[bfprog] Client rcon
Steven Hartland
killing at multiplay.co.uk
Sun Jul 10 16:34:42 PDT 2005
Indeed this is the case how ever you may wish to wait
ModManager is now in final testing and will provide a fully
extensible rcon implementation as well as quite a few bug
fixes to the current one :)
Steve / K
----- Original Message -----
From: "Forrest Thiessen" <thiessen at cyberscapearena.com>
To: "Battlefield Programming" <bfprog at lists.matureasskickers.net>
Sent: Monday, July 11, 2005 12:28 AM
Subject: Re: [bfprog] Client rcon
> ScratchMonkey wrote:
>
>> Can the client use any Python to implement its own rcon? It would be
>> nice if one could leave the client running when consulting an external
>> browser, and have the browser send the join command via the rcon port.
>> I was just looking at the online ASE manual
>> (<http://us.games2.yimg.com/download.games.yahoo.com/games/ase/manual/aseusr25.pdf>)
>> and section 2.5 shows that it can communicate with other programs via
>> DDE, which suggests that one might be able to inject the join command
>> into a running client if it's got the right listening code.
>>
> Interesting thought; I believe the Battlefield 2 Server/admin/default.py
> file actually implements the *full* RCon functionality--opens a socket
> on port 4711 and listens there for commands, which it sends to the game
> engine with a host.rcon_invoke method. It does password checking and
> the works. Anything you want RCon to do differently, I think you can
> accomplish by changing this module.
>
> Or. . . it looks to me like things were designed to accomodate custom
> RCon interfaces; write your own RCon in a new module, say, Battlefield 2
> Server/admin/custom_rcon.py, (or, much easier, copy the existing one and
> edit it), then in ServerSettings.con, put
> sv.adminScript "custom_rcon"
> and it looks to me the game engine will load your RCon instead of the
> standard one.
>
> I'm sure you could go a lot further with this--you could implement a web
> server in your replacement RCon script and create a web-based admin
> interface, for example. I'm not sure using BF2 as a web server is wise,
> but if you kept things lite, it might end up being more efficient that
> the current RCon (all those "update" cycles it uses can't help game
> performance).
>
> I haven't tried any of this yet. . . just thinking aloud. . . hmmm. . . .
>
> --Forrest (aka "Woody")
>
>
>
> _______________________________________________
> BFProg mailing list
> BFProg at lists.matureasskickers.net
> http://lists.matureasskickers.net/mailman/listinfo/bfprog
>
>
================================================
This e.mail is private and confidential between Multiplay (UK) Ltd. and the person or entity to whom it is addressed. In the event of misdirection, the recipient is prohibited from using, copying, printing or otherwise disseminating it or any information contained in it.
In the event of misdirection, illegible or incomplete transmission please telephone (023) 8024 3137
or return the E.mail to postmaster at multiplay.co.uk.
More information about the BFProg
mailing list