Difference between revisions of "Setting Up a Shard"
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#* If you created a Debug build, that file is at ".../build/Sources/Plasma/Apps/plClient/Debug/plClient.exe". | #* If you created a Debug build, that file is at ".../build/Sources/Plasma/Apps/plClient/Debug/plClient.exe". | ||
#* If you created a Release build, that file is at ".../build/Sources/Plasma/Apps/plClient/Release/plClient.exe". | #* If you created a Release build, that file is at ".../build/Sources/Plasma/Apps/plClient/Release/plClient.exe". | ||
− | # Download the resources.dat file from http://www.guildofwriters.com/tools/resource.dat and put it into the CWE folder as well. | + | # Download the resources.dat file from http://www.guildofwriters.com/tools/resource.dat and put it into the CWE folder as well (it contains cursors and images for the client). |
Now the client just needs to be configured. The starting point is the server.ini file you created during key generation. Put it into the CWE folder as well and open it. Now attach the following lines to the file: | Now the client just needs to be configured. The starting point is the server.ini file you created during key generation. Put it into the CWE folder as well and open it. Now attach the following lines to the file: |
Revision as of 13:22, 3 August 2011
This tutorial documents the smallest possible setup for a Shard. It is intended to be used on a "normal" PC, to develop ages or the actual server and client software. You can however easily build a "production-style" Shard on top of this.
Contents
Preparation
You will need both a Windows machine for the client, and a Linux machine for the server. It is possible to do it all on one PC using a virtual machine and possibly Wine, but the exact details of such a setup are beyond the scope of this tutorial.
On your Windows box, you need to
- Compile the latest version of the GoW fork of the CyanWorlds.com Engine (CWE)
- Make sure you are creating an internal build (which is the default). You can select that in CMake, "PLASMA_EXTERNAL_RELEASE" must be set to "OFF".
- After starting VisualStudio for the first time, you can choose the build type at the top of the main window, in a drop-down menu: "Debug" or "Release" (or some other, rarely used options). I suggest to use "Release" there (Debug builds currently show assertion failure error messages on startup).
- Install the and download Myst Online: Uru live again (MOULa)
- Download the Python and SDL files
On the Linux machine
- Set up the DirtSand server
Server setup
The DirtSand server is not yet quite ready, we need to give it some final touches.
Encryption keys
The connection between the server and the client is always encrypted. To make this work, you need to generate the necessary keys. Don't worry, DirtSand has it all built in (the paths assume that you installed DirtSand into ~/dirtsand, which is what the installation tutorial does):
cd ~/dirtsand
bin/dirtsand dirtsand.ini # start the server, another prompt will open
ds-902> keygen new # This may take some time and will generate some random series of characters
ds-902> quit # quit the server, go back to the shell
After the "keygen" command, two blocks of text have been printed. The first block goes into the dirtsand.ini file of the server, just copy-and-paste it there (copy only the lines starting with "Key"!). The second part is necessary for the client to connect to the server, save it to some file called "server.ini" that you send to the Windows machine (again, only the lines starting with "Server" must be copied).
IP address
DirtSand also needs the IP address of the server it is running on. To find out the address of your machine, you can use the command "sudo ifconfig". Look for the line saying "inet addr" (if it's "127.0.0.1", you looked at the wrong interface). Be sure to have some kind of firewall between you and the internet!
Now open dirtsand.ini, and insert your IP address behind "File.Host", "Auth.Host" and "Game.Host".
Dataserver
To complete the server, we need a minimalistic dataserver. First tell DirtSand where we are going to put it. In the "Paths" section of dirtsand.ini, change the following options (again replacing "<user>" by your username, and assume you used the default setup suggested by the DirtSand introduction):
File.Root = /home/<user>/dirtsand/data Auth.Root = /home/<user>/dirtsand/data
We do not want to actually put any data on the dataserver so that you can still put whatever you want into the client folder. However, the client will still request some data and we must tell the server that there's nothing to reply with. The following command will create a bunch of empty files to achieve exactly that:
cd ~/dirtsand
mkdir data authdata
touch data/Internal.mfs data/InternalPatcher.mfs data/ThinInternal.mfs authdata/Python_pak.list authdata/SDL_sdl.list
That's it, the little fake dataserver is complete! It is now your responsibility to make sure all the clients (if more than one person connects to the Shard) use the same dataset.
Server startup
You are now ready to start the server and let it wait for a client to connect to:
bin/dirtsand dirtsand.ini
ds-902> addacct username password
The addacct command creates an account on the server that you can use to log in with the client.
Client setup
On the client side we now need to copy all the files together that are necessary for Uru to run. Start with an empty folder (I will refer to it as "CWE").
- Extract the Python and SDL files into it. You can remove the dat folder that was created alongside.
- Copy the dat, sfx and avi folders and the files "OpenAL32.dll" and "wrap_oal.dll" from your MOULa client to the CWE folder.
- From the PhysX SDK, copy the files Nx*.dll and PhysXLoader.dll to the CWE folder - on a default setup, you can find these files at "C:\Program Files\AGEIA Technologies\AGEIA PhysX SDK\v2.6.4\Bin\win32".
- If this is not the machine that you compiled CWE on (or if you want to install it on a second computer), download and install the PhsyX System Software.
- From the "dll" directory of the devlib.zip file, copy python27.dll if you created a Release build, or python27_d.dll if you created a Debug build.
- From the CWE build directory, copy the client (".../build" refers to the build directory you chose in CMake during CWE compilation)
- If you created a Debug build, that file is at ".../build/Sources/Plasma/Apps/plClient/Debug/plClient.exe".
- If you created a Release build, that file is at ".../build/Sources/Plasma/Apps/plClient/Release/plClient.exe".
- Download the resources.dat file from http://www.guildofwriters.com/tools/resource.dat and put it into the CWE folder as well (it contains cursors and images for the client).
Now the client just needs to be configured. The starting point is the server.ini file you created during key generation. Put it into the CWE folder as well and open it. Now attach the following lines to the file:
Server.Gate.Host "123.45.67.89" Server.Auth.Host "123.45.67.89"
replacing the IP address with the one you also used for the dirtsand.ini configuration file.
Now the client is ready, however it needs to be started with additional command-line parameters to work without a proper dataserver. The easiest way to achieve that is to create a shortcut to plClient.exe into your desktop, then right-click and edit it ("Properties"). Select the "Destination" field, and add " -LocalData" to it's end. Make sure there is a space between "plClient.exe" and the parameter!
Now you are ready to double-click the shortcut, enter the credentials you choose (when you typed the "addacct" command), and log in to your own, private Shard!