Sharing VSRO Structure (diagrams)

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  1. #1
    beq $v0, $0, 0x80000000 megaman963 is offline
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    thumbs up Sharing VSRO Structure (diagrams)

    I have made some visual linking for how does server connecting to each Node.

    Hope it is usefull , You can view it on the attachment.

    NodeLinking-1Machine.pdf
    NodeLinking-3Machine.pdf
    NodeLinking-2Machine.pdf

    Any comment or discussion about it, just replay here ^^ ...

    Cheers ,,
    Last edited by megaman963; 12-05-12 at 12:51 PM. Reason: Updating Attachments


  2. #2
    Developer sladlejrhfpq is offline
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    Re: Sharing VSRO Structure (diagrams)

    Quote Originally Posted by megaman963 View Post
    I have made some visual linking for how does server connecting to each Node.

    Hope it is usefull , You can view it on the attachment.

    NodeLinking-1Machine.pdf
    NodeLinking-3Machine.pdf

    Any comment or discussion about it, just replay here ^^ ...

    Cheers ,,
    Nice, I always wondered about this. What about the 2 mahine? :)

  3. #3
    Enthusiast kibritcheto is offline
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    Re: Sharing VSRO Structure (diagrams)

    what is role of p_label
    also u1,u2,u3......u20?

  4. #4
    beq $v0, $0, 0x80000000 megaman963 is offline
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    thumbs up Re: Sharing VSRO Structure (diagrams)

    Here you are, I will update the orignal post ...

    NodeLinking-2Machine.pdf

    Cheers ,,

  5. #5
    beq $v0, $0, 0x80000000 megaman963 is offline
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    Re: Sharing VSRO Structure (diagrams)

    Quote Originally Posted by kibritcheto View Post
    what is role of p_label
    also u1,u2,u3......u20?
    You answer can be found on srNodeLink.ini inside Certificate ...

  6. #6
    Enthusiast kibritcheto is offline
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    Re: Sharing VSRO Structure (diagrams)

    i know where is it
    just asking what doing when is enabled p_label=1

  7. #7
    Valued Member kaperucito is offline
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    Re: Sharing VSRO Structure (diagrams)

    Gameservers/agentservers are not connected each other when there are 2 machines, but on your PDF they are connected:



    I have 2 machines and this is how they look like:



    So the PDF's for the 2 and 3 machines are wrong.

    And btw the P Label is something graphical and doesn't affect nothing on the structure, just the P on the link names like what you see on my pic.

  8. #8
    Enthusiast kibritcheto is offline
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    Re: Sharing VSRO Structure (diagrams)

    kaperucito thnx for answer
    and what about u1,u2,u3... so on

  9. #9
    Developer sladlejrhfpq is offline
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    Re: Sharing VSRO Structure (diagrams)

    Thank you :)

  10. #10
    Valued Member kaperucito is offline
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    Re: Sharing VSRO Structure (diagrams)

    Quote Originally Posted by kibritcheto View Post
    kaperucito thnx for answer
    and what about u1,u2,u3... so on
    Those are extra parameters, I don't know what they mean so better leave them like that. I know some of them indicate the server ID they belong to, but nothing else.

  11. #11
    Proficient Member benike1 is offline
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    Re: Sharing VSRO Structure (diagrams)

    p_label 0 = server body
    p_label 1 = server cord

  12. #12
    beq $v0, $0, 0x80000000 megaman963 is offline
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    Re: Sharing VSRO Structure (diagrams)

    Quote Originally Posted by kaperucito View Post
    Gameservers/agentservers are not connected each other when there are 2 machines, but on your PDF they are connected:



    I have 2 machines and this is how they look like:



    So the PDF's for the 2 and 3 machines are wrong.

    And btw the P Label is something graphical and doesn't affect nothing on the structure, just the P on the link names like what you see on my pic.
    It is not wrong ... linking will not be wrong ...

    because the linking could not effect the real structure if you know ...

    so how does my server working ?? and why i share the structure ^^ ??

    because it is working ...

    I agree on your opinion, but however ... it doesn't affect the function of server if they lilnked well ..

    Cheers ,,

  13. #13
    Valued Member LegendaryDev is offline
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    Re: Sharing VSRO Structure (diagrams)

    Maybe someone is interested how the real vietnam testserver was structured, sadly I don't have the screens of the linking :(


    I got some screenshots of taiwan server structure too...
    Last edited by LegendaryDev; 14-05-12 at 04:56 PM.

  14. #14
    Valued Member pushedx is offline
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    Re: Sharing VSRO Structure (diagrams)

    Just as a FYI, it is working only because the incorrect parts are being skipped over by the files. As long as you have "enough right", then it should still work.

    This is basically what I learned from reversing the certification stuff back in the day:
    • There are many ways to get working configs, the way "official" screenshots are setup is not the only way. In fact, non of my configs match official screens because I removed extra nodes not even needed that they use.
    • The direction of the links matters.
    • The order of the nodes in the packt.dat matters (at least, the first two)
    • The extra fields are a mixture of visual data (such as icon id state), important data, such as ids to link to, service type, etc..., and a lot of extra data that is not useless, but does not need to be figured out to get the files working.
    • Editing files by hand is both inefficient and impractical for managing multiple server/shard layouts for the long term.


    As a result, I wrote tools to automate the certification generation. Here's a few old teaser screens showing the results (Sept. 2011).

    Multiple shards, 1 machine setup each:


    This image shows a config that made multiple shards rather than a bunch of different independent ones. Each shard was only 1 machine setup, but it could have been easily extended to more, as the next screen shows.

    Single shard, 10 machine setup:


    I can certainly assure you I did not do those configs by hand!

    How much work is it to setup a 10 machine shard using the tool I wrote? It's as easy as 3 files:

    edxonline.txt (fictitious name, lol) - This file lists all of the project files used. For however many shards you have, you'd just fix the count and add a shard# entry with the file name.

    Spoiler:

    Code:
    [global]
    config=eo_global.txt
    
    [shards]
    count=1
    
    [shard1]
    config=eo_shard1.txt


    eo_global.txt - This file lists the "global" nodes in your server setup. You can easily add Download or Gateways as your server expands. The ID was left for being able to key it exactly how you want, so when you add more nodes, the ids won't change unless you change them yourself.

    Spoiler:
    Code:
    [config]
    Certification=1
    GlobalManager=1
    DownloadServer=1
    GatewayServer=1
    FarmManager=1
    
    [Certification1]
    node_id=1
    port=32000
    nip=192.168.1.132
    wip=192.168.1.132
    
    [GlobalManager1]
    node_id=2
    port=32001
    nip=192.168.1.132
    wip=192.168.1.132
    
    [DownloadServer1]
    node_id=3
    port=32003
    nip=192.168.1.132
    wip=192.168.1.132
    
    [GatewayServer1]
    node_id=4
    port=32002
    nip=192.168.1.132
    wip=192.168.1.132
    
    [FarmManager1]
    node_id=5
    port=32004
    nip=192.168.1.132
    wip=192.168.1.132


    eo_shard1.txt - Each agent/gameserver is listed. If you need more, it's just a matter of adding the entries, if you need less, you can chop them out and update the count.

    Spoiler:
    Code:
    [config]
    SR_ShardManager=1
    AgentServer=10
    SR_GameServer=10
    
    [settings]
    id=1
    name=Texas
    query=DRIVER={SQL Server};SERVER=WS2K3-VM1\SQL1;DSN=SR;UID=sa;PWD=123456;DATABASE=SRO_VT_SHARD_1;
    query_log=DRIVER={SQL Server};SERVER=WS2K3-VM1\SQL1;DSN=SR;UID=sa;PWD=123456;DATABASE=SRO_VT_LOG_1;
    capacity=10000
    
    [SR_ShardManager1]
    node_id=100
    port=32100
    nip=192.168.1.132
    wip=192.168.1.132
    
    
    [AgentServer1]
    node_id=101
    port=32101
    nip=192.168.1.140
    wip=192.168.1.140
    
    [SR_GameServer1]
    node_id=102
    port=32102
    nip=192.168.1.140
    wip=192.168.1.140
    
    
    [AgentServer2]
    node_id=103
    port=32101
    nip=192.168.1.107
    wip=192.168.1.107
    
    [SR_GameServer2]
    node_id=104
    port=32102
    nip=192.168.1.107
    wip=192.168.1.107
    
    
    [AgentServer3]
    node_id=105
    port=32101
    nip=192.168.1.130
    wip=192.168.1.130
    
    [SR_GameServer3]
    node_id=106
    port=32102
    nip=192.168.1.130
    wip=192.168.1.130
    
    
    [AgentServer4]
    node_id=107
    port=32101
    nip=192.168.1.137
    wip=192.168.1.137
    
    [SR_GameServer4]
    node_id=108
    port=32102
    nip=192.168.1.137
    wip=192.168.1.137
    
    
    [AgentServer5]
    node_id=109
    port=32101
    nip=192.168.1.108
    wip=192.168.1.108
    
    [SR_GameServer5]
    node_id=110
    port=32102
    nip=192.168.1.108
    wip=192.168.1.108
    
    
    [AgentServer6]
    node_id=111
    port=32101
    nip=192.168.1.101
    wip=192.168.1.101
    
    [SR_GameServer6]
    node_id=112
    port=32102
    nip=192.168.1.101
    wip=192.168.1.101
    
    
    [AgentServer7]
    node_id=113
    port=32101
    nip=192.168.1.109
    wip=192.168.1.109
    
    [SR_GameServer7]
    node_id=114
    port=32102
    nip=192.168.1.109
    wip=192.168.1.109
    
    
    [AgentServer8]
    node_id=115
    port=32101
    nip=192.168.1.115
    wip=192.168.1.115
    
    [SR_GameServer8]
    node_id=116
    port=32102
    nip=192.168.1.115
    wip=192.168.1.115
    
    
    [AgentServer9]
    node_id=117
    port=32101
    nip=192.168.1.148
    wip=192.168.1.148
    
    [SR_GameServer9]
    node_id=118
    port=32102
    nip=192.168.1.148
    wip=192.168.1.148
    
    
    [AgentServer10]
    node_id=119
    port=32101
    nip=192.168.1.145
    wip=192.168.1.145
    
    [SR_GameServer10]
    node_id=120
    port=32102
    nip=192.168.1.145
    wip=192.168.1.145


    Once those project files are setup, I run my tool to generate the inis based on templates. Once the inis are done, it's simply a matter of running my Convert to go from ini->packt and then running the certification server using that packt.

    Anyways, point of this post is simple: if you want to learn the VSRO structure, start from scratch. Build your way up to working configurations and reference the old JSRO packt.dat dumped (that's what my tools were originally written for). It's not easy and it takes a lot of time, but if you work through doing what I did with all my tools, you'll be able to come up with automatic tools to easily generate, manipulate, and maintenance larger server/shard setups without having to touch the files again by hand.

  15. #15
    Enthusiast degluiperd is offline
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    Re: Sharing VSRO Structure (diagrams)

    Quote Originally Posted by LegendaryDev View Post
    Maybe someone is interested how the real vietnam testserver was structured, sadly I don't have the screens of the linking :(


    I got some screenshots of taiwan server structure too...
    Can you post those also? Would like to check them.



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