07-24-2006, 03:37 PM,
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feldmaus
Junior Member
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Posts: 34
Threads: 19
Joined: Jul 2005
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vdrift server
Hi,
it would be nice, if there would be a vdrift server.
I wanna drive 8)
bye markus
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02-11-2007, 05:23 AM,
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uldics
Junior Member
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Posts: 8
Threads: 0
Joined: Feb 2007
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Server wouldn't be the cheapest way. Better would be an often updated file on the webserver, where any new server would post its IP, gametype, players, tracks, status. Then a new players vdrift game would ask this file - is there any servers waiting for a new player? Yes, there are - here you have a list, connect to any of them. If there isnt any, I create a server (host game) myself and inform this file.
It would be just an easy method of centralizing the info in a way, not asking more access types and resources of a server. Kinda like DC has its hublists or torrents have their trackers.
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02-11-2007, 05:36 AM,
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Nigo
Member
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Posts: 118
Threads: 9
Joined: Jun 2006
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we first need a proper multiplayer layer, for now it's only one client per server :roll:
then we'll think about a masterserver
the solution you're talking about, uldics, have serious security flaws... where do we put the FTP password ? :roll: :lol:
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02-11-2007, 07:15 AM,
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uldics
Junior Member
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Posts: 8
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Joined: Feb 2007
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If there is only ftp access and no way to have a script or something to control what is posted, that could be a problem. Maybe there could be a public folder, where anybody could post a little file, restricted in size, and a script on webserver (or anybody with an authentication access) to delete too big/old(in terms of some minutes) files and ban an excessive sender IP).
Just some ideas for workarounds.
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02-11-2007, 11:46 AM,
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Nigo
Member
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Posts: 118
Threads: 9
Joined: Jun 2006
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I don't know such a website, but that makes me think we can do something with PHP and a database, which a lot of public websites provide
anyway it'd get probably harder (and uglier) than to implement a real masterserver
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02-13-2007, 08:28 AM,
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Nigo
Member
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Posts: 118
Threads: 9
Joined: Jun 2006
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what do you call cheating ? hacking or "simulation related" cheating ? in the latter, I'd say the masterserver have no control on it
anyway both solutions are fine for me too :wink:
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02-13-2007, 09:13 AM,
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Nigo
Member
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Posts: 118
Threads: 9
Joined: Jun 2006
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since vdrift is open-source, there is not much we can do about it, can we ?
for now I think cheaters are not interested about vDrift anyway
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02-14-2007, 06:19 AM,
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stenyak
Junior Member
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Posts: 44
Threads: 1
Joined: Dec 2006
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If you don't want to run specific server side programs, i suggest using a simple php page.
Clients can do a GET http request, something like www.vdrift.net/server.php?action=add&ip=133.144.155.166&passworded=true&name=My%20Cool%20Server
when the server is created.
Then use action=remove when server is closed.
Then have the php file check server status everytime a user tries to read the server list (or whenever you want), and have dead ones removed automatically.
This doesn't require a db, nor a c++ program, nor anything.. just a php file and a txt/csv file.
Of course, you may want to get multiplayer implemented first :lol:
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02-14-2007, 02:19 PM,
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Nigo
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Posts: 118
Threads: 9
Joined: Jun 2006
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agree, looks good :wink:
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02-14-2007, 06:18 PM,
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stenyak
Junior Member
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Posts: 44
Threads: 1
Joined: Dec 2006
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For an open source driving sim, this is the only way (i can think of) that allows detecting cheating:
http://forum.rscnet.org/showpost.php?p=1...ostcount=1
(excuse me if that post is not very clear, i'll re explain here if you want)
The only way to fool that system would be to code a very good AI that does the driving for you (and better than you, which is the difficult bit ).
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