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Old 05-15-2012, 02:03 AM
ATAG_Bliss ATAG_Bliss is offline
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Join Date: Mar 2010
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Quote:
Originally Posted by BH_woodstock View Post
can i get on comms with you guys sometime Bliss? maybe we can discuss exaclty what the problem is and get it sorted.I enjoy ATAG servers and consider them the best so far.In fact if anyone who has a server and needs help with HL we can start here.

BH_woodstock
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Getting on coms would be great. They're public so get on anytime you like.

As far as the problems, there are a few. If someone, while joining a server, breaks the connection or times out for any reason, there's a good chance they won't be able to join that server and will be left with a screen that has a "user failed authentication error". Basically the server thinks that the player is connected when they really aren't. So their steam id is locked out of the server until it is restarted. There is no way around the issue. We can not kick the player as they don't show up in the server list. So the only option, again, is a launcher.exe (server) restart.

Because of this we've tailored our missions (with a red/blue/or time limit win) to restart the server. This is why you can look at servers in the server list that show players (a number count) but when clicking on them actually have 0 players in them.

On top of this, servers connect to steam as a client right now. So instead of streaming data to a steam browser to make the game show up in a server list somewhere on steam, the server client also has to authenticate with steam. Because of this, when steam is performing maintenance or has a network problem, even for a split second, the client is disconnected and thus the server is disconnected.

Other steam servers for other games DO NOT work this way. Steam can be down for maintenance and the server software will always run. Obviously it will lose connection to the steam browser, but the only consequence of this is the server will obviously not be showing up in a steam browser, but it will continue to run.

Because of all of the above, our commander will catch all disconnect errors (I believe there's 3 different types), will automatically close the error window, shut down the server, restart the server on to the next mission, and go along on it's happy way until steam does the same thing again.

My point with HL is it will add a whole 'nother monkey wrench into the already complicated code to keep the server up without just being able to implement it into the commander itself. Because obviously when steam disconnects, so will HL, and so forth and so on. So to keep that daisy a float, it would be much easier to implement HL right into the commander in the 1st place.

Colander is the genius who's made our commander and would be the guy to talk to. I'm still just a lowly mission builder. He's a RL programmer. But I think our goal, once the commander is all sorted out (Colander has finished doing all the stuff he wants to it - and boy does he have some good ideas, scripts, stats, objectives, all done in a map generated by a .mis file) I'm pretty sure we'll be releasing it to the public. But up until this point, like many others, we're waiting on some of the base code to get sorted out in the sim. That way all the work that's been done on it isn't all for naught.
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