Gah - a solution with more questions. – EntropicLqd

Difference between revisions of "XServerQuery"

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(How to Install?)
(\info\xserverquery)
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In this case you not only send a QueryType, you send a QueryValue too. Only "\info\" will return old infos.
 
In this case you not only send a QueryType, you send a QueryValue too. Only "\info\" will return old infos.
  
<Das hat zur folge, dass, wenn der Server XServerQuery verwendet, er dir die neuen Infos sendet, ansonsten gibt er dir die alten Infos zurück.
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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.
  
Damit sollte es keine probleme mit der kommunikation zwischen "alten" Browsern und "neueren" Servern bzw. umgekehrt, geben.>
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So there should be no problems with the communication between "old" browsers and "newer" servers or vice versa.
  
<font color="#ff0000">Note: <einige informationen wurden entfernt, da diese entweder '''hier''' nicht gebraucht werden, oder veraltet sind und nicht mehr benutzt werden.></font>
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<font color="#ff0000">Note: Some information was removed because they are either '''here''' not needed, or outdated and they are no longer in use.</font>
  
 
<pre>
 
<pre>

Revision as of 08:07, 22 June 2011

Introduction

XServerQuery is a new Version of IpServer.UdpServerQuery.

XServerQuery 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).

Where i can find it?

  • a link is comming soon

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

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. 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
Homepage=www.example-hp.com

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.
Homepage                // Returns your homepage if set.

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]
\Protaction\[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]
\MinNetVer\[Level.MinNetVersion]
\TimeLimit\[DeathMatchPlus(Level.Game).TimeLimit]

... if no 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\

\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.