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This manual describes all the possibilities of the GameManager. Each section is fully illustrated based on an example from one of our servers. (See http://www.my-clan.nl ). |
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![]() 1. Menu
Appendix 1. Console commands
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| 1.
Menu This section will explain all the menu items available within the GameManager.
1.2 Game 1.3 Extra 1.4 Info
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2.
Game sheet The Game sheet gives access to all configuration
information for this game. In this section the possibilities of each item will be
explained
2.1 The Label
2.2.1 IP: 2.2.2 Port: 2.2.3 Passw: 2.2.4 Lightning button:
2.3.1 At: Example 1: 20:00:00 (Eight o'clock in the
evening) Example 1: Say "Hello
gamers!" Example 2: Exec
ffa-public.cfg For more examples of commands see appendix 1. Console commands 2.3.3 + Button:
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3.
Log Box This box shows all logging information of all activated
games. The logged information is displayed in the following format:<GameName> > <date> <time> > <command> <GameName> > <date> <time> > <Response or result> The first line displays the exact command which is send to the game. (Except if special commands are used, see appendix 1). The second line displays the result or the response the game produced. If the game sends the data into more as one package a third and even a fourth line will be displayed with the same format as the second. Since the log window does not
scroll horizontally part of the commands and results are not visible. They can
be viewed individually by selecting the desired line. The 'hint' box will popup showing you the full line.By right clicking in the Log list a 'Select Log File' dialog will appear. Select the folder and name of the log file. NOTE 1: The selected name of the log file will be preceded by the year-month-day literals. (Format YYMMDD). Example 1: If you select D:\LOGS\GameManager.LOG as the folder and name for the log file, files will be created with the following name: D:\LOGS\040302GameManager.LOG (This file would contain the logging info of the 2nd of March 2004.) NOTE 2: Since the logging is for all activated games combined and not (yet) for a single game, each game should have the same filename for logging! Otherwise the last opened game will decide which log file will be used! |
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4.
HeartBeat dialog One of the features of the
GameManager is checking if the game is still running and possible restart if necessary.
If the GameManager detects a game is not running anymore it will generate a 'Game Down' message. What happens next is decided by the settings in this dialog.
A 'Game Down' message can be generated in three ways:
The above is true for games based on the Quake engine. For games based on the Unreal engine there is no reliable way (yet) to test if the game is still running. See appendix 1 how to overcome this situation. NOTE 1: the status requests generated by the Current Status dialog will not generate a 'Game Down' message. NOTE 2: if you close the dialog by clicking the OK button the settings are preserved. Please do not forget to save the settings for this game to the Configuration File. If you close the dialog by clicking the cross box at the right top corner changes to the settings will not be preserved. 4.1 Test every ...: 4.2 When down: 4.3 Start: 4.4 Open folder button: 4.5 Params: 4.7 Wait...: 4.8 Send Mail: |
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5.
E-Mail dialog This dialog contains the settings of the E-mail and server used to sent it. When the mail is sent the GameManager is paused until the sending is completed. 5.1 Server: 5.2 Port: 5.3 To: 5.6 BCC: 5.7 Subject: 5.8 Body:
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6.
Messages dialog With this dialog it is possible to configure In-Game
messages which will be displayed at the defined interval in sequential or random order. It is even possible to
use variables to display actual status information. The Message List will display all configured messages. NOTE: if you close the dialog by clicking the OK button the settings are preserved. Please do not forget to save the settings for this game to the Configuration File. If you close the dialog by clicking the cross box at the right top corner changes to the settings will not be preserved. 6.1 Message: The following variables can be used in the messages. The order of appearance and the count of the variables in the message do not matter. %E - Ping scan threshold in # ms. When a message is selected in the message list it will be filled out in the edit box below 'Message:'. Example 1: maximum ping is %Ems in %S successive scans. Example 2: Welcome! Have fun and behave! 6.2 Add button: 6.3 Edit button: 6.4 Delete button: 6.5 Up button: 6.6 Down button: 6.7 Display: 6.8 Displayed/Random order:
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7.
Current Status dialog This dialog will display the current status of the game.
An icon will display the current map in the game or a gray box if the picture is not available.
The images used are located in the GameManager\Images
folder. You can add images here yourself. Please read the instructions contained in the
images.ini file. NOTE: if you close the dialog by clicking the OK button the settings are preserved. Please do not forget to save the settings for this game to the Configuration File. If you close the dialog by clicking the cross box at the right top corner changes to the settings will not be preserved. 7.1 Get Status...: Fill out the interval at which you would like the GameManager to request the status. If you specify the interval to short strange things may happen! The GameManager will wait maximum of 2 seconds for a response on a status request. So if you specify this value to low you are bombarding your server with requests it maybe can not handle thus generating a DOS attack :-(. The status received is parsed and displayed in the list. It is possible certain columns stay empty. This is the case as some games do not provide as much detail as other games do.
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8.
Big Brother dialog With this dialog you can enable
GameManager to kick gamers off the server if either their ping is to high, or they
do not use proper language in their names, or their IP addresses are unwanted
at your server. The Gamer Statistics will count the amount of times a gamer is kicked.
NOTE: if you close the dialog by clicking the OK button the settings are preserved. Please do not forget to save the settings for this game to the Configuration File. If you close the dialog by clicking the cross box at the right top corner changes to the settings will not be preserved. 8.1 Kick for High ping: 8.2 Ping>: Also fill out the successive scans. The gamer is kicked once their ping is to high for each scan in a row. (You can display this value in the messages by using %S) If you have configured the GameManager to scan every X seconds in the Current Status dialog the gamer will be kicked if his ping is to high for X times the amount of successive scans. Example: Ping > 250 in 5 successive scans, Get status every 15 seconds. In this example the gamer is kicked is if ping is 5 times higher as 250ms thus allowing the gamer to have a high ping for a maximum of 75 seconds. Remember during a map change pings of gamers will generally be high! So if you set these values to tight you may end up losing your gamers during a map change. 8.3 Message: 8.4 Kick for bad word...: The 'UnnamedSoldier' and 'Player' are mostly added to this list. These are the default names in certain multiplayer games. If the gamer doesn't have the decency to come up with a nickname then why not kick him/her? You can delete a word from the list by selecting it and pressing the delete key on your keyboard. 8.5 Message: 8.6 Kick for unwanted IP: You can delete an IP from the list by selecting it and pressing the delete key on your keyboard. 8.7 Message: |
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9.
Gamer Statistics Dialog This dialog allows you to save statistics of the game
managed by the GameManager. You can also export these stats to a .CSV file, generate a HTML file and FTP it
to a (web) server.
The following statistics are collected: *Frags: This count is not 100% accurate. Since the status of the game is collected each X seconds (as defined in the Current Status dialog) a map change may happen between two scans. Frags made just between the scans and before the map change are lost. Also some games will give each gamer the same frag count when a cooperative game type is chosen. Thus rising the amount of counted frags! NOTE: if you close the dialog by clicking the OK button the settings are preserved. Please do not forget to save the settings for this game to the Configuration File. If you close the dialog by clicking the cross box at the right top corner changes to the settings will not be preserved. 9.1 File name:
Use the Save button to save the current statistics to this file.
NOTE: The special command 'ExportToHTML' does the same as pressing this button manually.
NOTE: The special command 'FTPToServer' does the same as pressing this button manually.
9.6 Live box: In the upper right corner of the statistics box you
can view the amount of gamers who visited this server.
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10.
HTML & FTP Settings dialog This dialog allows you to specify the settings for the
.HTML export and the FTP settings.
10.1 Template File: The default template file is named: HTMLTemplate.txt
The template file uses the following variables: *Frags: This count is not 100% accurate. Since the status of the game is collected each X seconds a map change may happen between two scans. Frags made just between the scans and before the map change are lost. Also some games will give each gamer the same frag count when a cooperative game type is chosen. Thus rising the amount of counted frags! 10.2 View template button: 10.3 Server: 10.4 Username: 10.5 Password: 10.6 Destination File:
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| Appendix
1. Console Commands Games are based on different engines. Each engine has it's own console commands. So please read the manual of your game to find out the proper console commands. In this section we will address some issues we encountered and the special commands we have implemented to solve these issues. Use of the CopyFile special command: The Unreal doesn't use Exec to change the
configuration. It uses this command to run a script. Therefore we have
implemented a special command: CopyFile We have started our Unreal2003 server with the following batch file: @echo off This batch file makes sure Unreal2003 is restarted after a crash. (We don't use the GameManager for this function here since there is no reliable way to check if the game is running, so no 'Game Down' message can be generated). In the command section of the GameManager we have entered the following 2 commands: 19:59:00 CopyFile D:\UT2003\System\Public.ini
D:\UT2003\System\BOSS-server.ini The first command copies a new server
configuration file using the special command: CopyFile. Use of the ExportToHTML and
FTPToServer special commands: The syntax of the commands is: (Note the capitals) An example of such a statistic page can be found here: Http://www.my-clan.nl/mohaas.html We have therefore entered the following commands section of the GameManager: 03:00:00 ExportToHTML So, the statistics are update every night
at 3 am. Of course more often is also possible. However generating the
statistics does use some processor capacity. Be careful not to generate
all statistics for all games at the same time since this may consume a lot
of CPU time! (depending on your system of course).
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| Appendix 2. Start up parameters The GameManager can be started using startup parameters. This enables you to start the GameManager and let the GameManager start the games for you. The parameters you can use are: /f:
followed by the Configuration file you wish to load. Example: This example will load and start 2
configuration files.
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| Appendix
3. Example of configuration file In this appendix a sample configuration file is displayed. This configuration file can be edited by hand. However, we recommend you use the GameManager to create and populate the file. [Application]
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| Appendix
4. HTMLTemplate.txt In this appendix we will give you an example of the HTMLTemplate.txt file.
The Part between <*REPEATGAMER*>
and <*/REPEATGAMER*>
will be repeated for each gamer in the database. Just above this you see
the table heading. The order of the variables is not important. However
you cannot use the <GameXXX> variables in the repeated part. They
will not be substituted.
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| Appendix
5. Difference between the quake and the unreal engine with respect to the
GameManager The GameManager uses different techniques to issue the console commands to the different engines. For the quake engine the basic syntax: 'RCON <Password> <Command>' is used. This is sent to the IP/PORT combination which you entered on the main sheet of the game. The Unreal engine however is not so simple to address. Here we use the build in web administration interface! (If available) As you may, or may not, know the Unreal 2003 game has a web administration interface. Which should be run at port 9000. The IP address should be the same as where the game runs on. (A future enhancement will be a possibility to enter this ip/port into the GameManager) The entry in the .INI file of the ut2003 game is like this: [UWeb.WebServer] The build in HTTP engine of the GameManager will send the commands using the Server Console entry of the web administration interface. Of course you will not notice the difference. The status [IpDrv.UdpGamespyQuery] So to prepare your UT2003 (and UT2004) for use with the GameManager take the following steps: 1. Enable the Web Administration
Interface at port 9000 on the IP address of the game That's all folks. |
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| Appendix
6. Color translation table This appendix lists the color translation table used in the GameManager. During export to the .HTML file the color codes in the Gamer's Names are translated.
This is our best guess in color translation using the official HTML color codes You can see we needed to guess a few colors. If you have any additions or improvements please mail us at: GameManager@Boss-IT.nl
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End of Manual |
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