It shouldn't be difficult in php. That's what I did here: https://thedeadlands.net/serverstatus.php
Posts by Absalom
The next update will be available on Wednesday, December 18, in the early evening (GMT+1).
This update will not yet replace the Java version, instead it is the actual content update. We'll provide more information about the transition together with the update.
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I see what you are saying. I am sure others here would like to hear their response to you as well if you wouldn't mind sharing.
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On port (your game port - 1) is the http port. For example, I run my game at win.thedeadlands.net:30500. If I want to access the http xml services, I just point to the following:
http://win.thedeadlands.net:30499/
http://win.thedeadlands.net:30499/details/
http://win.thedeadlands.net:30499/playerlist/
I hope that's what you meant. -
After viewing some of the source, the Lua functionality is making a lot more sense to me (game events, LuaDatabase, etc). For example, it is possible to redesign the entire LuaDatabase and its functionality, but doing so would be considered a mod to the game. I know that based on Red51's post to me, they seem to encourage modding, but I am not sure about posting source examples here because it could invite malicious intent, like piracy via decompilation. Until they let me know that it is okay to post decompiled source, I just won't do it.
Either way, I'm going to have some real fun this next week scripting and modding. Starting tomorrow afternoon, I will be off of work until December 29th, broke and nothing better to do.
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Scripts will do whatever the devs have added to the Luaj API. They are writing a wiki at this moment. So far, you can get and set a lot of information on player objects, events, terrain, etc. At the moment, it's pretty much all event driven. So, for example, if a player hits a block, you can then access the player that hit it, and the block that was hit. Unfortunately, according to Red51, things like doors can't be tracked currently, so you can't add locks to them, etc.
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It depends on what it does. If it is strictly using lua functions, with no interface into the game (which would be pretty useless), then maybe. However, if you want to access game objects, the scripts have to be written specifically for this game.
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I learned how to add Lua functions to the LuaJ API today, and it turns out the devs would have had to modify the luaj API, so I can't just download it from the LuaJ project and rebuild. I will have to decompile the one in the game and extend it and maintain it with game updates for new functions that I add to it. Not a big deal really. Adding functionality to Lua is super easy.
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Maybe I can extend luaj to allow other file based databases, like my favorite, HSQLDB (HyperSQL DB). I am not 100% sure, but I think that size limit issue only affects android. I have never hit an issue with cursor size limits on the PC and I have had some pretty significant result sets.
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The world restores once I restart the server. Everything is intact and the way we left it prior to the disappearing chunks. It is definitely server side because ALL players see the same thing at the same time.
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No error files that I could see on the client. Interestingly enough, I just found several instances of java.exe running in the background task list on windows 8.1 and one background instance of RisingWorld running in the background tasks. They may have caused some issues so I will retry this. Not sure why these were left running in the background. Anywho, for your viewing pleasure, my holy world:
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Nothing suspicious in the logs, with the exception that something seems to be wrong with animal spawning.
@Absalom: Are you running a Linux or Windows server?
About the missing chunks: Does it occur sometimes or are they gone forever?
Btw., the connection error is not necessarily related to the server. It can also indicate that something went wrong clientside. In this case, it is alway important to know if any errorlogs or hs_err_pid files are in the game directory.
Who knows?I would have to log back in to see if the chunks are still gone, but while in game, they are gone forever. My server is running on windows 2008 r2 server with other games. Rising World never takes more than about 500 MB of RAM (usually hovers around 350) with 6 or 7 people on. I have allocated a max of 2048 for the heap. No lag in other games running on the same server, and there doesn't seem to be a shortage of resources. The server is running a quad core xeon 3 GHz processor.
I will look for those other files on my client.
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my whole house disappeared lol steam grab
Wow. I think your house was nuked! We have nukes in the game now?!
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On that screen where my house wall is missing, I got stuck when I touched where the wall used to be. There was collision, but wouldn't let me go.
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Still getting some connection issues. I noticed that once I had been on around 20 minutes, the terrain and blocks started slowly disappearing. The first to go was the underground terrain rendering. I did have screenshots but even though steam says they were taken, I can't find them. They didn't get recorded.
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I was able to connect and the game is running smooth. Woooot! Of course, there is no one on my server, so I will need to test again when more people are on.
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So far:
http://win.thedeadlands.net:30499/
http://win.thedeadlands.net:30499/details
http://win.thedeadlands.net:30499/playerlistI don't know of any others yet. That was provided by one of the devs a week ago or so. Definitely enough information to tie player accounts to web accounts. You can also access the player database information from Lua (I forget the syntax) and that contains a lot of info, so if you wanted, through some ingenuity, you could create things like position mapping services, etc.
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The reason I see this coming into play, or one of the reasons, is with server-list websites. To register the votes from a database, or get some nice statistics.
Another reason could be to store server statistics on an external database, such as the amount of players, to display on a website.
One other could be to 'sync' users between the server and for example, a forum.
All of this can be done without extending LuaJ. The game server already provides enough information about the game server via the http port (the port you specify to run the game on - 1, e.g. game port = 30500, http port = 30499).
Player list: http://win.thedeadlands.net:30499/playerlist
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Also keep in mind that this game uses LuaJ. LuaJ is a java implementation of Lua and it can be extended. In fact, starting this weekend I am going to add some additional functionality for the script patching and some other file related stuff. i will see about adding functionality to connect to external databases. It doesn't appear that the devs alter LuaJ so my changes shouldn't conflict with theirs.