ET Pro 3.2.2 beta test release 3 + serverside-mod support

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bani
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ET Pro 3.2.2 beta test release 3 + serverside-mod support

Post by bani »

We are working on scripting support for ETPro to allow serverside-mods to ETPro.

Testers may download a modified qagame with support for the new ETPro Lua Mod API.
Last edited by bani on Mon Nov 21, 2005 9:55 pm, edited 2 times in total.
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Post by RoadKillPuppy »

Sounds sweet, are there any 'hello world' examples available for the etpro-integration?
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Post by bani »

reyalp has written some tests scripts which actually do some useful things. maybe he will be willing to post some.

the wiki now has sample code.

some quick lua caveats for newbies "jumping in" to lua:
  • variable scope defaults to global, unless explicitly defined 'local'
  • referencing an undefined variable or function returns "nil"
  • there is no 'continue' for loops
  • negation is ~ not !, eg ~= not !=
  • string concatenation is .. (two periods)
  • comments are -- (two hyphens)
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Post by ReyalP »

The stuff I've done can be found here:
http://wolfwiki.anime.net/index.php/User:ReyalP

Note that this is work in progress, with various testing bits still in it, most commented out.
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Post by Rookie One »

Man, that's sweet! :D Gotta try making some funky stuff with it! :)
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Post by RoadKillPuppy »

Uhu... It ran 3.2.2b3 pretty stable before the lua qagame.

-------- UNRECOVERABLE ERROR --------
This may be due to a bug in etpro
Information to be used in a bug report is being generated:
------------- CUT HERE --------------
Version: etpro 3.2.2
Platform: Linux
Signal: Segmentation violation (11)
Signal code: 1
fault address: 0x276d260
Load addresses:
0x0069d000 /lib/libdl.so.2
0x006a3000 /lib/libm.so.6
0x00572000 /lib/libc.so.6
0x00554000 /lib/ld-linux.so.2
0x00d9a000 /lib/libnss_files.so.2
0x0019e000 /opt/srv/badabing/pb/pbsv.so
0x00c6d000 /lib/libnss_dns.so.2
0x00427000 /lib/libresolv.so.2
0x009ee000 /opt/srv/badabing/pb/pbcls.so
0x00e1e000 /opt/srv/badabing/pb/pbags.so
0x0277b000 /opt/srv/badabing/etpro/qagame.mp.i386.so
EIP: 0276d260
edi:08ee1240 esi:08e97078 ebp:08e9b7f8 esp:bfa6c5ec
eax:08ee1240 ebx:02868a28 ecx:08ec9870 edx:08e9b6fc
stack:
0283020a 08e97078 08e9b6fc 08ee3534 0283b19f 08ee0d10 08ee1220 08e9b6fc
02868a28 08e97078 00000001 07008099 0283f11e 08e97078 08e9b6fc 00000000
00000000 bfa6c850 bfa6c028 bfa6c73c 00696ff4 bfa6c664 bfa6c68c bfa6c70c
005c9675 bfa6c664 0285980c bfa6c738 00000000 00000000 fbad8001 bfa6c859
code:
!! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !!
!! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !!
Stack trace:
1 entries
/opt/srv/badabing/etpro/qagame.mp.i386.so[0x27920c2]
------------- CUT HERE --------------
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Post by bani »

were you running any lua mods?
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Post by RoadKillPuppy »

Yes, the playsound.lua.
I have 4 crashlogs if needed. 2 of them have these !! !! in the code section, the others have hex-code.
The crashes seems to occur when the first map in the campaign is done and the server is switching to the 2nd map.
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Post by bani »

does it still crash if you don't run the lua mod?
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Post by The Necromancer »

modding :P
Hi! I'm a .signature *virus*! Copy me into your ~/.signature to help me spread!
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Post by RoadKillPuppy »

Seems like one of those hard_to_debug problems... I can't crash the server on command so I am now running it with the lua extention but without any loaded modules. Would that help?
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Post by bani »

it would help rule out that the bug is anything but the lua code. eg "downgrading etpro" is exactly the wrong reaction to this problem, simply not running the lua mod is the correct one.
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Post by ReyalP »

FWIW, it isn't hard to crash the server with a misbehaving lua mod.

The lua API allows you to change things at times the gamecode might not expect them to be changed.
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Post by RoadKillPuppy »

It has been stable so far...

Maybe there is smth. wrong with the playsound.lua code, but strange that there are no other reports of server crashes...
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Post by bani »

do you have something external sending commands to playsound.lua?

can you plz reproduce the crash with the latest build posted here?
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