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Standalone Multiplayer server Rate Topic: -----

#1 User is offline   Csantucci 

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Posted 29 November 2024 - 02:23 PM

A standalone multiplayer server can be downloaded from my download page https://www.interazi...loads/index.php (use the third download link). A "special" version of ORNYMG 159 has been created, called ORNYMG-MPS. This has been done because, before inserting the feature in the mainstream ORNYMG and possibly in the official OR, I want to have some feedback that ORNYMG still loads correctly and that the feature is working. The standalone MPS can be recalled from the main Menu page, clicking the "Tools" button, and then Open Rails Multiplayer Server.
The multiplayer Server can also be recalled directly from the OR pack, by double-clicking MultiPlayerServer.exe.
This version of the Multiplayer Server may be used also with older ORNYMG versions as well as with older official OR versions.
The pack has been forked from an older version of the OR Ultimate fork (now FreeTrainSimulator) with the consent of its developer.
In the attached picture you can see the black window of the Multiplayer Server, and the two player sessions opened. Note that in the Multiplayer Server window all the protocol messages from and to the server are logged, providing a very useful debugging tool.

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  • Attached Image: MultiplayerServer.jpg


#2 User is offline   Weter 

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Posted 29 November 2024 - 06:30 PM

Hello, Carlo.
This is feedback:
from common words above, I've learn, that's good, useful and long-awaited feature, so thanks and congrats with reaching final phase of development.
Meanwhile, for me, who knows little about multiplayer side of ORTS, it's totally unclear, what is it actually, what it for, which are distinctions from usage of current official version in multiplayer mode as a server?
That would be great, if such questions will be clarified and have explanation in Manual with time.

As I can guess, this is separate CMD-type utility, which performs all needed operations to run multiplayer session, and displays information about current events, which also being logged, right?

What have I missed and what are benefits?

#3 User is offline   Csantucci 

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Posted 01 December 2024 - 03:14 AM

Hi Weter,
I think that the main advantage of this standalone Multiplayer Server is that it is... standalone, that is it allows to separate the basic communication functions from the rest of the game. So the Multiplayer Server can reside on a separate, even remote, computer, and if the dispatcher player does strange things, the Multiplayer Server is still alive and select a new dispatcher.
Like the tsimserver, which can be used by any OR version (official or ORNYMG), also the Multiplayer Server can be used by any OR version, even if it is started by a specific version (but it can also be directly started, by running its .exe).
So it's more an architectural improvement than a functional improvement.

But now I'd like if someone could provide feedbacks by using it...

#4 User is offline   alifatico 

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Posted 02 December 2024 - 07:39 AM

Hello Carlos.

First of all, congratulations for your work and much more for trying to make the Multiplayer function work better than it did until now.

As you know, a group of friends have been using the multiplayer function for some time, sometimes with the Tsimserver and other times making a player, normally the server dispatcher, gives us his IP and we connect to it, but with the exception

that all the material that we use must be on the computer that acts as server/dispatch.

I understand (correct me if this is not the case), that now you could have the ORNY_MG_MRS 159 version on a computer running as a server and the players connecting to it with either the MSR version or simply the ORNY_MG_159, without the need for

the material to use is also on the computer that acts as the server.

We will do tests and tell you results.

Again, congratulations and best regards.

Pedro

#5 User is offline   Csantucci 

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Posted 02 December 2024 - 08:35 AM

Hi Pedro,
Thanks for your words. The real work here has been done by perpetualKid.

ORNYMG-MPS 159 includes the standalone Multiplayer Server as a separate pack. So you can use the computer hosting ORNYMG-MPS 159 either as standalone Multiplayer Server, or as standard Multiplayer Client, or as standard Multiplayer Dispatcher. The computer may also run as standalone Multiplayer Server and as Multiplayer Client or Multiplayer Dispatcher at the same moment. The other computers may use either ORNYMG-MPS 159 in the standard way or ORNYMG 159.
Like when using the Tsimserver, you can use the standalone Multiplayer Server with any ORNYMG or official OR version, provided that all players use the same version.

If you found there was no need that the dispatcher had all the material used by the other computers when basing on Tsimserver, the same should apply with the standalone Multiplayer Server.

I look forward to reading about your feedback about your tests!

#6 User is offline   Weter 

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Posted 02 December 2024 - 08:53 AM

Hello.
>I think that the main advantage of this standalone Multiplayer Server is that it is... standalone, that is it allows to separate the basic communication functions from the rest of the game.
So, it's cmd little program, which does all, that needed...
>So the Multiplayer Server can reside on a separate, even remote, computer, and if the dispatcher player does strange things, the Multiplayer Server is still alive and select a new dispatcher.
So, it's initially the multiplayer control module of whole program, but with some extra functionalities, tasked to improve MP session's reliability?
>Like the tsimserver, which can be used by any OR version (official or ORNYMG), also the Multiplayer Server can be used by any OR version, even if it is started by a specific version (but it can also be directly started, by running its .exe).
Didn't know that program yet. That's good, that it works with any versions.
>So it's more an architectural improvement than a functional improvement.
Thanks for answering.

#7 User is offline   alifatico 

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Posted 03 December 2024 - 07:19 AM

Hello Carlo, I have carried out the first test of the independent Multiplayer.

I have started MP at version 159_MP.

In version 159 I have started an activity (it is the capture one) with 18 trains.

This activity was a test that we did so that the various players, as they entered the game, each had to choose a train.

The activity loads perfectly and you can change trains without problem, the first changes are a bit slow (graphic loading, models, route) but then the change is more fluid.

The next test I want to do is to have the server on another computer and connect several of us to it and see the possible crashes it may have.

I'll tell you about it.

Thank you and best regards.

Pedro.

Attached thumbnail(s)

  • Attached Image: Carlo MP 2.jpg


#8 User is offline   Csantucci 

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Posted 19 December 2024 - 02:39 PM

The Standalone Multiplayer Server is now in the standard ORNYMG 160.

#9 User is offline   alifatico 

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Posted 23 December 2024 - 12:22 AM

Hello Carlo.

Second test of the Multiplayer incorporated into version 160.

The number of players was 5.

I started the Server and the others connected to my computer.

I started it with a no-ip account and port 30000

The first one that connected was towards Dispacher.

At first there were players who did not see the others, it is because the material did not match and the server tried to replace the missing material with another.

On two occasions the server claimed to be working with another IP, specifically 93.176.148.58:30252

If a player leaves the game, we believe that the server loses synchronization, since the train remains and remains like a ghost, since the others can pass through it.

On this occasion the dispatcher could not expel a player, before he could and the server maintained the position of the train in case it re-entered.

On this occasion the players can act on the switches, something they could not and should not do before.

As you will see, it was only a small test to see the connections (in the end all 5 of us could see each other) and some behavior of the server.

If you make modifications, we will be happy to test them.

Kind regards.

Pedro

P.D. I send you two .log

Mine as a server player and that of the player who acted as dispatcher

Attached File(s)



#10 User is offline   Csantucci 

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Posted 28 December 2024 - 02:15 PM

I have started checking the points you raise.

About the ability of the client players to throw switches: I have checked with the Tsimserver, as well as with the Standalone Multiplayer server, as well as starting the first player as server, and in all three cases I have found the same, that is: client players may throw switches using the F8 switch window, while they cannot throw switches through the dispatcher (map) window. So I'm asking you what difference you have seen about this issue.


About the "ghost" trains: I wasn't able to reproduce the issue. And about kicking out of the multiplayer session a player that exited the game, again I see the same behaviour in all multiplayer server types: it is not possible to kick out of the game a player that exited the game, but is still present in the player list in the dispatcher window.

#11 User is offline   alifatico 

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Posted 29 December 2024 - 02:41 AM

Hello Carlo.

I see that the second question you raise at the moment has no solution.

That's why in our games we try not to get out of it, but rather let the dispatcher expel us. Another thing is when the player crashes the game, there is nothing to do.

Regarding the first, the player, as in real life, should never be able to change a switch, it must be the dispatcher who controls both the switches and the lights.

I think before the player couldn't do it.

Thank you very much as always and best regards.

Pedro

#12 User is offline   Weter 

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Posted 29 December 2024 - 02:46 AM

Hello.
Sorry for intrusion, but what about manual switches in yards, depots and industrial trackwork - not covered by dispatcher's centralization?

#13 User is offline   Csantucci 

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Posted 29 December 2024 - 03:05 PM

About the impossibility of throwing out a player that exited the game: I will try to prepare a modification to the OR code, that should allow that.
***
(4,5 hours later)

Hi Pedro,
attached you have a patch to ORNYMG160.2 that should allow you to kick out of the session also disappeared players.
Attached File  RunActivity.zip (1.5MB)
Number of downloads: 331

#14 User is offline   alifatico 

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Posted 30 December 2024 - 02:19 AM

View PostCsantucci, on 29 December 2024 - 03:05 PM, said:

About the impossibility of throwing out a player that exited the game: I will try to prepare a modification to the OR code, that should allow that.
***
(4,5 hours later)

Hi Pedro,
attached you have a patch to ORNYMG160.2 that should allow you to kick out of the session also disappeared players.
Attachment RunActivity.zip


Thanks Carlo for the patch, as soon as we can we will try it.

Pedro
***
(1,5 hours later)

Carlo, the patch has been tested (by jugondavidlisto) to expel "the ghosts" and it tells me that it works perfectly, it is as if you expelled a player from the game.

Thank you and best regards

Pedro.

#15 User is offline   alifatico 

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Posted 30 December 2024 - 02:39 AM

View PostWeter, on 29 December 2024 - 02:46 AM, said:

Hello.
Sorry for intrusion, but what about manual switches in yards, depots and industrial trackwork - not covered by dispatcher's centralization?


Weter:

Yes, really: the switches, like the lights, always gave the dispatcher some problems in our games.

But what was true, is that only the dispatcher could change them, except if he gave permissions to a player - then this became a Helper and could change lights and switches, but normally not without permission, only sometimes if a lack of synchronization occurred of the server with the players. These sometimes, I repeat, could use the Tab, G and shift-G keys.

I upload some screenshots of a game with the current version of the Dispatcher and a Player and another screenshot of the old version.

You can see, that there was an Auto Switch before, and in the new one there are two checkboxes for changing signals and moving the switches.

We will continue testing and studying.

Kind regards.

Pedro

Attached thumbnail(s)

  • Attached Image: Partida.jpg
  • Attached Image: multiplayer-dispatcher-old.jpg


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