GTADS Documentation
created: 6:33 PM 3/19/2006
modified: 12:20 PM 3/28/2006
Table of Contents
1. Introduction
1.1 What is GTADS?
1.2 How does GTADS Work?
1.3 Why?
1.4 Features of GTADS
2. GTADS Client
2.1 Getting Started
2.2 Creating an account/Logging On
2.3 The Chat Screen
2.4 Friends Lists and IMs
2.5 Gaming
2.6 Administrative Client
2.7 Troubleshooting
3. GTADS Server
3.1 Getting Started
3.2 The Config File
3.3 Message of the Day
3.4 Friends Lists
3.5 Logging and Debugging
3.6 Users
3.7 GSIPS
3.8 Troubleshooting
1. Introduction
1.1 What is GTADS?
GTADS is short for Grand Theft Auto Dedicated
Server. GTADS was originally written as a chat server/client structure
to allow players of GTA1 to play each other without having to deal with
the directplay ports over the internet. Right now GTADS plans to
support a wide range of LAN based games such as GTA2, Twisted Metal 2,
and Doom just to name a few. GTADS is java based a such can be run on a
wide variety of operating systems and hardware, and keeps the
possibilities of supporting non-Windows games open for the future.
1.2 How does GTADS Work?
GTADS works as a chat network, much like an IRC
server and client interact or an instant messenger package does. This
part of GTADS allows players to be in a centralized place rather than
relying on game forums, ICQ, or another combersome form of finding
players. The key to the game play that allows players to face off
against each other without having to deal with many game ports is the
GTADS proxy, integrated into the client. The proxy acts as an interface
between players while providing a pseudo player on each person's
machine. This means that while the game is interacting with the local
machine is playing a multiplayer session, the local pseudo player is
sending and recieving its data through the proxy from the other player.
You can think of it better through this text diagram:
(Host) Game <----> Pseudo Player <---> Proxy
<------ --------- Internet ---------- ------> Proxy <---->
Pseudo Host <----> (Player) Game
This controls the flow of the game, keeping the amount of
necessary ports open to a minimum while not altering the game's code or
network settings.
1.3 Why?
The purpose of GTADS is to allow many things for
gamers, first of all
giving them a choice in how they want to play their games online. There
is no tie ins with using GTADS, just a choice. Any user is free to host
their own own unique server and players may connect to any GTADS server
they would prefer. Secondly, it will give many LAN games a second life
on the Internet as things like NAT firewalls and routers have become
commonplace now making gameplay difficult and cumbersome for people.
There are many other reasons I may add here at a later time.
1.4 Features of GTADS
Well there are a bunch of features that GTADS
provides at the user and server administrator's dispose, which I will
list here:
- Chatroom environment for players to talk and meet
- FriendsLists for users to keep track of when their friends sign on/off
- Instant Message support for sending private messages between users
- Proxy that binds multiple game ports into 1 for simplistic gameplay
- Consistent Join/Host interface for setting up multiplayer sessions
- Server commands for the Admin to use from the client
- Java based Server for running server on multiple OS/Platforms
- Easy to use config file for changing server settings
2. GTADS Client
2.1 Getting Started
The GTADS Client can be easily downloaded from the GTADS
Client Download Page in a compact zip file. Once you have completed
the download the installation requires unzipping the files to a
directory of your choosing. If you do not have a unzipping utility you
may download one from Winzip. As of this documentation the
current release of the GTADS client is beta
release 1.
Once the zipfiles are unpacked into a directory of
your choosing you may either run the jar file directly as you would an
exe file or you may invoke the direct java command (provided to you by
Client.bat if using Microsoft Windows). Please note that the Java
virtual machine is required to run any GTADS software and can be
obtained from Sun's website.
If you are on a non windows based machine (Linux, FreeBSD, Mac OSX) and
the client.jar file fails to run directly. You may open up a terminal
window, switch to the directory containing the GTADS client and type
the following:
java -jar client.jar (With console output)
or
javaw -jar client.jar (Without console output)
2.2 Creating an account/Logging On
If you are a first time user to GTADS two things
will need to figured out upon loading up the client, the server desired
to log on to, and the username/password combination to gain access. As
of this documentation there is only 1 public server running GTADS at rez.fastping.net. If the default
provided servers aren't what you want you may type in the hostname/ip
address of any other server. GTADS connects to port 7000 as default,
however if a server is run on a different port you can specify it by
separating the port by a ":". For example:
192.168.1.105:5000 <-- connecting to a server on port 5000
172.16.18.4 <-- connecting to a server on the default port 7000
In order to keep a server on the client list each time GTADS is loaded
you may, as of this current release, alter a file named server.dat. The servers.dat keeps a
list of ips and host names and makes for quick connecting if a server
is logged on to frequently. Any text editor will be suitable for
editing the file and the format is as follows.
Hostname1 <--- Top of List
Hostname 2:7001
Hostname 3
Hostname 4:69 <---Bottom of List
Once a server is picked a username and password will need to be
created. It is important to note that some servers may not have open
account creations through the client and may use website authentication
or another creative means. If the server has a website, consult it to
check for any guidelines for creating an account. The server we are
going to use for an example, rez.fastping.net,
has open account creation. Your login screen should look as follows:
Clicking on the New User
button will load up the account creation dialog. Make sure the relevant
server is selected before clicking New
User.
We add the desired username, password, and confirm the password. When
satisified we press Ok. This action will cause the client to make a
brief connection to the server and attempt to create the account. If
all goes well you will recieve a success dialog window as below:
If for whatever reason, such as the server rejecting account creations,
or there existing the same name that is tried to be created a dialog
box such as below will be shown.
If this occurs you may try to create a different account, if many
attempts fail you should contact the server administrator.
2.3 The Chat Screen
After creating an account or using an existing user,
the login process, if successful, will leave you in the main chat
screen area. As of the current release, the default chatroom is #GTADS. The Chat Screen is GTADS's
main program screen, from there you can launch all the other client's
functions such as joining, hosting a game, sending and receiving IMs,
and using the variety of GTADS commands.
The chat screen consists of the Main
Chat Box, Chat Text Field for
sending messages, User List on
the far right, and the Dashboard
at the top. The Main Chat Box displays most system messages, as well as
user chat messages in the current chatroom. The Chat Text Field can be
used to send chat messages in the current chatroom, and send commands
to the server. The Users List keeps track of who is in the current
chatroom, updating who leaves and who joins. The Dashboard keeps an
active tally of how many users are on the server and how many games are
being played a the moment.
List of Commands:
/ join [room] - Joins a specified chatroom. The chatroom must be alpha
numeric and start with a #
/part - Leaves the current chatroom
/skick (Admins Only) - Boots a user off of the server
/quit - Disconnects from the server (Server invoked)
/motd - Displays the Message of the Day
/uptime {user} - Displays the connection time of a specified user of if
no user is specified the server itself
/showconfig (Admins Only) - Displays the attributes set on the server
/setconfig [key,value] (Admins Only) - Alters or creates a attribute on
the server
/rmord (Admins Only) - Reloads the message of the day from file
2.4 FriendsList and IMs
No chat network would be complete without a friends
or buddy list to keep track of if a user is on or not and private
messaging. GTADS comes complete with these features built in. The
friendslists can be loaded up by going to File -> Show Friends List and
will appear as below:
The Friends list only displays the users who are online in the list. A
user can be added to the friends list by simply clicking on the + Friend button.
A
dialog button will appear allowing the user to type in the name of the
user. A more integrated system will be implemented soon. After adding
the desired username, the list gets updated on the server and you are
now tracking that user from the friendslist. If that user is already on
at the time you added their name, their name will appear. It is server
optional the have permanant friends list that are saved to file and
reloaded on a server restart. To remove a friend from the friends list
you may press the - Friend
button and just like adding a friend, just specify the name of the user.
Instant Messaging can be implemented through many ways. You may IM
people on your Friends list by double clicking their name, you may
double click on the user list in the chatroom to send a private message
to anyone in the current chatroom. You can also go to, on the menu, Chat -> Send IM... and specify
the name for yourself. The Instant Message Window is a scaled down
simple version of a chatroom:
You may open up as many IMs as you'd like with anyone on the server. As
of this release there are no sound effects to notify anyone of an
incoming chat.
2.5 Gaming
Now that we have a lot of the chatroom features out
of the way we can get down to the meat and potatoes of GTADS, Gaming.
GTADS provides a gameroom interface for players to link up and start
their multiplayer sessions with each other. There are a few very
important things to note before starting or joining a game:
- You MUST open port 8000
(udp) on your router or computer, the proxy accepts incoming packets on
that port and cannot function without.
- For GTA1, you must have the proxy run first before attempting to
"Gather Network"
- For GTA1, you must connect to 127.0.0.1
or locahost when Joining a TCP/IP Game
On the dashboard next to the number of users and
games on the server, there are two buttons that control the gamerooms
on the client. The Join button brings up a list window of all games
currently being played on the server. This list is updated in real time
as to when a game is created, destroyed, or when more users join.
In the screenshot above we see the game "MyGame" is being hosted. To
join an available game you may either double click on a selected game
or press "Join Game" on the window. If the game is not full (check the
Players field) it will automatically load the gameroom as shown below.
Joining a game room will be similar to joining a chatroom. You will be
able to chat with people in the game room much like in the main chat
screen. Joiners in a gameroom will wait for the host to set the game in
motion.
Hosting a Game
Hosting a game involves clicking the Host Game button on the
dashboard. You will be presented with a few options as to how to setup
the game. As of the first release, the only option that can be
customized is the game name. The game name field, as with chatroom
names, must be alpha numeric with no spaces in between and a maximum of
20 characters.
If the game is created correctly, the server will register the
gameroom, broadcast it to other client's game room list windows, and
create the gameroom chat window.
Note the only difference in the joiner and host is the Start Proxy
button. Only the host has control over when to start the game and when
the host is ready and presses the Start Proxy button, a Proxy Window
will appear.
The proxy on the host's side listening for incoming connections. The
proxy will automatically start on the hosts side sending a message to
the game room that the host proxy has been started.
IMPORTANT NOTE: As of Beta Release 1
(To be fixed in Br2) if you are a Joiner, you must make sure the
"dplaysrv.exe" is killed. The proxy emulates a direct play server and
those ports must be clear to use.
The proxy on the clientside will automatically display the hosts IP
based on the IP used to connect to the server. If the host has multiple
IPs and wants to use one, make sure they communicate to you to change
the Host IP field before pressing start. Once the Proxy has been
started on the host's side, the client may press Start on their own
proxy. The Host should recieve a "REQUEST OK!" on their end. As of Beta
Release 1, the OK status doesn't get communicated to the gameroom and
it is assumed that if all goes well everything should correctly connect.
A Host proxy ready and hosting. When a Host sees this, it is their cue
to load up their game and host on there. Shortly after the client
should follow by connecting in their game to localhost.
*VOILA MULTIPLAYER SESSION*
The hoster owns the gameroom on the server and if the host logs out, or
closes the gameroom, the gameroom for the joiners will also be
automatically closed with the followin message.
2.6 Administrative Console
Feature Not Implemented Yet, See Section 2.3 for Admin Commands
2.7 Troubleshooting
As with most software not everything goes 100%
correct as you'd like it to. With that I will try to cover the most
common problems somebody may have with the GTADS client.
I created an account but the
server is denying me access!
This can be attributed to a lot of different things. If
you have created an account and cannot login check if you are typing in
your password correctly (CAPS LOCK isn't on etc). If this still doesn't
work try creating a new account and seeing if that one works. If you
still cannot access the server contact the server admin and see if the
problem is a bug or a deliberate feature. Keep in mind there are many
errors that may prevent you from connecting from the admin putting a
cap on the max amount of concurrent connections, your account being
removed, etc. If it is a bug work with the admin to get a bug report,
with logs at the time the problem occured to the contact info on http://gtads.blogspot.com.
The Server keeps disconnecting my client!
This problem can be attributed to poor connectivity
to the server. Try pinging the hostname and checking for latency for
packetloss. Other reasons you may be disconnected is if the admin
invokes the /skick command.
Beta Release 1 of the client doesn't notify the client that they have
been kicked and it may look like a disconnect. In this case the admin
has full justification to do whatever they please on their server and
you may have to use another.
When I try to connect to another chatroom I am left without the
ability to chat and my user list is empty.
When the GTADS client goes to another chatroom it
automatically parts the current room first. There may be a problem
connecting to the target chatroom but should be notifications in the
chat window telling you the problem. If this doesn't occur log out and
log back into the the server and see if the problem is resolved. If the
problem persists try to notify the admin and send a bug report to me.
I am hosting a game and none of the joiners can connect!
Before hosting or joining a game you should check
that your router is allowing UDP port 8000 incoming. You should also
have the game start gathering joiners after the users connect to the
proxy (confirmed by the REQUEST OK!
status on your proxy). The joiners should also make sure their ports
are open and there are no network obstacles. blocking this port. Beta
Release 1 hasn't implemented a feature to confirm everyone's port is
open as of yet. Besides network problems, also make certain that none
of the joiners have dplaysrv.exe
running on their machines. This blocks the proxy's ability to route
directplay game queries and will hinder connection. If the problem
persists either restart the proxy and have others do the same, restart
the gameroom.
I am joining a game and cannot see their game!
Make sure that your proxy is startedand that the
host has a REQUEST OK! confirmation
on their side. Make sure your UDP port 8000 is open and is not being
blocked (especially by personal firewalls). Check your process list and
make certain that dplaysrv.exe
isn't running. If the problem still persists try stopping and starting
the proxy again, having the host restart the proxy or gameroom, or try
another gameroom. If there are problems beyond this send a bug report
and explain step by step what happened and that the above steps were
already taken.
3. GTADS Server
3.1 Getting Started
If you have decided to run your own server there are
a few simple things you will need to do before you can get it up and
running. The GTADS Server acts as a centralized chatroom infrastructure
to manage players, games, and chatrooms. The requirements for a server
are just to have a working JVM as it will run on most all operating
systems. GTADS's Server component has been tested on Windows, Linux,
FreeBSD, and MAC OSX and there should be little problem getting it
started on these platforms.
When you open up the zip file for GTADS as of beta
release 1, you will find 3 files in there. The first is a readme, which
is a quickstart version of this document, as well as a file named gtadsconfig. The latter file is what
controls many of the properties of the server, from the limit of users
that can login, to whatever name you decide to place for your server.
To install the server onto your machine, just unzip the files to a
directory of your choice. The configuration file must remain in the
same directory as the server.jar.
3.2 The Config File
The most important file for the GTADS Server will
probably be the configuration file that controls a lot of the function
of how GTADS runs. This file must be configured correctly before the
GTADS Server can be run. To configure the file, open up gtadsconfig with your text editor of
choice. As the file should look like this:
; GTADS Stock Configuration File
[General]
; General Settings
; Administrative Account
; Note: Publish not implemented yet
ServerName=Sample Server
ServerPort=7000
Admin=admin
publish=no
publish Url=
publish url parameters=
[Message of the Day]
Motd=yes
Motd File=./sampleMOTD.txt
[FriendsList]
FriendsList=yes
; Directory to store friendslists
Friends List Directory=./friendsLists
[Debug]
Console Output=yes
Status Report Interval=900
Debug Level=5
Log=yes
Logfile=./gtadsLog.log
[Users]
; Accounts File sets the location of the usernames and passwords
; Client Signup states whether or new accounts
; are created from the client or by other means
; Account refresh - Interval between refreshing the accounts into the
; server cache (in seconds. set to 0 for never
Accounts File=./accounts
Max Clients=100
Client Signup=yes
Email Signup=no
SMTP Server=
Account refresh cache=120
User Ping Interval=30
[Chatroom]
; Max Chatrooms - maximum chatrooms on server
Max Chatrooms=0
Max in chatroom=20
[GSIP]
GSIP Server=yes
GSIP port=8000
Here we can see that a lot of files are involved with the server as
determined by the config file. Lets go through what each group of
parameters do and how they should be configured.
PLEASE NOTE: Please notice the
way in which the values are placed into the config file. The values are
space sensative and String values should be placed right after the =
sign and the end of the line should be at the end of your string.
General Settings
These settings include the servername for your GTADS
server, the port it will run on, and your admin account name.
ServerName - Server name
determines what the name of your server will be. This will be important
for the GSIPS server (which we will go into later) as well as server
identification. (String value)
Server Port - Server port
configures what port the chat server will run on. It is recommended
that you run it on port 7000 as the GTADS Client expects the server to
be run on that port if none is explicitly set. The value can be
anything in the normal TCP range of ports but check if the desired port
isn't already taken by another process. (Numeric value)
Admin - Determines the
absolute admin on the server. As of beta release 1 this is the only
account that has access to administrator functions. When configuring
your server you will need to provide a login for your admin account in
the accounts file, which we will discuss in later sections. (String
value)
Publish (Not Active) - Will be
the option of whether you want to publically display your server on a
server list website. As of Beta Release 1 this doesn't apply and can be
left alone.
Publish Url (Not Active) -
Will be the url the GTADS server will use to publish itself to a
directory of servers. In the event of other such server lists this
option will remain customizable.
Publish Url Parameters (Not
Active) - Cgi parameters of the publish url value.
Message Of The Day
These options pertain to the message of the day.
When a GTADS Client logs in, the first thing they see in their chat
console is the message of the day. Its purpose is to provide news and
updates about the network. These options dictate whether it will be
active and where the text file will reside.
Motd - Configures whether or
not a GTADS Server will display a message of the day greeting upon
login. It is generally a good idea to include one, even if it is a
simple message. (yes/no)
Motd File - The location of
the message of the day text file, if enabled.
Friends List
This section of the config file covers friendslists.
Friendslists are managed and stored on the server and written in a file
of username.flist. The configuration file grants the option to allow
friendslists to be stores on the server, to be read in on a server
reboot, or to just keep the friendslist in ram.
FriendsList - Toggles the
option to have stored friendslists on the server or not. Users will
still be able to manage friends lists if the option is no but those
friendslists will be destroyed when the server is stopped. (yes/no)
Friends List Directory - When a friendslist is stored it is
placed in a directory on the server. If friendslists are enabled you
will need to specify a directory where those lists can reside.
Debug
Since GTADS is still in the beta the debug options
remain important as ever. Some of the options are handy in
administraton of a server as well. Just note that writing out to the
console just slow down whatever the server is doing and the debug level
should really be set higher if you plan to test.
Console Output - This toggles
whether a the GTADS will output normal (not debug) text to the console.
It is probably a good idea to keep this on yes just to refer to from
time to time. (yes/no)
Status Report Interval - The
status report interval displays text in the following format every x
seconds:
16:08:57 -- class org.GTADS.server.PeriodicStatusChecker -- Server Status
16:08:57 -- class org.GTADS.server.PeriodicStatusChecker -- Users Connected: 5
16:08:57 -- class org.GTADS.server.PeriodicStatusChecker -- Active Chatrooms: 51
16:08:57 -- class org.GTADS.server.PeriodicStatusChecker -- Memory Used: 1001 K
Displaying the users connected, active chatrooms, and the memory usuage
of the server. (numeric value representing seconds)
Debug Level - For debug
messages there are levels from -1 (no debug messages) and up that
determine how verbose the debugging information should be. This should
rarely exceed level 3 and will just slow down the server. (numeric
value from -1 and above)
Log - For everything that can
displayed and output to the screen the console it can also be placed in
a log file. Set this as yes if you want to log all server messages,
which is recommended. (yes/no)
LogFile - Sets the filename for
the GTADS Server log.
Users
This part of the config file is user management. You
would use these settings to set up your accounts repository and limit
the amount of concurrent users on your server.
Accounts File - Sets up where
the accounts file should reside. This is crucial to having a
functioning correctly configured server. The accounts file is a flat
file and in a later section its usage will be overviewed. (String value
file location)
Max Clients - Sets the limit on
the maxiumum amount of users that can connect to the GTADS Server at
the same time. If you are worried about getting a huge amount of users
hitting your server that either your hardware or bandwidth can't handle
it is recommended you put a cap on it. A value of 0 will allow
unlimited connections. (Number from 0 and up)
Client Signup - Determines
whether new accounts can be created through the client's "New User"
feature. If you plan to enforce an alternate method of client sign up
you can set this off. Otherwise it is recommended to leave this on.
(yes/no)
Email Signup (Not Active) -
Creates an alternative way for your users to sign up to GTADS. As of
Beta Release 1 this option is not set but will allow administrators set
the server to send emails with account information and control the
amount of accounts per email address. (yes/no)
SMTP Server (Not Active) - Goes
together with Email signup and sets the SMTP server that the GTADS
server would utilize for sending out message. (String value)
Account Refresh Cache - Allows
the option of having the server reload and refresh the accounts list
every x seconds. This is useful if there are other methods of creating
accounts that make use of writing directly to file. As of Beta Release
1 there isn't really a mechanism to delete an account aside from
removing the entry from the accounts table and having the server
refresh that list. 0 disables this feature. (Numeric value representing
seconds)
User Ping Interval - Right now
the primary function of the user ping is to check for detached sockets
and cause that user to sign off. It is recommended especially if you
plan to host a server on the internet (as opposed to Lan). In future
releases the User Ping Interval will also be used as an indicator of
latency for users. (Numeric Value in seconds)
Chatroom
This section focuses on chatroom enforcement such as
the maximum amount of users in the chatroom, and the maximum amount of
chatrooms allowed on the server. In the future more features may be
added such as permanent system chatrooms or chatrooms by geographic
location.
Max Chatrooms - Sets the cap on
the amount of chatrooms that can be created on the server. May be
useful in keeping users in bigger groups or maintaining tighter control
over the server. The Admin account is exempt to the restrictions.
Setting the value as 0 disables the cap. (Numeric positive value)
Max In Chatroom - Sets the
maximum amount of users that may be in a chatroom at the one time. The
Admin account is exempt to this restriction and may enter a full
chatroom. 0 disables the cap. (Numeric positive value)
GSIP
The GSIP, short for GTADS Server Information
Protocol, Server which will be discussed in a later section is a server
component of GTADS's server that allows external connections to read
server stats. Right now GSIP is in its infancy and has minimal
functionality. This section of the config file deals with the GSIP
settings.
GSIP Server - Sets the GSIP
server on or off on the GTADS Server. If you have a perl script (much
like the one on http://gtads.blogspot.com)
that can read the GSIP data then it is fine to set it on. As of beta
release 1 it really isn't needed otherwise. (yes/no)
GSIP Port - Sets the listening
port on the GSIP server. By default the GSIP server is set to listen on
TCP port 8000. (Numeric value 1-65535)
This covers all the sections you will need to configure on the gtads
config file.
3.3 Message Of the Day
The message of the day, is the greeting that the
server gives the client upon logging in. It may have anything from
server updates to important system information but that is up to the
server administrator. Setting up a message of the day file is very
simple as it just consists of a plain-text file. The lenght of each
line shouldn't exceed more than 80 lines just for a better appearence
on the client and each line break is displayed when shown to the
client. Once you have created your motd file you may set the location
of the file in the gtads config file. If you are updating the motd
while the server is running by invoking the /rmotd command. This will cache a
new version of the motd from the file location. In the future variables
for server information will be implemented.
3.4 Friends Lists
Friends lists on the server require a directory
location to implement a file for each user. If you plan to work with
permanent friends lists on your server you will need to create a
directory for them. The directory location will need to be placed in
the configuration file and when the server loads it will successfully
link the directory as the friends lists repository.
The Friends lists mechanism works mainly in the
server's ram. The purpose of the flist files are for server start up
when all the Friendslists has been erased from memory along with the
server. The composition of a friends lists file for Beta Release 1 is a
simple plaintext implementation of a list of each user on that person's
friends list. In future released some control restrictions will make
itself into GTADS such as a limit in size and the implementation of
hidden users.
3.5 Logging and Debugging
Logging is an important thing in hosting a server.
Its extremly useful to monitor abuse and any problems that may arise.
GTADS has a logging and debug message system implemented. The logging
may also go into a file if desired for any back logging to any sorts of
problems that arise in running the server. Keep in mind that it helps
the GTADS Developers greatly if you report any bugs with a log snippit
of when the error occured.
3.6 Users
The most important job for the GTADS server is to
manage users. Without the users, the server wouldn't be worth much any
anybody. With that, in the post config you must set up an accounts file
for user logins to reside. The filename will be whatever is specified
in the config file for the location. As of beta release 1 GTADS stores
the passwords unencrypted in the accounts file and should have the
proper permissions set. A typical accounts file will look like this:
admin,changeme
GTAGamer,gta1969rox
luser88,usuxirox
The file is a flat file that is comma delimited to hold the username
and then the password. The future releases this may be changed and an
option for SQL may be provided. As of right now there is no preloaded
way to set up the accounts file and to set up one you must create the
accounts file and add in the admin username and login password. You may
also add whatever accounts you would like beforehand or create them
using the client's New User
feature.
As of GTADS Beta Release 1, there is no direct user administrator over
adding users and deleting users from the console. If a user needs to be
added, deleted, or a password needs to be changed, the Account Refresh
Cache should be running to recieve that file's changes, and the
accounts file will need to be edited directly. In concurrent releases
this will be made easier.
3.7 GSIPS
GSIPS is short for GTADS Server Information Protocol
Server, which is a simple server that runs within the GTADS server and
provides external queries with server information, such as the status
of users, amount of chatrooms open, etc. The GSIPS is a relatively new
feature and is undergoing a lot of work to make it more useful. GSIPS
is planned to be used in conjunction with server lists but that hasn't
been fully worked out. Right now to grab information off the GTADS GSIP
Server you can manually telnet to the GSIP port and do the following
(in bold)
GSIP Server
query server
server name=Test Server,server port=7000,users connected=40,max clients=100,active chatrooms=3
Connection to host lost.
As it is on the GTADS site there is a script which queries the GSIP
server and parses out all the information using a script. When GSIPS
gets more mature website ready scripts will be made available as well.
3.8 Troubleshooting
My server says it cannot find the
accounts file and to halt the server.
This usually means that the accounts file specified in the GTADS
config file is not present or cannot be read. Keep in mind if you are
on a windows system that its best to keep the slashes / unix style, so
that c:\gtads\accounts.txt would be c:/gtads/accounts.txt in the file.
If the account refresh cache is running you can place the accounts file
in the location where the server is looking for it and the server will
read it when it eventually. If this happens while the server has been
running, when the account refresh cache gets invoked, make sure the
file hasn't been deleted or moved, the accounts will still be on server
but no new accounts will be able to be created until the file is
correctly placed.
When I start the server it gives some
SocketBindException.
This error hasn't been refined in this version of GTADS but this
usually means that the port you are trying to hose the GTADS server on
is being used by another program. Either change the port or halt the
application using the port, then restart the GTADS server.
I'm getting all types of weird errors
and my users can't log in correctly. I need to send a bug report.
If any or all of those problems has happened to your server/users this
is probably a server bug and needs to be reported. If you have logging
enabled you should send a snippet of the log pertaining to the time of
the problem and a copy of your config file to the GTADS developers so
they can figure out the problem and make a fix.