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Difference between revisions of "XServerQuery"

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(How to Install?)
(How to Install?)
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6. There are two ways to add your settings:
 
6. There are two ways to add your settings:
  
a) Copy/Paste the settings
+
a) Copy/Paste the lines you find in the next point <b>Settings</b> to a empty line in your opend "UnrealTournament.ini"
  
 
7. Save your server's "UnrealTournament.ini" file and restart your Server as usual.
 
7. Save your server's "UnrealTournament.ini" file and restart your Server as usual.

Revision as of 16:59, 14 December 2014

Introduction

XServerQuery is a new Version of IpServer.UdpServerQuery.

The latest version is 1.2.0. // in some days ;)

It is a much-improved way of showing your server's current information. There are new headings like "Spectators" and "Protection Type" as well as the country of the current players.

There was some pointless commands removed and many new things added (see Query commands).

The Crash-Protection of SecureValidate is now working with XSQ. Thanks goes to JustDoIt.

How to Install?

1. Extract the XServerQuery.u file to your Server's System directory.

2. Stop your Server.

3. Open your Server's "UnrealTournament.ini" file and then locate this line in the ServerActors. When you do simply add a ';' at the front, so your line looks like this:

;ServerActors=IpServer.UdpServerQuery

- Maybe watch, that you dont have the following line (if so, remove it, or XSQ will not work correctly):

ServerActors=SecureValidate.SVUdpServerQuery

- You dont need to remove SecureValidate.SVUdpServerUplink if installed (XSQ dosnt support or use Uplink).


4. Now add the following new actor to your ServerActors list:

ServerActors=XServerQuery.UdpXServerQuery

5. If you want to use IpToCountry to show the current country of the players and server, then you need to install IpToCountry. If you already are running IpToCountry then you are fine.

6. There are two ways to add your settings:

a) Copy/Paste the lines you find in the next point Settings to a empty line in your opend "UnrealTournament.ini"

7. Save your server's "UnrealTournament.ini" file and restart your Server as usual.

Settings

1. Add the following lines at the end of your "UnrealTournament.ini":

[XServerQuery.UdpXServerQuery]
bShowProtaction=True
bShowCPName=True
bShowSpectators=True
bShowPlayerCountry=True
bSendMailURL=False
Homepage=www.example-hp.com
ServerIP=

2. Change the settings as you want them.

bShowProtaction         // Returns True if the server is protected.
bShowCPName             // if bShowProtaction=True it returns the protection name.
bShowSpectators         // Returns spectator information.
bShowPlayerCountry      // Returns the player's country.
bSendMailURL            // Adding "mailto:" in front of the e-mail (link-support for the new XBrowser > 110).
Homepage                // Returns your homepage if set.
ServerIP                // This is optional and will only needed if the server dont returns the real networkaddress for ITC.

Note: The server will set ServerIP automatically, if found, else you can set your servers ip manually!!

Query commands

\basic\

Same like here UT_Server_Query

\info\xserverquery

In this case you not only send a QueryType, you send a QueryValue too. Only "\info\" will return old infos.

That has to follow that, if the server uses XServerQuery, he sends you the new information, otherwise he'll give you back the old information.

So there should be no problems with the communication between "old" browsers and "newer" servers or vice versa.

Note: Some information was removed because they are either here not needed, or outdated and they are no longer in use.

\XServerQuery\XVersion
\Hostname\[Level.Game.GameReplicationInfo.ServerName]
\Hostport\[Level.Game.GetServerPort()]
\CountryS\[Country-Prefix if IpToCountry used else none]
\Protection\[returns "False", "True", "Hidden" or eg.: "ACEv08h"]
\Password\[string(Level.ConsoleCommand("get Engine.GameInfo GamePassword")!="")]
\NumPlayers\[NumAllPlayers]
\MaxPlayers\[Level.Game.MaxPlayers + Level.Game.NumSpectators]
\GameType\[GetItemName(string(Level.Game.Class))]
\MapName\[Left(string(Level), InStr(string(Level), "."))]
\GameVer\[Level.EngineVersion]
\MinNetVer\[Level.MinNetVersion]

\rules\xserverquery

\AdminName\[Level.Game.GameReplicationInfo.AdminName]
\AdminEMail\[Level.Game.GameReplicationInfo.AdminEmail]
\Homepage\Homepage
\Spectators\[returns "Level.Game.NumSpectators/Level.Game.MaxSpectators", "False" or "Hidden"]
\NetMode\[returns "Dedicated Server" or "Listen Server"]
\GameStyle\[returns "Turbo", "Hardcore" or "Classic"]
\Tournament\[DeathMatchPlus(Level.Game).bTournament]
\TimeLimit\[DeathMatchPlus(Level.Game).TimeLimit]
\RemainingTime\[DeathMatchPlus(Level.Game).RemainingTime]

... if not TeamGame
\FragLimit\[DeathMatchPlus(Level.Game).FragLimit]
... else
\GoalTeamScore\[TeamGamePlus(Level.Game).GoalTeamScore]
\FriendlyFire\[TeamGamePlus(Level.Game).FriendlyFireScale]
\MaxTeams\[TeamGamePlus(Level.Game).MaxTeams]
\TeamName_#\[TeamGamePlus(Level.Game).Teams[#].TeamName]
\TeamScore_#\[TeamGamePlus(Level.Game).Teams[#].Score]
\TeamSize_#\[TeamGamePlus(Level.Game).Teams[#].Size]
... end if

\MapTitle\[Level.Title]
\MapAuthor\[Level.Author]
\IdealPlayerCount\[Level.IdealPlayerCount]

\MinPlayers\[DeathMatchPlus(Level.Game).MinPlayers]
\BotSkill\[class'ChallengeBotInfo'.default.Skills[Level.Game.Difficulty]]
\Mutators\[Level.Game.EnabledMutators]

\players\xserverquery

\Player_#\[P.PlayerReplicationInfo.PlayerName]
\CountryC_#\[players country-prefix or "none"]
\Ping_#\[P.ConsoleCommand("GETPING")]
\Time_#\[Play Time //FIXME:TimeSeconds are not accurate to real seconds.]
\Frags_#\[P.PlayerReplicationInfo.Score]
\Deaths_#\[P.PlayerReplicationInfo.Deaths]
\Health_#\[P.Health]
\Spree_#\[P.Spree]
\Team_#\[P.PlayerReplicationInfo.Team]
\Mesh_#\[P.Menuname]
\Skin_#\[SkinName]
\Face_#\[FaceName]

Note: The Players Time don't count like ingame and both are not accurate to real minutes.

I actually using this, maybe someone has a better solution:

// Epic has done this in Scoreboards:
	Time = Max(1, (Level.TimeSeconds + PlayerOwner.PlayerReplicationInfo.StartTime - PRI.StartTime)/60);
 
// if i use the same, it does not return the same Value. So i used this:
	GameSpeed = Level.Game.GameSpeed * 100;
	Seconds = (Level.TimeSeconds / GameSpeed) * 100;
	StartTime = (float(P.PlayerReplicationInfo.StartTime) / GameSpeed) * 100;
	TimeResult = Max(1, (Seconds - StartTime)/60);
 
	ResultSet = ResultSet$"\\Time_"$PlayerNum$"\\"$TimeResult;

\status\xserverquery

With QueryValue its something like: \info\xserverquery\rules\xserverquery\players\xserverquery

Only QueryType is like the old one: \basic\\info\\rules\\players\

\teams\

Its the same like in \rules\xserverquery, just separate to support the UT Watcher program. Thanks goes to El Muerte.

\team_#\[TeamGamePlus(Level.Game).Teams[#].TeamName]
\score_#\[TeamGamePlus(Level.Game).Teams[#].Score]
\size_#\[TeamGamePlus(Level.Game).Teams[#].Size]

\echo\

Same like here UT_Server_Query, but it returns only "\echo_replay\<your text>".

\level_property\, \game_property\ and \player_property\

This QueryType was removed, because of some secure things.