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Hello!
This topic is dedicated to EEServ and later revisions of the software.
Basically, to sum this up:
EEServ3 is an open-source program that will allow people to create their own servers, the same way PlayerIO does - but without any limitations.
Currently it is in heavy development, for which I am always welcome to recruit anyone that is willing to help (and has proper coding experience, of course!)
[& revised/fixed, + added, - removed, % progressing]
Progress:
+ Interacting with WebServer, getting crossdomain.xml (port 80) + EEServ Listener (port 8184) + EEServ Listerner (port 80) & PlayerIO SWF API (spoofing) % Requesting Flash Bridge & Fixing ioError/secError
Suggestions/Comments/Questions are always appreciated, you can post them here or contact me personally.
Last edited by ?tilla (Jun 7 2013 12:41:04 pm)
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Yay you're making new version!
Can't wait for publish
We talked together but I also want say you here:
I hope it will work and maybe I can help you, after I learned how it is built.
I'm curious
Lol your name is Toshiba[/OFFTOPIC]
Sounds amazing! You're amazing!
Hope that it will work better than the previously server and honestly can't wait until the launching!
Last edited by AngelBoy (Nov 11 2012 12:11:02 am)
Alright, I will be starting to work on this again.
Forget the old binary, I'm going to be coding this from scratch.
So, now that I can begin progress on this, I'm going to get the basic functionality done - please reply to this topic if you are interested in working with me.
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So basically this server is abit like Blocking Blocks? :/
So basically this server is abit like Blocking Blocks? :/
This isn't a server, it is server software.
To be clear, Blocking Blocks uses PlayerIO, the same thing I used when I created EEServ.
They use PlayerIO (and pays them) to host their server. There is even limitations in the GameLibrary itself.
However, with EEServ3 there will be no limitations, and no price.
Last edited by ?tilla (May 18 2013 3:01:58 pm)
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AL3XTH3M3NTALON3 wrote:So basically this server is abit like Blocking Blocks? :/
This isn't a server, it is server software.
To be clear, I created the first private server - blocking blocks is just a whimsical copy of it.
Blocking Blocks uses PlayerIO (and pays them) to host their server, they have lots of limitations.However, with EEServ3 there will be no limitations, and no price.
So your creating a private server for a game similar to EE that means you don't have to pay and no limitations?
?tilla wrote:AL3XTH3M3NTALON3 wrote:So basically this server is abit like Blocking Blocks? :/
This isn't a server, it is server software.
To be clear, I created the first private server - blocking blocks is just a whimsical copy of it.
Blocking Blocks uses PlayerIO (and pays them) to host their server, they have lots of limitations.However, with EEServ3 there will be no limitations, and no price.
So your creating a private server for a game similar to EE that means you don't have to pay and no limitations?
It's just server software, which will allow private servers to be created.
Due to it being open-source, there will be no limitations within the server.
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I like this.
"Sometimes failing a leap of faith is better than inching forward"
- ShinsukeIto
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If it is just a server software,
--is the Game-ID of EE is the same in whatever you called EEserv3?
--If it is open-source make it like Noob-Friendly. Not like
public whateveristhis
{
int ljksdf22341;
wtfthevariables.Serial[or whatever thingy]
}
--I can't even understand because PlayerIO holds the playerDatas that makes like a server.
Then you can just make a server software without using PlayerIO?
TL;DR:
I like this one.
Sounds interesting. PlayerIO is limited, and would be nice to host private servers. Kind of like Minecraft or Terraria. Can't wait to see more.
If it is just a server software,
--is the Game-ID of EE is the same in whatever you called EEserv3?
--If it is open-source make it like Noob-Friendly.
--I can't even understand because PlayerIO holds the playerDatas that makes like a server.
Then you can just make a server software without using PlayerIO?TL;DR:
I like this one.
People will be able to set their GameID and whatnot to whatever they wish.
I'm not planning to make some kind of big station to manage this, I don't want to take responsibility for any downtime.
It will be as user-friendly as possible. The uglier code will be hidden in the internal folders.
This server software won't require PlayerIO at all to function, thus the server will handle everything itself, from receiving messages, to sending them.
Thanks for all the commentary, everyone!
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Wow - I'm interested:
Can everyone download the server program or do we have to pay you, Atilla, for the work?
I'm looking forward to this because paying is really crappy and it would be rally cool to get rid of it.
If you got some troubles with the serializing of worlddata, then I could celp you because there I already learned alot by creating Blocking Blocks.
Wow - I'm interested:
Can everyone download the server program or do we have to pay you, Atilla, for the work?I'm looking forward to this because paying is really crappy and it would be rally cool to get rid of it.
If you got some troubles with the serializing of worlddata, then I could celp you because there I already learned alot by creating Blocking Blocks.
It will be completely free and open-source.
The only thing you will have to account for is the client itself, because that's the only illegality derived from server emulation.
The only issue I am having at the moment is spoofing client, it seems to return a Security Error or ioError.
I'm not completely sure why, but it might be due to a few SWF files (ss/ssx)...
Last edited by ?tilla (May 19 2013 8:19:33 am)
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this died so fast......
Whilst the forums were down, yes.
I'm discontinuing it until further notice. If people want to try it themselves, I'd be willing to offer support. (that is, if they understand what they are doing, I haven't the time to explain a billion things.)
Last edited by ?tilla (Jun 5 2013 11:07:13 am)
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Raon wrote:this died so fast......
Whilst the forums were down, yes.
I'm discontinuing it until further notice. If people want to try it themselves, I'd be willing to offer support. (that is, if they understand what they are doing, I haven't the time to explain a billion things.)
When not you can solve this, then can't do this another person on the EE forum.
?tilla wrote:Raon wrote:this died so fast......
Whilst the forums were down, yes.
I'm discontinuing it until further notice. If people want to try it themselves, I'd be willing to offer support. (that is, if they understand what they are doing, I haven't the time to explain a billion things.)When not you can solve this, then can't do this another person on the EE forum.
I would but sadly isn't there anything don't can more has like. I can't understand your capashian language.
I have solved (mostly) the errors listed, but there is only a problem with receiving the API, for some reason.
I think it might have to do with localhost crud.
If anyone wants to know about how PlayerIO works, I'm open to questions.
If someone wants to make a team for this, I'll offer support.
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I think he's complimenting you and saying that if you can't solve the problem, no one from the forums can.
That darn language barrier.
I see. Overall it isn't too complicated, all that is needed is to spoof the called API, and host one server monitoring HTTP requests and responses, and another handling a server socket.
When/if the client successfully accepts the crossdomain and sends requests to the API, the API can respond back with connection data, the client would accept it and attempt a connection.
Fiddle around with the roomtypes and such, and establish a full connection, afterwards
all that is required is receiving bytes, and adding handlers for it.
Turning bytes/hex into messages and back is already possible and the source code for it is included in EEDecode.
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I was going to ask why would you go to such lengths to create this.
Then I reread the opening post.
What "limitations" does playerIO have?
(Just to name a few)
[PlayerIO : EEServ/alternative/miscellaneous]
Only 20 GB of Traffic : Unlimited (based on your Internet Bandwidth Amt.) 25000 BigDB/PayVault Items : Unlimited (based on your Disk Space / Storage Amt.) 500 Maximum Online : Unlimited (based on your own Configuration) 50MB Maximum FileStorage : Unlimited (based on your Disk Space / Storage Amt.) 20GB Maximum FileStorage Traffic : Unlimited (based on your Internet Bandwidth Amt.) Required PlayerIO Branding (Small Logo) : No required Branding 1 Maximum Connection Types : Unlimited Connection Types (based on your Disk Space / Storage Amt.) SiteBox Unavailable : Possibly a WebCP panel, future optional addition. PayVault Unavailable : PayVault completely free and available (As well as Optional) External Integration Unavailable : Possibly Available (since EEServ3 is open-source) GameFS FTP Unavailable : Possibly Available (since EEServ3 is open-source)
Limitations Even With Paid Account:
Messages cannot hold custom objects : EEServ3 custom objects is possible (code already exists!) Server is closed-source, cannot modify the code: EEServ3 is open-source and free to copy/distribute/edit API is closed source (though you can get a custom one if you want to pay for it) : Read^
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