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Network PlayYou can play Armagetron over a LAN or the Internet. It uses the UDP connectionless communication mode of the IP protocol, so make sure you have TCP/IP installed. How does it work? The fastest computer in your network should act as the server. There, select your favorite game mode in the game menu and select the "Host Network Game" menuitem in the "Network Game" submenu. On the server, the game will run just as in single player mode. The other computers will be the clients. On them, just enter the game menu and select the "Connect to Server" menuitem. Enter the IP adress (i.e. 192.168.42.1) of the server in the input field "Server Name" and select "Connect to Server". Alternatively, you can enter the server's hostname in "Server Name". You are not limited to one player per computer as in other games; on each of them you can play with up to four people. In the precompiled version, there is a limit of 16 clients (=> max. 17 computers with 4 players each => 68 players! I wonder if this truly works...) ; if you compile Armagetron yourself, you can change that limit in the file "network.h". Just change the line #define MAXCLIENTS 16to whatever you like. If you are behind a (masquerading) firewall, you cannot act as a server. (Since your computer is then unreachable from the outside.) That is the only restriction; the clients may be behind a firewall. (I am, and I can connect to outside servers; of course, the firewall must not block Armagetrons network port 4532. The port will be configurable in one of the next versions.) Do expect heavy problems if you try to connect to a server through the same firefall with two computers at once (Note: it should work now, but I can't test it anymore...); if you need that, you will have to wait for version 0.2 wich will feature a proxy server for exactly that situation. The dedicated server
Following the model of Quake 1-3, there is a special binary version of
the game available for download (or compile it yourself giving the
option --disable-glout to configure) that has all input/output
features disabled. If you start it, it will read the normal configuration file
~/.ArmageTronrc and set up a network game according to the settings in
the game menu (Number of AI players, game mode and finish mode), and
it will limit its output badwidth to the value set in the network game
menu. A dedicated server takes input from the keyboard and interprets
it just the way it does with the
configuration files;
additionally to the usual configuration files, the dedicated server
will read the file The advantages of this solution are:
I maintain a list of the dedicated servers I know of (usually: none) on this webpage. What the .... is Ping Charity?This is the configurable part of my "equal ping" technology. In short, if you have low ping and your opponent has high ping (ping: the time it takes a message to travel from your computer to the server and back, usually measured in milliseconds), you can take over some of his ping to make the situation more equal, and stop your opponent complaining about your big advantage. So, if you have ping 60, your opponent has ping 160 and you set the ping charity to at least 50 (more does not change the situation), you will take over 50 ms of his ping, giving you both ping 110. If you set your ping charity to 20, you will end up with ping 80, your opponent with ping 140. Of course, you may be greedy and set ping charity to zero, leaving your world as simple as it is in other network games. I suggest leaving it at the default value 100.
Of course, there is a security problem; players may exploit this
feature, using modified versions of Armagetron (perfectly legal thanks
to the GPL; this is the point where other people's freedom can be
annoying..), pretend they are poor ping 400 players (while in reality,
they have a ping of, say, 90), and use your generousity to get as low
as ping zero. How does that "equal ping" thing work? It is not that complicated, but for now, I rather keep the secret buried in the source code (too lazy to explain it right now...). Spectator ModeIn the player menu, there is the "Specator mode" toggle; If you just want to watch an internet game, connect to the server with spectator mode enabled. Note that you will be almost completely ignored in spectator mode: the other players won't know you are there at all, and you can't chat, the dedicated server will not bother to start a game if only spectators are online (all you are going to get is a black screen). Only the server administrator will get a message that a client connected. ScoresIn a multiplayer game, every crucial action makes you gain or loose points; after
You can configure the score/time/rounds-limits in the file settings.cfg; scores and winners are logged in the file "scorelog.txt" on the server.
If you are the only person on a dedicated server, a special
single player game is started (its parameters are determined in
the SP_* variables in "settings.txt" on the server) to keep
you busy until someone else connects; the highscores in
this mode may be published by the server administrator.
BIG BROTHER
As in any software downloaded for free, you can't be completely
sure whether Armagetron has secret functions that, for example,
spy on your system internals, exploit known Windows bugs to
get to your ISP's password, etc... and send this information
to the author. Of course, Armagetron does not do such a thing,
and you can check that in the sourcecode. You may even rely on the fact
that someone else would find those hidden functions in the sourcecode,
and I'll get into big trouble if that happens, so I it would be
utterly stupid do do such a thing.
BIG_BROTHER 1
to BIG_BROTHER 0
The information collected by the server is stored in the file "big_brother", so if you are running a dedicated server, I would be glad if you could mail me the contents of this file every once in a while. InternalsIf you are interested in network programming yourself, you may want to read the network subsystem documentation. This document was created by Manuel Moos. Last modification: Die Nov 21 16:52:09 CET 2000
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