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Custom master servers?

 
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Dec 19, 2004 3:36 am    Post subject: Custom master servers? Reply with quote

I experimented a bit with Unreal's master server options. It should be nice to be able to have one or a few custom master servers running maintained by the Unreal community to have a backup in case the GameSpy master is down. Unfortunately I did not get it working yet. There is hardly any info available on this matter so, I hope there are some Unreal die-hards who can tell me/us more about it.

I posted my experiment at the TCP forum. Click here to read it with all technical details:
http://tcpcarnage.dnsalias.net/phpforum/viewtopic.php?t=655
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Dec 20, 2004 10:41 pm    Post subject: First results! Reply with quote

I finally was able to break the barrier, with support from the Rune community I got the full settings file to run master servers. I set-up a test master server at hyper.xs4all.nl. In order to try/test this master, you need to apply the following settings to Unreal.ini:

For unreal servers:
In the [Engine.GameEngine] section:
ServerActors=IpServer.UdpServerUplink MasterServerAddress=hyper.xs4all.nl MasterServerPort=27900

For Unreal clients:
In the [UBrowserAll] section:
ListFactories[1]=UBrowser.UBrowserGSpyFact,MasterServerAddress=hyper.xs4all.nl,MasterServerTCPPort=28900,GameName=unreal

Please note that I have not been able to test the master server, so there might be problems or it migt not work at all!

I also created a downloadable stand-alone master server. It's based on parts of unreal Tournament because the Unreal 1 version did not want to be queried. While it's from UT, it's configured to be an Unreal master server, not a UT one.

Download experimental stand-alone Unreal master server

Again, everything is still experimantal!
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Jan 03, 2005 2:15 am    Post subject: Reply with quote

Update: The previous master server did not work. Because it was based on Unreal Tournament, it probably has some incompatibility with Unreal, even when the MasterServer.ini is configured as Unreal 1 master server.

I now made the experimantal master server working using Unreal 225. You can add your server to it with the following change in Unreal.ini:
[Note: This master server is experimental and will not always be up]

In the [Engine.GameEngine] section:
Code:
 
ServerActors=IpServer.UdpServerUplink MasterServerAddress=hyper.xs4all.nl MasterServerPort=27900


You can also query the master server with your Unreal client. To do this, add the following line to your Unreal.ini:

In the [UBrowserAll] section:
Code:

ListFactories[1]=UBrowser.UBrowserGSpyFact,MasterServerAddress=hyper.xs4all.nl,MasterServerTCPPort=28900,GameName=unreal


When you ONLY want to query the HyperCoop master, (to see if it works) disable the gamespy master server:
Code:

[UBrowserAll]
ListFactories[0]=UBrowser.UBrowserGSpyFact,MasterServerAddress=hyper.xs4all.nl,MasterServerTCPPort=28900,GameName=unreal
;ListFactories[1]=UBrowser.UBrowserGSpyFact,MasterServerAddress=master0.gamespy.com,MasterServerTCPPort=28900,GameName=unreal


When everything works, you can get the list of servers from the new master:


I updated the MasterServer installer for administrators who want to try their own master server:
Download Experimental Standalone Master Server v 0.2
I still have one big problem: the master server ALWAYS has 100% CPU usage. When you have any tips for me to tackle this problem, post it here!
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Jan 06, 2005 2:09 am    Post subject: Reply with quote

I set the next step: With help of the users at gathering.tweakers.net I found a tool to limit the CPU usage of UCC.exe. The master server works well with only 2 to 5% cpu usage on a modern CPU (depending on CPU speed)

I'll be running a semi-permanent master server (permanent minus some downtime for reconfiguring) and I created the first general release package. (v. 0.3) Details @ http://www.hypercoop.tk

More information can be found in the included manual. (Readme.txt in the master folder)
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Dynami<T>e



Joined: 24 Feb 2005
Posts: 1

PostPosted: Thu Feb 24, 2005 5:51 am    Post subject: Master Server. Reply with quote

Hello, New Here but not to the Unreal Community. Can we add something to the Master Server issue? If and when its ran on a server and we want the clients that play on our Game server to have this in their ini. Can we get a mod to run on our server that Inputs that line onto their Unreal.ini to allow them to ALSO query the standalone master server that we would run? If its possible let me know, Thanx in advance. Also i just wanted to Give a Thanks to Hyper, Winged, Zora, Wolf and the crews for Adding Great Ideas and Mods to unreal, It really keeps this game "Unreal." If I miss anyone that has also added their Input to unreal I appologize and thank your for your help also. Ive got a few other things in Mind also but i dont want to ask too much.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Thu Feb 24, 2005 8:54 am    Post subject: Reply with quote

It might be possible, technically. }TCP{Wolf made a small tool called "Small Unreal Client Corrections" which changes the puregecachedays option in User.ini.

But I have some doubts about this idea. Basically, users should decide theirselves if they want to query new master servers or not. Querying more master servers might take more time on low-end connections, so it's not always something users want. Also, the current master server is not very stable yet. If all works out right, this will change with the next version of Nepthys, which will include updated master server support.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Feb 24, 2005 11:51 pm    Post subject: Reply with quote

Adding in new standalone masters should continue to be done manually at the choice of the user. I think it should held that way unless we were absolutely certain with solid proof (not rumor crap) the gamespy master was to drop Unreal1 support in X amount of time. If that happens it might be considered acceptable to write a new master in the user's ini, but even doing that alone would have to be well regulated with a community adopted convention standard. It would be havoc if everyone conformed to their own standard and tried to write their own choice of masters in player's ini. Their ini files would bloat up with masters, older master entries might be overwritten, possible increase of overhead....bad situations might arise.

I've expressed my opinion in another thread about custom master regulation, or in the event the gamespy master was gone. It would best work out if only the major game server hosters like TNN, OverKill systems, NewUnreal, and any major group presence host the "higher-ladder" 24/7 custom master servers. Plus, those "high-ladder" custom master hosters should agree to a policy of un-censored practices so that no particular server gets black-list blocked for whatever reason except if a major attack originated from a source IP to their masters. It would never work out if every admin/player hosted their own master. The community server listing would be spit into dozens of list domains making server selection constricted. Sure every server and client player could attempt to keep a full up-to-date master list in use, but that creates more network overhead for everyone involved.


-Zombie
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Brait



Joined: 26 Feb 2005
Posts: 1

PostPosted: Tue Mar 01, 2005 1:14 pm    Post subject: ,. Reply with quote

Domination???
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Mar 01, 2005 2:05 pm    Post subject: Re: ,. Reply with quote

Brait wrote:
Domination???


Yes, }TCP{Wolf brought Domination to Unreal with his latest UTeamFix mod. Unfortunately, the server is no longer online by lack of interest from the players.
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