Combatiblitiy between versions?
Combatiblitiy between versions?
Just a quick question, will arma-ad be compatible with 2.6 and 2.5 or will it be on its own server?
- Tank Program
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- Speedracer
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hi
,
but I can understand if you at some point have to drop compatibility.
Topic : v2.7.0 compability
I verified that AA 2.7.0 basically works with my modified server.
I noticed a bug though if I tried to change the playername using the ingame menu (not console). I tried to change my name to "0xffc" and then changed it back to "joda.bot", but my server at first ignored any changes of the player name and then kicked me due to an invalid network message at the end of the round. I had no time yet to investigate this any further. Doesn't AA v2.7.0 update the playername during a round ?
There used to be a network synchronization of ePlayerNetIDs after each change of a player name.
Topic: Future compability between my changes and yours
My server "Joda's Wild Teams" allows each player to change his/her teamname.
I already provided my changes earlier (source code diff-erences based on armagetron's cvs http://guru3.sytes.net/viewtopic.php?p=11686#11686)
This modified version also allows clients to use the ingame menu to set the teamname. I really should compile a windows version, as probably noone ever had a look at it...
. (Those are mostly small changes e.g. improved Team selection menu, and team management behaviour)
My short description of the network code changes follows. The description does only cover the network changes.
See the source code diff for GUI/Menu changes.
To allow the player to set his teamname I had to add another datafield to the ePlayerNetID::ReadSync / WriteSync messages.
All described changes apply to ePlayer.cpp
Note: just the lines beginning with a "+" are new, the others are old lines which were included to specify the insert position.
The teamname field is used to provide a teamname that the server will use to name the player's team, if the player is the first person on the team.
e.g.
playername: "joda.bot"
teamname ".bot"
If I am the first player on the team (e.g. I own it) then the server will name my team ".bot" otherwise the teamname ".bot" is ignored.
But if the first player of the team provides a teamname, it will be used.
If the teamname of the first player of a team is empty, then either the team is named by color or by the first player depending on the status of the first player's "name team after me" flag.
As you can see the field "teamname" in ReadSync is optional, but no client should provide anything else except a string otherwise wired teamnames will occur...
This writes the player's current teamname into the sync message.
I tried to point out my changes to you, I hope we can work together maintaining network message compability and fix the "can't change my playername with 2.7.0" bug.
joda
PS: The bug might be related to my changes too... not sure about that.
PPS: "Joda's Wild Teams" is online all day, and will automatically restart, if you manage to crash it.
I hope armagetron ad will be compatible with the older versions for a long timetank wrote:
That's correct. It'll be just like with previous versions.

but I can understand if you at some point have to drop compatibility.
Topic : v2.7.0 compability
I verified that AA 2.7.0 basically works with my modified server.
I noticed a bug though if I tried to change the playername using the ingame menu (not console). I tried to change my name to "0xffc" and then changed it back to "joda.bot", but my server at first ignored any changes of the player name and then kicked me due to an invalid network message at the end of the round. I had no time yet to investigate this any further. Doesn't AA v2.7.0 update the playername during a round ?
There used to be a network synchronization of ePlayerNetIDs after each change of a player name.
Topic: Future compability between my changes and yours
My server "Joda's Wild Teams" allows each player to change his/her teamname.
I already provided my changes earlier (source code diff-erences based on armagetron's cvs http://guru3.sytes.net/viewtopic.php?p=11686#11686)
This modified version also allows clients to use the ingame menu to set the teamname. I really should compile a windows version, as probably noone ever had a look at it...

My short description of the network code changes follows. The description does only cover the network changes.
See the source code diff for GUI/Menu changes.
To allow the player to set his teamname I had to add another datafield to the ePlayerNetID::ReadSync / WriteSync messages.
All described changes apply to ePlayer.cpp
Code: Select all
void ePlayerNetID::ReadSync(nMessage &m){
[...]
m >> favoriteNumberOfPlayersPerTeam;
m >> nameTeamAfterMe;
}
+ if (!m.End())
+ {
+ m >> teamname;
+ }
// con << "Player info updated.\n";
// make sure we did not accidentally overwrite values
[...]
}
The teamname field is used to provide a teamname that the server will use to name the player's team, if the player is the first person on the team.
e.g.
playername: "joda.bot"
teamname ".bot"
If I am the first player on the team (e.g. I own it) then the server will name my team ".bot" otherwise the teamname ".bot" is ignored.
But if the first player of the team provides a teamname, it will be used.
If the teamname of the first player of a team is empty, then either the team is named by color or by the first player depending on the status of the first player's "name team after me" flag.
As you can see the field "teamname" in ReadSync is optional, but no client should provide anything else except a string otherwise wired teamnames will occur...
Code: Select all
void ePlayerNetID::WriteSync(nMessage &m){
[...]
m << favoriteNumberOfPlayersPerTeam;
m << nameTeamAfterMe;
+ m << teamname;
}
I tried to point out my changes to you, I hope we can work together maintaining network message compability and fix the "can't change my playername with 2.7.0" bug.
joda
PS: The bug might be related to my changes too... not sure about that.
PPS: "Joda's Wild Teams" is online all day, and will automatically restart, if you manage to crash it.
- Tank Program
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- Joined: Thu Dec 18, 2003 7:03 pm
We have set the client up so that you cannot change your name in game to avoid stat whoring, which has been a big issue. The kicking is an actual bug aparently, and it's probably an error in the syncing, we'll look into this...joda.bot wrote:I noticed a bug though if I tried to change the playername using the ingame menu (not console). I tried to change my name to "0xffc" and then changed it back to "joda.bot", but my server at first ignored any changes of the player name and then kicked me due to an invalid network message at the end of the round.
