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dMw Con

Started by ArithonUK, June 30, 2011, 03:59:36 PM

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ArithonUK

I have given up working on WolfCon.

The program is reliant on working in two parts and you cannot "fix" one part without having the other running directly on the live server.
It has way too many threads, all working on different timers, causing a sync nightmare.
The code is very unstructured and without remarks, making it like unravelling wet string.

Instead I've begun "dmwCon" which is based on DICE's R28 Remote Administration document.

My program uses a single background worker thread for network comms and event driven updates to the forms.

Here's some initial screenshots.





I've doing the development in three parts.

Phase 1 - admin functions, live server info, player details, chat monitor, kill list/battlemap.

Phase 2 - server options - reading / setting.

Phase 3 - Server automation functions - welcome message, rules etc.

I will keep you all appraised of my progress.

Gone_Away

Looks cool Rith.. well done.

Naldo

What would be really handy would be,

When you are not actually on the server but have the tool open at desktop, When the chat window detects the word "admin" it would give you a notification window or a pop up etc.
That way you would not have to continuously monitor it.

ArithonUK

Quote from: Naldo;327994What would be really handy would be,

When you are not actually on the server but have the tool open at desktop, When the chat window detects the word "admin" it would give you a notification window or a pop up etc.
That way you would not have to continuously monitor it.

I was thinking optional audio-prompts, so the program calls you "Help! Admin!" or using an API to Skype or MSN messenger to hail an admin. All phase 3 stuff, but worth considering. I'm hoping BF3 RCON will be similar enough to release a BF3 version so this effort doesn't get dead-ended in October, although this is a learning process and useful for me whether it gets used or not.

All RCON programs i've seen have network comms based on a python script with uses a command sequence of request/reponse, held in an array. The problem with that is eventually the array fills up.

ArithonUK

More progress. Server info all working and stable



Player list is now fully functional. Used Regex to interpret Punkbuster packets so ALL players IP's are read and country displayed (hurray wolfcon couldn't do that!)
I also track head-shot count and display % for a guideline on accuracy of player kills. All idle players are displayed in grey to make them obvious when kicking is required.



I will be adding info / kick / chat panel to the bottom of the list.

Talking of Chat, the chat panel is finished. Chatter is time-stamped (and logged) and if you click on a message, the player is selected as a chat target automatically.


TeaLeaf

Looks real nice Arithon :thumbsup:
TL.
Wisdom doesn\'t necessarily come with age. Sometimes age just shows up all by itself.  (Tom Wilson)
Talent wins games, but teamwork and intelligence wins championships. (Michael Jordan)

ArithonUK

Just hitting the sack.

Days work on this has produced:-



Interactive footer to player list (which will be able to be hidden).

Talking to Fazer, I suggested putting a link to player stats, which would open a new browser window within the application allowing you to view web-player-stats without leaving the application.

ArithonUK

#7
Player list and info working well now. Player stats link opens web page in new window within application.


Killing and kicking are okay. Banning will need a test subject...


Kill list is in progress with battle map. Kills during round listed. Selecting one will display extra detail and show map location. Easier to resolve "baserape" disputes.


Also added a feature that will be optional (although I think it should be ON by default). When admin sends a YELL, the message is repeated (an "echo") as a yell.

21:15 >Server: ArithonUK: YELLED! No tanks or helicopters until teams reach 5 vs 5 please.

This means players in a menu when the yell was on screen will still get the message AND it generates a CHAT event, sending the message to all admin console users.

ArithonUK

Today's updates

Battle map kill recording per round. selecting a kill will plot it on the map.


New "Squad management" panel added to player list.


Select a player, then pick a team and squad to move to..


Chat has "reply" shortcut for targeted chat and a "translate" for non-GB players, which opens a google translate browser window.

ArithonUK

The "move to" is now fully functional. Pick a player and it displays the squad layout of their team. Chose the other team or just a click on a squad and click "move to" and the job is done.



The battlemap is well on the way. Since I took this screenshot, I've added a DISTANCE box with displays the metres between player and victim and draws both on the map.



I still need to verify map location is being drawn correctly and centre map on selected kill.

lionheart

This is looking superb. Well done dude. I'd also like to point out my 19/4 KD ratio in one of the screen shots. :)
[SIGPIC][/SIGPIC]

ArithonUK

Progress today...

Tidied up the server info form and started added map manipulation functions.


Battlemap / kill recorder is now done and dusted. Co-ordinate system was (a) horrible and (b) undocumented! three coords for killer and three for victim. x,z,y (yep, not x,y,z) and they are positions relative to the middle of the map and the x-coord is inverted! Easy really...


This should resolve any "spawn camping" or "base raping" disputes. I'm going to add a log and playback feature later..

Gone_Away

Outstanding work Rith.

Where's a link to the latest version?

NF

Fazer Erazer

Thats looking really good mate :thumbsup:, can't wait to give it a go :D

ArithonUK

Need to isolate two bugs and make "map change" buttons functional, looking at weekend release for "phase 1 - admin functions" this version would be used as client-side only, as I haven't written the server-side stuff yet, so it would not replace wolfcon's chat interpreter. That's phase 3.

i.e. if [chat] contains "/yell" and sender = [adminname] then yell etc.

However, it's looking very stable and I'm happy that the GUI is practical to use.