
On Sun, at 10:47 PM, Daniel Sjoholm wrote: "\0xff\0xff\0xff\0xff lx::traverse \0 \0 lx::getinfo \0"Īnd the masterserver will get info from host and send it back to you without traverse. Since 0.58 Beta1 or so hosts you can get info from ded server by setting following command to the masterserver: Well, in Friday's evening I just started ded server without looking in the configs, and went home, so sorry for that fail ded-server. This would work with all kinds of servers and LXA serverlist would look even nicer :- ) would be empty if an error/timeout occured. The other packet would be sent to and the reply to it would be sent like this: Others don't work because there's probably a firewall on the shared host so it blocks connect_here and traverse packets from the lx::ask\0\0 Seems to be working, thanks! Now it resolves some of the behind-NAT servers. We may also add that functionality to 0.57 RC2 if we'll release it. The only difference is that UDPO masterserver won't send anything on error/timeout.īTW for all servers registered on UDP masterserver and not answering you can specify 0.57 Beta5 server version :) Then remote server responds with another lx::traverse packet to you - you can check the answer by comparing IP - it won't open another port, just responds from port which is assigned to UDP masterserver. 0.58 servers support lx::getinfo and lx::wantsjoin packets inside lx::traverse - see CServer_Parse.cpp:2031. You're sending lx::traverse\0\0 and it sends it to remote server unmodified, except that it writes sender IP instead of. There's already such functionality in our UDP masterserver. On Tue, at 10:25 AM, Sergiy Pylypenko wrote: Oh, you want UDP masterserver to send lx::getinfo directly to server? Well, that can be done too. Then the server doesn't need to support extended traverse.

> On Sun, at 12:35 AM, Albert Zeyer > wrote: > maxkills="" level="Unknown" mod="Unknown" state="2" lt="0"> > Server" playercount="6" version="LieroX 0.56b" gamemode="" lives="" > lives="" maxkills="" level="Unknown" mod="Unknown" state="0" lt="0"> > Mortars! ^Vergil^" playercount="1" version="LieroX 0.56b" gamemode="" > name="rommelinelitewars" playercount="2" version="LieroX 0.56b" gamemode="" > join" playercount="2" version="LieroX 0.56b" gamemode="" lives="" > lives="" maxkills="" level="Unknown" mod="Unknown" state="2" lt="0"> > name="Sangdongsung" playercount="3" version="LieroX 0.56b" gamemode="" > maxkills="" level="Unknown" mod="Unknown" state="0" lt="0"> can anyone tell me why the serverlist xml looks like > *To:* *Subject:* Re: ded server by pelya Openlierox-devel mailing there no way to traverse just like when connecting to get the status? Jumpstart yourĭeveloping skills, take BlackBerry mobile applications to market and stayĪhead of the curve. Is the only developer event you need to attend this year. Play? (Worm Ground Friction setting is unknown to every officialĬlient and even incompatible to newest Git.)Ĭome build with us! The BlackBerry(R) Developer Conference in SF, CA Why are you running a ded server since several days where nobody can can anyone tell me why the serverlist xml looks like this? (snipped) Dunno if I should keep them or remove again, it's quite confusing :P > developing skills, take BlackBerry mobile applications to market and stay > is the only developer event you need to attend this year. > Come build with us! The BlackBerry(R) Developer Conference in SF, CA > client and even incompatible to newest Git.)

> play? (Worm Ground Friction setting is unknown to every official > Why are you running a ded server since several days where nobody can
