alpha, as it is actually functional at this point. Im just not at all happy with the darned playerlist population function. For now I have it ignore the static IP's and the pings. those will work once the function works.
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    One last note: Im sure any advanced programmers are looking at the interface and wondering how the inheritance of common characteristics among different servers will be handled.
    Well, the NS control panel you see will be a 'snap-in' to the master browser, so only NS servers will get that particular module. The password change, mapchange, players count changers and such will be a part of the masterbrowser, and only one of each for all monitored servers will be shown, so they would update contents, depending on which control panel is 'on top'. Only NS-specific windows will be imbedded into the NS control panel snap-in, so it stays specific.
    This way, when I work on the DOD control panel, there won't be anymore wasted memory with duplicate 'server password change' windows and such. The buttons on the control panel, like 'restart server' and 'shutdown server' are ofcourse halflife-in-general features, so those buttons would actually map to a 'Server master control' window which is part of the master browser. The server master control window will contain a crapload of server state change and other such buttons, just those ones on the NS control panel window are 'shortcuts' to functions otherwise part of the master browser.
    I plan to make the snap-ins as .dll's, this way when I want to add control panels for other mods (or other people want to add their own control panels), all they would have to do is support the framework in the master browser.

    *phew*.

    Once again, if anyone can get me any halflife protocol info, I more than happily would implement a top-down view of the minimap with all the players and their locations on it.
    Ohyes, another thing.. I need to work on the HLTV integration. This ofcourse is on the back burner until 1.1. heh. Also a good thing im coding it very modularly, so if there are massive changes in 1.1 to names of things, it will take minutes to update.
  • AgkelosAgkelos Join Date: 2003-02-07 Member: 13243Members
    programming talk makes me tired =D

    ps: viper h4x
  • azumawarriorazumawarrior Join Date: 2003-02-10 Member: 13393Members
    Just wondering if the bury and gag stuff requires a extra plugin.
    Looking good though.

    I coult try it out <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    AzumA@DLClan.net
  • ben006_meben006_me Join Date: 2003-02-17 Member: 13667Members
    edited June 2003
    Is the slap, bury, gag, llama, slay done with admin mod? Will it work with AMX?

    <!--QuoteBegin--s_viper3+--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (s_viper3)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><img src='http://nullfusion.com/rcon/4.jpg' border='0' alt='user posted image'><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You need an option not to kick gorges or comms.

    Btw great work, it looks sweat. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MustardMustard Join Date: 2002-12-17 Member: 10953Members
    edited June 2003
    I'm keen to check it out. Put me down on the mailing list.

    If you were looking at bringing in a team of people, maybe you could use sourceforge.net as a host for the development. They give a lot of support to open source programmers. It might make the task of bug reporting and tracking the builds a bit easier.

    Anyway, mail me a copy at haxyon@hotmail.com . I have been looking for something that deals with the NS specifically.
  • GuspazGuspaz Join Date: 2002-11-01 Member: 2862Members, Constellation
    Country stuff and IP owner stuff was done using HTTP queries. Don't remember the site name I used for country queries, but I used ARIN's WHOIS for the owener info. Of course, with an HTTP query, it's all got to be asynchronous, though that's not hard to do. The country info was also available in a flatfile database, but at the time I didn't spend the time on that but instead used the online version. Perhaps if I rewrite the country/owner thing I'll do the country thing via the database. However, I haven't found any other way to do owner except by HTTP queries to ARIN.

    As for mini flags, I posted a message in the HLSW dev forum asking where they got their flag icons. Never got a response from a dev member. One person suggested 2 websites, but one didn't have enough, the other had none.
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    I have no idea how to do the country stuff.. any help would be greatly appreciated <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    The master browser interface is finished.. and now im going to restructure the nsrcon control panel to be a .dll addon to the master browser. This way multiples can be open, and multithreaded execution will commence automatically. The masterbrowser window will house all the winsock communications code, so it will branch off to calls in the dll's.

    This process will be ugly, but it will result in an instantly-working multiserver administration ability. Just enter all the servers in and spawn as many rcon panels as you want.

    Also, i plan to add a HLSW-style "server url" entry bar, which will be much smarter.. basically I want to beable to paste any kind of garbage into the url bar, and it to find the IP and port and autoadd it. Even crap like "ServerName: Blah IP:12.12.12.12 port:890" or "12.12.12.12:27015", etc. I want to get it to a moron-proof state.

    Ive also done something else kinda cool.. I seperated the rcon panel top from the kill-list and chat on the bottom. And im in the process of making the killing-icon list resize properly with the chat windows, so you could have up to a fullscreen of visibility on it.
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Announcement:

    After doing further development, I was requested from someone to make it work with unreal tourney. SO I thought about what would be required, and now im restructuring the entire administration utility.

    It is now called the "Gaming Server Administrator", which consists of our old master browser, but it hooks into several DLL's, called 'Manager DLL's'. There would be one of these loaded for each game that support is wanted for. There is a 'Halflife1' dll right now, and there would be several more 'quake3' and etc. dll's as time progresses. Each one of those DLL's contains all the socket code and such, and manages all the massive data structures. The NS Rcon control panel you have all seen now becomes just a empty interface. This is how it should be done, as this will let you have 50 servers in the listing, and very little memory will be used as the parser is isolated in the manager. If you choose to "see" any of the control panels for any of the servers, it will then allocate memory required for them. A very smart Idea, at least as I see it. You could have 5 control panels all showing 1 server (so they would echo), or have 5 windows for 5 servers. The programming possibilities are limitless as it is completely modular. It will be like "The Winamp of game server managers". Lol.

    Anyways, the master browser is functioning at a adequate level, and I have already established the required API's that all the manager DLL's will contain, and have mostly coded the HL1 manager. Ontop of this, im porting most of the current rcon control panel into a "cp_ns.dll", a "control panel" dll. These will be spawned as needed by the manager.

    Anyways, im coding this to be the ultimate management utility for all games to come. It will take me 3x to finish the core, but I promise I will release a version with all the required plugins to support all NS servers within the week. I have set aside 5 hours each day for the coding. Once the master browser and halflife1 managers are complete, then coding support for all upcoming Mods is a piece of cake.

    Wish me luck. Im going to finish the master browser basics first. Once this is done, I will post a release. You will beable to add servers and remove servers, but because there are no manager plugins, it will not know what they are for. Essentially the manager DLL's authenticate that IP's are for 'their manager'. IP's for halflife, quake3, or any other could be added into a single list, of which manager DLL's would determine what games, and furthermore what mods they are for.

    As this is the frontend and the controller of the managers, it needs to be well done.

    One again, I would request that any forum moderators post this as a Sticky. As I have now established the API's that all manager and control panels must contain, Other developers could now start work on DLL's for other mods and even other games.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Great work, there really isn't any other rcon programs out there. Hope you get it done soon and good luck.
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Ok, I finished coding the framework and a good chunk of the "Server Manager Modules" loader and handling engine. Basically it will hunt in a 'Managers' plugin dir, and the fun code was making visual basic dynamically load and unload DLL's. But its working perfectly. This screenshot shows the bare-bones master browser with a "un-verified" IP added to the list. This is how they would all look in their raw form, until they are validated and "completed" by return values from the appropriate "Manager Plugins". As you can guess from the screenshot, the Halflife1 Server manager plugin doesn't contain the required sockets code to query the new server and return the required info to the master browser, so thus the entry added is still raw (but functioning and its saved and loaded from HD).

    Under the "Windows" pulldown is the 'Managers Monitor', which is the window shown directly before. This is the 'trial test' of if the dynamic DLL loader works properly. It will attempt to query the DLL via hard-coded API base on the manager information and even invoke a built in "info" page. This will be expanded with a 'Manager Base Config' button, which will allow you to set manager base settings, such as default timeouts and limits on queries, etc. Once again, like winamp plugins <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Here's a SS:

    <img src='http://www.nullfusion.com/rcon/masterBrowser.jpg' border='0' alt='user posted image'>
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Ohyes, A request from you graphical developers again <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> See the icon bar on the top which is empty and useless? Well, I ofcourse would like to have a bunch of nice buttons up there, like "Refresh servers" and "Remove servers" and "Ping servers and/or ping all servers" and a nice "Verify Rcon passes" one.

    BTW, Ive coded the rcon validation routines to hold a max of 5 different rcon passes (Which will all be tried depending on manager limitations). Like HLSW's feature
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Ohyes... a vote on a servers-wide buddylist feature.. anyone interested? This would be done later but I could put the base framework in now and it would be much easier to do later. It will show you a contact-list style listing of added players, of which a double-click would open a private messaging window (following the code base Ive done for the NSRcon panel). Lots of possibilities with this one, but definately on the back burner until the MasterBrowser->HLManagerPlugin->nsRconpanel (all 3 are completely at a release level). Probly a week maybe
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Ok, at this point the project is now half C++ and half visual basic. I was VERY VERY tempted to move it over to VS .NET, but this would mean that anyone who wants to run it would need the 25mb .NET framework installed on thier system. I managed to solve the COM data callback problems without using an ATL bridge as is the normal way of solving this problem. Anyways, a NS release is very close now.
  • tseepratseepra Join Date: 2002-12-11 Member: 10530Members
    Keep up the good work, looking forward to the release.
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    Im gonna bump this, cos I want it when it is done <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I'm really looking forward to try it with my server! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Im sorry for all the time you people have waited, but it definately for the better. Ive gotten lots of the class code so well done that Im very pleased. Ive designed it to work on an industrial level, AKA you could manage hundreds of HL/quake/anything servers with this simultaneously without it breaking. It uses completely dynamic memory and DLL allocation, and unallocates and dereferences all memory instances realtime, so memory usage is reflected properly. Also, all of the routines are fully safe guarded, and are designed for extreme usage, using smart multi threading and object creation/deletion. For example, the halflife manager can ping thousands of servers sequentially-simulatenously in a queue, and the way it is coded it uses virtually no cpu time. Entirely callback and event driven.

    Im glad I took the time to rewrite it, because now its not just a small-time administrator, now its turned into its own game-server managing monster <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • s_viper3s_viper3 Join Date: 2003-01-16 Member: 12363Members
    Ok guys, the time is almost near <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Got the master browser and halflife query manager working nice and well. Im going to convert the old NS control panel into a control panel addon to the manager tonight, and then make a release. It will be every simplistic and imcomplete featurewise but at least the functionality will be completed.

    It will now fall into the beta category, as it is out of the conceptual coding phase.

    - With this release, if you add any servers other than halflife servers it will report with an "Error" for the game that the server is playing as there will be no manager support for any other games (UTk3 on the way)
    - The database functionality is buggy so im just disabling it for the release betas. You'll have to add your server everytime you run it, but I've added a 'cheap shortcut' that if you place the servername and port into a certain textfile and hit a 'load' button on the browser, it will load a list of servers from that file.
    - Removing of servers from the master browser is not enabled for now.
    - On loading of the program the master browser won't preload any managers. So if you try to add any servers it won't do anything as there is no managers to verify the server with. On program start, you would go to the last pulldown menu and select 'Manager Monitor' window. From there, hit refresh, and the halflife manager will show up. Hilight it, and click "Load". At this point, now you can add servers and that manager will be added to the query queue.
    - When the server info shows up on the list, for now, it won't automatically update itself.
    - When the server is hilighted, click on the "Control Panel" button to the right and the NS control panel will open in liu of the manager. If the manager cannot find a compatible control panel it will report an error that no compatible control panels could be found for the particular mod. Regardless of this the manager will give you the choice of forcing a particular control panel for the mod (as long as that control panel is compatible with that manager).

    Since all halflife mods follow a common structure, you could (for now) use the NS control panel for other mods. Ofcourse certain areas won't update and such, like the buildings monitor for example. But the NS-Style kill monitor will still work, even for DOD and such. Since all halflife mods share the NS-style kill displayer, I think I will make it a common object among all the control panels I make.

    Ive spent all this time on the engine structure, so unfortunately the user-interface is lacking. Im working on it!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Ill post a download url in here asap.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Great! Thanks for all the work, I think you're doing a great job for the community!
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    Provided this rcon control panel thing is secure I will probably end up using it.
    GG <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Mad_ManMad_Man Join Date: 2003-06-13 Member: 17359Members, Constellation
    Add me to the list if you still can, manslayer@wi.rr.com
  • SillyGooseSillyGoose Join Date: 2003-03-16 Member: 14572Members, Constellation
    edited July 2003
    <!--QuoteBegin--s_viper3+Jun 2 2003, 06:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (s_viper3 @ Jun 2 2003, 06:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 4. Clan protector - This will only allow players with certain wonid's to wear your clan's tag. Any others can be kicked, etc. (there is a admin_mod plugin that does the exact same thing.. I just want to beable to turn it off and on ingame with a /toggle tag command heh) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This would be a really awesome feature, but instead of it kicking the player just change there name to be the same but w/o the tag would be awesome.

    Edit: I can host the builds for ya, PM me or e-mail me at SillyGoose2006@hotmail.com
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