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 master.sh issues [SOLVED] But....

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AthlonJedi
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PostSubject: master.sh issues [SOLVED] But....   Sun 5 May - 17:02

Code:

./master.sh: line 249: [: too many arguments
Exception in thread "main" java.lang.NoClassDefFoundError: file
Caused by: java.lang.ClassNotFoundException: file
        at java.net.URLClassLoader$1.run(URLClassLoader.java:217)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
        at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
Could not find the main class: file. Program will exit.
*** Starting master server ***
./master.sh: line 93: [: =: unary operator expected
Enabling JMX mgmt & monitoring
MV_HOME is ..
./master.sh: line 104: [: too many arguments
Using .jar files from the /dist hierarchy
Using property file ../bin/master.properties
Using log directory ../logs/master
Using common directory ../config/common, bin directory ../bin
JAVA_FLAGS="-server  -cp ../other/rhino1_5R5/js.jar:Properties file ../bin/master.properties does not exist.:../dist/lib/injected.jar:../dist/lib/multiverse.jar:../dist/lib/mars.jar:../other/java-getopt-1.0.11.jar:../other/jython.jar:../other/log4j-1.2.14.jar:../other/bcel-5.2.jar:. -Dmultiverse.propertyfile=../bin/master.properties  -Dmultiverse.logs=../logs/master "
Starting master server:        SUCCESS
Wait for finished initializing msg...
root@praxix:/usr/multiverse/master# Exception in thread "main" java.lang.NoClassDefFoundError: file
Caused by: java.lang.ClassNotFoundException: file
        at java.net.URLClassLoader$1.run(URLClassLoader.java:217)
        at java.security.AccessController.doPrivileged(Native Method)
        at java.net.URLClassLoader.findClass(URLClassLoader.java:205)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:321)
        at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:294)
        at java.lang.ClassLoader.loadClass(ClassLoader.java:266)
Could not find the main class: file. Program will exit.


I

EDIT::Disregard the errors, found how to fix those in the wiki , guess ill look abit longer next time before i give up

However, I still am confused about getting the patcher to work should I be running both multiverse.sh and master.sh ? ( Master.sh doesnt seem to start the rest of the servers from what I can tell, multiverse.sh does )


I found this in the client log as the client is trying to connect to the old multiverse system:

Code:

WARN  [2013-05-05 02:34:16,404] Exception            Failed to connect to login server at master.multiversemmo.com:9005 - System.Net.Sockets.SocketException: No connection could be made because the target machine actively refused it 209.105.244.194:9005

Where exactly is this located so I can change this to the CORRECT values?
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AthlonJedi
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PostSubject: Re: master.sh issues [SOLVED] But....   Mon 6 May - 4:26

This is accully Hardcoded in client.cs in the Constants area. It would be nice if someone updated the wiki about this so people like me dont end up bangin thier heads trying to find shit like this that A> should have been fixed ( no, a world settings file does NOT correct this as its a HARD CODED VALUE ) and B> Know exactly what to fix if they are serious about running a production level server.

Its bullshit like this that makes Multiverse shoot itself in the foot when it comes to indie devs. I mean what are you gonna do, run a game and tell people that might be intrested in it "oh, by the way, you have to go into the source that we wont give you to fix a problem with the client that will render any updates or patches we put out useless to you until you fix the client"

I mean come on guys, this should be in the wiki or at very least a sticky somewhere in the forum.

Ok now that the rant is over, just what is required to become a contributor so that when I or someone else run across these things, they can add or correct the info in the wiki?

I know most of you have other things going on in life that take priority but I have nothing but time, and as such, I am going to be spending alot of my time on accully putting together a game, Not a demo, not a hobby game amoung friends, A real bonafide subscription mmo for profit, thus the more I work on this and find things that need fixed or updated, the more I would like to help by adding the info where it is easyly accessable for everyone to find when they encounter the same issues.

I have a feeling there is alot of leftover code and what not from the old system and I understand you basicly inherited this, but people that want to try multiverse need to know about these little bumps in the road, and before you say " thats all part of the learning curve" Im here to tell you, anyone serious about making a game will not use multiverse simply for the fact these little things may be known to some, but new users arnt going to spend the time to find the solutions to thier issues digging through a forum or using outdated or inaccurate wiki info. that shit will last all of a few days and then they will drop multiverse for a solution that they know does not have hidden problems that take hours to find answers to.
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tichfuie
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PostSubject: Re: master.sh issues [SOLVED] But....   Mon 6 May - 11:31

LoL


do what i do, , before I start tinkering with MV i always play a nice background chill music to ease my pain, lol

I agree 100%,

i assume you are more into art design than a coder, right?

too many rants, lol

a coder usually first thing they do is browse the source code, making sure all compiles correctly before they get even started..

before anything else, check the logs, they pretty much are you best friends, they tell you whats wrong with it, all you have to do is just do a search of the error keywords in the source, which will lead you exactly where you need to. patience is a coder's virtue. :-)

but you are right, been there done that, MV needs lots of attention, i even tried to change the whole concept of this foundation from head to toe for good.
but unfortunately the existing controllers of this foundation dont want to step aside for other to step in and take over the foundation, i offered to take over since i have lots of spare time and a crew to turn around this foundation for good, with an open source project, to make a change but got into a brick wall with existing foundation guardians

as you mentioned, sometimes if not, most of the time people have their own priorities with work family and no longer can keep up with the foundation, so, sometimes it is time to retire and let others take over so the foundation wont die.

but they just dont want to let go, nor cant keep up with it, so as you can see the result if quite obvious.

anyways, check the wiki, there are tons of info and tutorials to get you started, that pretty much will answer most of your questions.

good luck bro.





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PostSubject: Re: master.sh issues [SOLVED] But....   Mon 6 May - 11:40

no, I have done my fair share of code work, from python all the way back to fortran ( im old lol ) But when it takes 3 days to find an answer that might not even help, thats a bit rediculous . dont get me wrong, I will forge ahead, I have after all gotten this far, But I agree with you, If the powers that be dont have the time or energy for this anymore, they really should step aside and let others pick up the mantle.

Thats the whole idea of OPENSOURCE , but apparently these guys just dont want to let go.
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tichfuie
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PostSubject: Re: master.sh issues [SOLVED] But....   Mon 6 May - 12:18

yeah, i really wanted it to redesign the whole MV concept since this so far is not working.
its been 1 year and a half since MV went open source and this foundation started, but so far people come and go.
mostly for the painful getting started deal.

i see 1 to 2 new signups in this forums every week, they try to get started and cant, just like you had struggle, they just leave for good and never look back.

it is sad to see this happening,
which means the existing MV concept , is not working out in the past 2 years of being opensource, neither will be in the next years to come if it keeps like this.

but seems like they rather see it dead fish in the water that try to do a change to try other methods of retaining more contributors to expand the platform and keep it alive.

i mean it is MIT, and pretty much anyone can open up their own MV foundation branch, but why compete, this is already the official foundation, why do another branch of it.


anyways, after all, more power to me, since i can employ my spare time and our crew to focus on our projoject instead, currently working on HE platform, but wanted to migrate to MV due of the full source control, and wanted to do an open source game project for the community. but ohh well.

more power to me :-) doing our own work.
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 3:45

ok back to work,

I have the patcher working, the server working, I can connect , create characters, kill stuff, ect... the only problem I am having for now is getting my log in to work. I tried replaceing all instances of http://login.multiversemmo.com in client.cs with my servers url and then recompiling the clent.

However, when I run the new client, I get absolutly nothing, no errors, no warnings, no nothing. During compile there also are no errors or warning and everything claims to succeed in building the client.

Have you run into this Tichfuie?

I am wandering if adding a login_url= statement to the world settings file will fix this?

Also using command line arguements I.E. multiverseclient.exe --master 192.168.1.1 --world blah --login_url http://www.darkfrontieronline.net/login.jsp doesnt seem to affect the client at all , it just skips the login page all together and goes straight to character creation after patching.

I know the login page is live and in the correct place because if you click on the link your browser will want to download the file.


I am using visual studio 2010 team edition, could that be the problem? I know it always wants to convert the solution when I open the project file, maybe in the conversion something is getting broken?
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 5:30

SUCCESS!!!!! I was getting a little ahead of myself and trying to start the client from the debug directory lol moved the compiled client to the accual directory it belongs in ( c:\multiverse\bin that is in my case ) and presto, login now works ( have one more thing to track down which is defaultMasterServer) but using command line argument for the master, log in now works as expected!

I am sure its just a matter of correcting the DefaulMasterServer value which wont be hard at all and I wont need the command line at all and btw, tracking all this down in the client source and making them the correct values elimates the world_settings.xml file completly.



the value master.multiversemmo.com is hiding pretty good though, I will post when I find it unless someone knows where it is already lol
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tichfuie
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 7:36

yup,

if you are using the C# hardcoded values for login url, master , patch etc.. you will need to eliminate the C:\Users\username\Documents\Multiverse World Browser\configworld_settings.xml file, otherwise the client will use those .xml settings values.

there is a: const string DefaultMasterServer = "URL FOR MASTERSERVER";

right below the const string DefaultLoginUrl = "URL FOR Login.jsp";

in the client.cs file
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 10:42

Code:

INFO  [2013-05-06 17:34:24,411] NetworkHelper IP Address for master.multiversemmo.com: '209.105.244.194'

Accully I think NetworkHelper might be the culpret, I will sift through the whole multiverse project tomorrow and see if I can find "master.multiversemmo.com" anywhere in the source for "NetworkHelper" and post my results. I have been taking notes on each thing I have successfully fixed so once i get everything fixed and fuctioning, I will write up an ammended quickstart and post it here, hopefully the people running the foundation will sticky it so it will be where everyone can see it and it will help people get started alot better than the Bullshit we started with.
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 11:52

Long discourse to follow.. Hopefully you will all read it and take it to heart.

Anyone who wants to contribute to the wiki can sign up on the main site http://www.multiversemmo.com
The wiki integration authenticates against that site.

If you want to make contributions to the source code you can fork the repository, make your change, and make a pull request to merge your changes. Your changes would then be included in a future binary release.

Honestly, we ( the foundation team) have done a lot of work in a large variety of areas to get things working. We could have easily just let Multiverse be "just another open source project" with no visibility, no effort to draw interest (pr or marketing), no user forums, no bug fixes by us (yes there have been many), the wiki would have been shutdown too.

The Multiverse foundation is not a real legal entity, business. We just happen to manage the various web components and source code under our accounts.. because someone has to. We enjoy participating in this whole endeavor and have a lot of hope and vision for what can be accomplished. But the Foundation really isn't the one responsible for making this all happen... the community is. This is how all open source projects work.

If you find an issue then voice the problem.. post an issue on GitHub, and a Community Member can see the issue and contribute his abilities to fix it. Or you yourself could gather a team to fix it, or fix it yourself. The MV "Foundation" is merely the "shepherd" of the project but we are not a "company" delivering a particular software to you. We do contribute and I personally have done a ton of work that many of you may never notice... e.g. the source code we received from Multiverse Networks never compiled. I had to personally kill about a dozen bugs before things even compiled and worked. And yes there are still some remaining issues.

You may want the system to work one way... someone else may want the system to work another way... a third person may want it to work a third way... who wins? Generally in an open source project you either have a very active core team of developers who sort this out (we don't) or you have the community vote on the feature/fix and after a period of time the most desired items will float to the top for someone, from the community, to deliver.

Having said that there are many people with an itch to see things fixed and made right. Question is.. are you willing to step up and complete the fixes yourself, or contribute to the community as a whole. Fly by suggestions do nothing for anyone. If you are worried that the Tristan or I will take all the glory for your work... I'm not looking to take the glory of other peoples fixes or work. The intention is for people who make contributions to get the credit they deserve. This is why the core foundation team follow the guidelines that we are running everything as a "non profit" We don't want anyone to say that we alone are profiting off your hard. This is also why anyone who wants to join in that core team of people needs to hold that same mantra and also work together as a team serving the community and not ourselves.

Having said that.. perhaps to mitigate this concern it may be beneficial if the Foundation removes our profiles from the webpage so people do not get the impression that "WE" run the show. We don't. You guys do. We are just "Facilitators" or "Shepherds" to see things moving along in an orderly fashion and following some kind of vision. A better idea may be to list all the Community Members as part of the "Foundation" Perhaps this will give a better sense of ownership. Unfortunately that doesn't mean we can hand over the keys to anyone who wants full access to all the systems. There does need to be a short list of keyholders to manage systems, websites, and such.. But even then.. we are always asking for help in these areas and are willing for others to step up and work on various portions of the overall project.

Having said that we do want people who are invited into the "Admin" roles or "Foundation" roles to hold certain values, to stay in close communication with the core team and to share ideas rather than dictate how things are going to be. We are looking for partners with a shared community driven vision and a "non-profit" attitude, at least in regards to Foundation activities. The right people can join the core team and help make thing better from a "Foundational" perspective. So by all means.. if anyone feels they meet those criteria let Tristan or I know.

Continuing..
One hurdle in open source projects is that many people are hesitant to contribute to an open source MIT project because their work is then public domain. People feel like they are working for free. Which.. yes you are. That is how open source projects under the MIT license work. All the contributions are for the general good of the community. And if the software becomes better from my contributions, then you can use those contributions to further your goals.. and I can use your contributions to further my goals.

Another hurdle may just be the shear size and complexity of the system. It can be overwhelming. The first thing I tell anyone who wants to get involved in the code to add new features or bug fixes, is to fork the repository and study the systems. Study the code, understand how the different modules work together. Heck, start with the main entry point and just follow the processing of the source code.

Anyway, this is a long discourse but it is one I keep coming back to as I browse the forums. The forums are very active and that's a great thing. People have helped each other. People have published resolutions to shared problems.

But the sourcecode has been out there for a year and a half. Outside of my own work, I have never received a single commit request from anyone, except from Xangis who contributed several fixes for the toolset. I think that fact speaks far more volumes than anything the Foundation team has or has not done.

Hope to have everyone around and I look forward to your contributions.
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AthlonJedi
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 12:30

Yea , that was a long read 8P,

Anyway, thank you for laying out the "structure" of the foundation, I am sure I am not the only one that just assumed the foundation was in charge of things and not more like the facilitators of things concerning multiverse.


I am indeed willing to contribute where i can with what I can in order to improve on the system in general starting firstly with not so much a re-write of the setup instructions for the master server , but more of an amended version that includes things like fixing the hard coded values in client.cs, and if i can find the current location of the pesky "master.multiversemmo.com" to fix it, and so on.

as I said, I have plenty of time I can dedicate to this as I have really nothing else to do. I do not mind if others use my fixes or my code work or what ever else i can contribute to make the system less cumbersome and less painful to get started with , that is after all the whole point of a community right?

That said, I look forward to helping those that come after me and the community as a whole so I will go ahead and signup as a contributor, sttudy, fork, recode, fix what i can and submit the changes. This system does have great potential, but if no one is ever willing to step-up as you guys have and myself and a few others are trying to do, that potential will never see the light of day.
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 12:39


@CobaltBlues
fully understandable,

but here is the fact, for instance, the demo world, has been non functional for soooo long,
the foundation has a VPS which was donated which is just sitting there getting dust.

I volunteered to wake it up, fix the MV server and manage it, took you nearly a month to grant me access levels to the VPS to start working on it,

finally I got it working once you provided me access to all the required areas to make it possible


I left the multiverse server and master server running, but as it is no one can connect to it due of the VPS server host name incorrect, which i could not change due of lack of lowlevel VPS access to do such a thing.

i told you over pm, aswell left in few threads what is keeping from demo world fully wok.

weeks has passed and will pass and no signs of demo world for the community.


like I said before, sometimes one dont have the time to take care of responsibilities due of priorities in life, but that does not mean one have to drag down others wit you.

I dont know, or maybe am being here unfair and i am sorry, but for me, if i cant handle multitasking, i usually let other take over what i cant handle so the production never stops.


but anyways, we talked this before and we know you are the foundation keeper and pretty much you do what you like with it and we understand we do not have rights over it.

so I thank you for the hard work you have done to the foundation.


cheers
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 12:48

AthlonJedi,

Thank you for your response and your understanding. Honestly, I think in my mind I was trying to have it both ways.. Fulfilling a dream of "running my own software firm" and "work with a community driven open source project" They aren't compatible when combined together in the way we've communicated it. I agree that we've sent mixed signals with our communication, setup, and organization of things. I've sent Tristan some messages about how we can change our communication and image so that it highlights the community rather than the "Foundation". Also change our approach to the website so it doesn't look like we are are business selling software.

I don't want to be in the lime light. I don't hold a real "position". These titles are more for the rest of the world so they would take Multiverse seriously, instead of just letting it die as another failed software project dumped on the world. When I first got into all this I was probably over zealous and took it too seriously. I added "Director of Foundation Development" to my LinkedIn, did this and that.. all a bit over done if you ask me. Now I'm leveling with everyone.

Going forward the tricky part with all this is how to let community members manage various aspect of "Foundation" activities. Such as the demo worlds, website, forums, source code, etc. Someone needs to manage these things. The problem comes down to, finding the right people to let behind the curtain to trust and ensure that they have the communities best interest in mind and are competent to manage those portions of the foundation. Especially when it comes to the marketplace, to be eventually completed. That person(s) would have access to and managing sensitive information (not credit cards) but the storefront items of people and businesses. So trust is critical. And again the individuals need that "non profit" community driven attitude.

Anyway..
Does the suggestion of tweaking the website to be less "business like" or "formal" to be more "community driven" help align the organization? Perhaps even listing the community members so people can see that its driven by everyone here, and not Tristan and I.

Eventually we can have contribution rankings.. based on forum postings, source code commits, wiki contributes, etc.. that is our vision at least.. providing these tools to help people get some of their own "fame" if you will.

Let me know what everyone thinks

CobaltBlues
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 13:16

tichfuie,

Just sent you 2 pms. I'm still open to you working on the demo world and will give you root access to the VPS. I just need assurance that you will work with the communities best interest in mind, communicate and share key things with Tristan and I, and not try to "take over the world". Really not to much to ask.



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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 13:53

Tweaking the website a bit is a good idea in my opinion.

And I understand you wanting to fulfill your dreams, who does'nt want that?

And I agree there does need to be some level of qualification and vetting before handing just anyone the keys to such things, but at the moment the project is losing more people than it gains, some of them may very well be very good at certian aspects of development as well which goes twards the potential the system has and it never maturing into a AAA quality system.

I admit I have had my misgivings and fair share of harsh things to say about the system in general but, not being the type to give up, I have worked my way through most of the initial gotchas and fixes and have found once these small but amazingly irritating problems are addressed and corrected , the system does get easier to handle. However, not everyone has the determination and willpower to persist and eventuly have a working system. Most people that want to give multiverse a try expect a little tweaking of certain things as a givin , but if they cant get it working in a day or two at most, they will get discouraged and move on.

Granted I am still not completly finished with initial setup though I am close, this is where more detailed documentation would come into play, with the fixes I or anyone else has taken the time to figure out included in the wiki , one should be able to have a functioning system up and running in about 2-3 hours instead of weeks on end of trial and error, forum and wiki diving, ect... just to arrive at the "Done initializing, you can login now" console message.

now if I can just find where the blasted NetworkHelper is over riding :
Code:

const string DefaultMasterServer    = "world.darkfrontieronline.net";
in Client.cs with "master.multiversemmo.com" I will have figured out how to hardcode all the connection info in the client thus eliminating the need for the --master ip.v.4.address command line argument making compiling the client to ones specific server address much better, I mean I am sure you could just script an installer to append the host info to the shortcut but , once again, the less it takes to get a working client/server connection, the more others will want to try it.
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 14:25

So to your master server problem. You modified your source code in Multiverse.Base.Client.cs

const string DefaultMasterServer = "master.multiversemmo.com";
to
const string DefaultMasterServer = "world.darkfrontieronline.net";

Compiled and ran your compiled version, and are still prompted against the foundation master server ?

Or have you not found that particular line where the master server is hard coded?
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 14:30

havent found it yet but if I use the --master 192.168.1.1 command line arguement it presents me with the login screen and will login from there, if I omit it, it over rides

const string DefaultMasterServer = "world.darkfrontieronline.net";

I also commented out the line where it pasres "../config/login_settings.xml" thinking that may be where it lies and the fact that I cant seem to find that file anywhere.


so far that is the last command line arguement i have to use also.
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 14:36

The master server hard coding is in file

\Base\Client.cs approximately line 337.

Is that what you're looking for? Or is it something else ?
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 14:53

Thats the line I changed to "world.darkfrontieronline.net" that is being over ridden by where ever "master.multiversemmo.com" is defined.

Ill find it eventuly as I am sure it must be a hard coded value somewhere mostlikly a protected void being as its over riding a const string value. just where it is defined is the million dollar question of the day lol
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 16:23

I have a feeling this may have something to do with it---

Code:

System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)

which if I remember, EndPoint is accully a Java Directive , because I have looked at all the source for c# and there is absolutly no mention of master.multiversemmo.com anywhere in the c# nor the python.
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AthlonJedi
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 18:25

this is driving me up a wall lol,

I can not find "master.multiversemmo.com" anywhere, not in the source, not in the login.jsp code, not in any of the .jars, the only thing I can think of is it is coming from the server somehow and over riding what I have hardcoded somehow, maybe somewhere in the handshake this is being tossed in there somewhere.

but, its 3:30 am here and my eyes are bleeding from looking at way too much code lol If anyone knows where this pain in the ass address is comming from please let me know so i can save my eyes!


I will have a peek at the login process in further detail tomorrow ( well, later today really) maybe a good rest is what I need!
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tichfuie
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PostSubject: Re: master.sh issues [SOLVED] But....   Tue 7 May - 19:01

Seems that the client still try to connect to the demo world server

are you using the C:\Users\username\Documents\Multiverse World Browser\Config\world_settings.xml ?


if so, just rename the .xml file so the client uses the harcoded links
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PostSubject: Re: master.sh issues [SOLVED] But....   Wed 8 May - 2:21

no, I even deleted that file in both locations , from c:\multiverse client\worlds as well as ../users/username/my documents/multiverse world browser\config.


It no longer exists on my client system. Im going to search the registry to see if maybe it got stuck in there somewhere.
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PostSubject: Re: master.sh issues [SOLVED] But....   Wed 8 May - 3:21

weird,


are you running the multiverseclient.exe with command line args if so can you post the args.


also are you running both servers master and multiverse locally in windows?
if so are you using the startup.bat or cgwin terminal with .sh?


also can you post both master.properties and multiverse.properties here.

also post here your client.cs file code, i mean not the whole file but the 10 to 15 lines of code with your url vars

starting from
"// make this confgurable for the developer"



and last, do you get the error from the client log file, can you run the client again and post the error relevant code?
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PostSubject: Re: master.sh issues [SOLVED] But....   Wed 8 May - 3:59

are there more than one client.cs files?

this is what I have in client.cs :

Code:


        const string DefaultLoginUrl        = "http://www.darkfrontieronline.net/login.jsp";
        const string DefaultMasterServer    = "world.darkfrontieronline.net";
        const string DefaultWorldId        = "sampleworld";
        // This comma-separated list of capabilities supported by the client are passed
        // to the server in the LoginMessage as part of the version string
        const string ClientCapabilities    = "DirLocOrient";

        const string MediaPatchUrl          = "http://www.darkfrontieronline.net/sampleworld/update/";
        // For now, simply disable media patches if we don't provide a patch url
        const string MediaPatchHtml        = "http://www.darkfrontieronline.net/patcher/world_patcher.html";


That is lines 336-345 of client.cs in Multiverse.Base.Client

I dont see anything that says:
//make this configurable for the developer

using command line arguments like so:

Code:

C:\multiverseclient\bin>multiverseclient.exe --master 192.168.1.58

I can login to my server and do what ever

using command line like this:
Code:

C:\multiverseclient\bin>multiverseclient.exe

i get this in the client log and the login page apprears but seems to want to connect to the demo world and not my server , ignoreing what is in Multiverse.Base.Client

Code:

INFO  [2013-05-07 02:05:42,370] Network Information  Connecting to master tcp server
INFO  [2013-05-07 02:05:42,374] NetworkHelper        IP Address for master.multiversemmo.com: '209.105.244.194'
INFO  [2013-05-07 02:05:42,374] Network Information  Connecting to login server at 209.105.244.194:9005
WARN  [2013-05-07 02:05:43,546] Exception            Failed to connect to login server at master.multiversemmo.com:9005 - System.Net.Sockets.SocketException: No connection could be made because the target machine actively refused it 209.105.244.194:9005
  at System.Net.Sockets.Socket.DoConnect(EndPoint endPointSnapshot, SocketAddress socketAddress)
  at System.Net.Sockets.Socket.Connect(EndPoint remoteEP)
  at System.Net.Sockets.TcpClient.Connect(IPEndPoint remoteEP)
  at System.Net.Sockets.TcpClient.Connect(IPAddress address, Int32 port)
  at Multiverse.Network.NetworkHelper.Connect(String hostname, Int32 port)
INFO  [2013-05-07 02:05:43,552] LoginHelper          Login return: MasterTcpConnectFailure
INFO  [2013-05-07 02:05:51,427] MultiverseClient    Exiting client

I have searched and searched and searched some more for "master.multiversemmo.com" and cant seem to find it, unless it is in the login button method itself which would upon clicking on it over ride the info in Multiverse.Base.Client

the server is running under ubunu server now, I gave up trying to run it under windows and I am glad I did lol its alot more friendly to multiverse servers, and yes i have both master.sh and multiverse.sh running at the same time, hence how if I use the --master 192.168.1.58 argument I can login to my server.
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