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Deleting user?

 
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PostPosted: Mon Aug 13, 2007 8:47 am    Post subject: Deleting user? Reply to topic Reply with quote

Is there a way to delete users from the catid's Biller?
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Maverick
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PostPosted: Mon Aug 13, 2007 8:57 am    Post subject: Reply to topic Reply with quote

You can't when logged in as level 0 netop ?
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PostPosted: Mon Aug 13, 2007 4:33 pm    Post subject: Reply to topic Reply with quote

Well... i didnt find the command...
there is a adduser command, but i didnt find a deluser or something....
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PostPosted: Mon Aug 13, 2007 4:44 pm    Post subject: Reply to topic Reply with quote

Well...
i didnt mean not operators, but users/players...
its weird that nothing can remove users - not the scoreman nor the biller itself...
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Cheese
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PostPosted: Mon Aug 13, 2007 5:25 pm    Post subject: Reply to topic Reply with quote

and thats why im going to make a better scoreman.

so u can FULLY edit users, and delete them
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PostPosted: Mon Aug 13, 2007 6:50 pm    Post subject: Reply to topic Reply with quote

Looking forward to see results tongue.gif
but it sux that u cant remove users from the biller - maybe someone shoul stick to this tongue.gif

I'd offer help - but i dont wanna code a biller by myself...
... its simply too much work for nothing tongue.gif
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D1st0rt
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PostPosted: Mon Aug 13, 2007 7:36 pm    Post subject: Reply to topic Reply with quote

You won't accomplish much in Subspace Development with an attitude like that
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PostPosted: Mon Aug 13, 2007 7:37 pm    Post subject: Reply to topic Reply with quote

My biller is online and available to anyone who wants to use it - except it doesn't have BanG, yet.

Billing IP: hyperion.mineplowers.com


No billing password, score id, etc. necessary.

It supports billing TCP user database protocol and VIE billing protocol.
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PostPosted: Mon Aug 13, 2007 9:27 pm    Post subject: Reply to topic Reply with quote

yeah, you've got it tongue.gif
whats the point in having a threaded biller when the server doesnt use threads - its pointless - its performance on the wrong part of the system.


the server has also such stupid limits like less than 4 MB files - its not even a full map of titles...
the download is damn slow - why if server and client are conected with 100Mbit - why should the lvl download take more than 10 sec.?

and to rewrite biller AND server would be more work than to design and to write a ned game...

so in my opinion its not worth do develop anything for this game...
unless a good team comes up and rewrites server AND biller...
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Cheese
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PostPosted: Mon Aug 13, 2007 11:15 pm    Post subject: Reply to topic Reply with quote

because this game is older then u, newbie.
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D1st0rt
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PostPosted: Mon Aug 13, 2007 11:25 pm    Post subject: Reply to topic Reply with quote

Code: Show/Hide
D <billing> trying to connect to user db server at hyperion.mineplowers.com:5500
W <billing> unexpected error from connect: Network is unreachable
global.conf:
Code: Show/Hide
[ Billing ]
IP=hyperion.mineplowers.com
Password=(password)
ServerName=(zone name)
Port=5500
am I missing something?


Someone wrote:
yeah, you've got it tongue.gif
whats the point in having a threaded biller when the server doesnt use threads - its pointless - its performance on the wrong part of the system.

the server has also such stupid limits like less than 4 MB files - its not even a full map of titles...
the download is damn slow - why if server and client are conected with 100Mbit - why should the lvl download take more than 10 sec.?

For someone who is talking about the threading model of the server, you'd think you would have a better grasp of the protocol.

Someone wrote:

and to rewrite biller AND server would be more work than to design and to write a ned game...
so in my opinion its not worth do develop anything for this game...
unless a good team comes up and rewrites server AND biller...

Not up on current (or maybe not as current) events, huh?
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PostPosted: Tue Aug 14, 2007 12:21 am    Post subject: Reply to topic Reply with quote

Quote:
the server has also such stupid limits like less than 4 MB files - its not even a full map of titles...
Actually... yeah... it is... 4 bytes a tile, 1024*1024 tiles... that's pretty close to 4 MB. (map without tileset, that is)

by the way, does ASSS fix the download speed limit? Or is the limit also client-side?
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PostPosted: Tue Aug 14, 2007 5:21 am    Post subject: Reply to topic Reply with quote

@Cheese: very helpful yeah - write yr editor and dont flame.
to parse some files, show em, edit em ans flush em it wouldnt take up more than 1 hours of coding - with a good gui maybe 2 hours...



Sry for offending the whole community, but...
i just stated some points that sucks... and as i dont know the protocol i can only say that its not good designed if u cant transfer any kind of map (as i said - u CANT transfer a full map - with no blank space)

and for threading - its obvious that the subgame server runns with a mainloop and not with threads - how else could the CPU usage of ~20% (yes, also not the neweset serverbox tongue.gif) could happen - if no one is connected....



on currents... i was a host for SS some years ago - in like 2000 - then stopped playing and hosting SS.
now i wanted to play with some ppl - so i got the new files, changed the cfgs and wondered that nearly nothing has changed since back then...

if you have some info i missed - say/link em tongue.gif
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Maverick
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PostPosted: Tue Aug 14, 2007 6:08 am    Post subject: Reply to topic Reply with quote

So if the server doesn't have any threads at all, players who are doing anything at the same time will have to wait for eachother to finish?
Aka, according to you it isn't possible to download anything when someone is already downloading?

rrright
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PostPosted: Tue Aug 14, 2007 7:19 am    Post subject: Reply to topic Reply with quote

D1st0rt wrote:
Code: Show/Hide
D <billing> trying to connect to user db server at hyperion.mineplowers.com:5500
W <billing> unexpected error from connect: Network is unreachable
global.conf:
Code: Show/Hide
[ Billing ]
IP=hyperion.mineplowers.com
Password=(password)
ServerName=(zone name)
Port=5500


Oh interesting... I had to put the IP in for asss to accept it, when using the domain the IP became 0.0.0.0.
Code: Show/Hide

;IP=hyperion.mineplowers.com
IP = 208.67.185.189
Port = 5500
ServerName = Cypher Test Zone 2
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PostPosted: Tue Aug 14, 2007 7:30 am    Post subject: Reply to topic Reply with quote

Maverick wrote:
So if the server doesn't have any threads at all, players who are doing anything at the same time will have to wait for eachother to finish?
Aka, according to you it isn't possible to download anything when someone is already downloading?

rrright


sure - never heared sth about queues? - it was used before threads came
u go throught a queue of users and do what they requested.

if 2 request a map u send one use some bytes (usually a few packets), and go to the next one - send him some bytes, go to the next one handle some movement send update packet(s) and contiunue....

there are many mechanisms to move trought the queue - like timed, or iteration based...
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PostPosted: Tue Aug 14, 2007 7:40 am    Post subject: Reply to topic Reply with quote

//should register, so i can edit my postings tongue.gif

Wanna have a proove that subgame (v1.34) doesnt use threads?
open up the taskmanager
go to processes
view - column setup - activate threads.
then start a local subgame
after connection to the biller, there will be 2 threads shown...

connect the client...
did the threadcount increase?
NO?
==> NO threads tongue.gif

PS: the same as catid's Biller rc 10 tongue.gif

it can be that there is a newer subgame server - since the one i use (v1.34) was downloaded some years back - but i didnt find a newer version...
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Cyan~Fire
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PostPosted: Tue Aug 14, 2007 10:27 am    Post subject: Reply to topic Reply with quote

Yeah because
Code: Show/Hide
while (true)
{
   while (connection.gotPackets())
      connection.processPacket();
}
is so much more efficient than just having a blocking recv call... And your "proof" that it uses threads is not even close. Ever thought that maybe winsock or some other system service starts up a thread for itself? But nevermind me, I'm just a newbie and you're obviously far more experienced than me.
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PostPosted: Tue Aug 14, 2007 12:04 pm    Post subject: Reply to topic Reply with quote

ok no one said that im a 1337 L33t haxx0r coder or such stupid shit - there is allways someone who is better than SELF...
I also dont wanna have the whole community against me...

==> last post from me on thi topic - which was "how to delete a user from the biller" btw tongue.gif


yr proof seems better... but its a little small and doesnt really prove anything (could be the mainloop and the queuehandler) tongue.gif
as with UDP you have to receive the packets and can then determine what session it belongs to...
(so u have the queue somewhere - like in the socket buffer and recv will read the first packet and handle it...)

im not fammiliar with winsock so dunno how it works...

but, I have never heared of an unattached thread...
every thread is attached to the process where it was created in (and it doesnt depend on who created the thread) ... would be fatal otherwise...


and i cant see any new threads attached in subgame nor in subbill after connecting...
... would be interesting to see some src...


PS: a queue is more efficient than a call?
you wanna say that polling is more efficient than interrupts? O_o
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PostPosted: Tue Aug 14, 2007 12:20 pm    Post subject: Reply to topic Reply with quote

OMG - im a dumbfuck....
... i just realised that the game uses udp... and that its useless to have more than 2 threads (1 thread for recevice; 1 thread for send)
... was kinda using TCP toooo long ...


couldnt u say that earlier? tongue.gif
btw: then i dont understand the cpu usage ... WHYYYYY?


EOD

PS: why udp? - tcp is (much more) reliable and its harder to attack AND its easier to differenciate between the connections...
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Cyan~Fire
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PostPosted: Tue Aug 14, 2007 12:29 pm    Post subject: Reply to topic Reply with quote

It uses UDP because UDP is faster. It has a reliable packet layer on top of the UDP, but only certain packets are sent reliably. This makes for a nice compromise between reliability for important packets and speed for common packets (player positions, etc.).
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D1st0rt
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PostPosted: Tue Aug 14, 2007 12:29 pm    Post subject: Reply to topic Reply with quote

I think you just lost any credibility you might have had right there

edit: CURSE YOU CYAN
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PostPosted: Tue Aug 14, 2007 6:04 pm    Post subject: Reply to topic Reply with quote

Try and cut down on the flaming people.

As for the biller IP in asss settings, I believe domain names aren't allowed to prevent DNS attacks.

Subgame/subill are supposed to be notorious for CPU usage, every now and then someone posts server.ini settings to fix it. Also I think there is a patched subbill.exe somewhere out there too.
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