Mods / Mods Before Queue *Currently Broken*

Tags: #QoL #Tweak
Author: AzureInfohazard
Side: Server
Created: Oct 30th at 12:55 PM
Last modified: Oct 31st at 3:26 AM
Downloads: 155
Follow Unfollow 5

Recommended download (for Vintage Story 1.21.5):
modsbeforequeue_0.0.1.zip  1-click install
For testers (for Vintage Story 1.21.5):
modsbeforequeue_0.0.2-rc.1.zip  1-click install


THIS IS A SERVER SIDE MOD *** CURRENTLY HAS ISSUES PLEASE WAIT***

This Mod is required to be on the server to work currently, it will not affect your client, only the server

Allows Clients to download mods before being put into queue.

Sends a extra server information packet before sending the normal server queue packet  This aparently causes issues haha oops

Currently Fixing

 

Code Background

v1

Currently adds a Harmony Prefix to PreFinalizePlayerIdentification checks to see if the server is full (to determine if client will be sent to queue) then sends a ServerIdentity Packet calling CreatePacketIdentification(false) to generate the packet with the HasPrivilege("controlserver") flag set to false, This is the only possible bug I can forsee if the client dosent recieve the second ServerInformation packet AND is a a server member with the controlserver ability, it might not ?display? correctly.

v2 

will use the Queueapi by Cecer to be more readable and extendable

Thats it, Thats All 

 

 

Mod Version For Game version Downloads Released Changelog Download 1-click mod install*
0.0.2-rc.1 15 Oct 31st at 12:25 AM modsbeforequeue_0.0.2-rc.1.zip 1-click install

Prerelease for QueueApi *NOT WORKING CURRENTLY*

0.0.1 14 Oct 31st at 3:07 AM modsbeforequeue_0.0.1.zip 1-click install

Old version 1 for anyone trying to use it :) it does cause issues! im working with someone to overhaul the queue system making a better option :)


6 Comments (oldest first | newest first)

💬 VessPell, Oct 31st at 11:41 PM

AzureInfohazard

No apologies necessary, thank you for your hard work. I was just curious if it was serious. We'll hold off for now and use it again once you've worked out the kinks. Cheers, keep it up. 👍

💬 AzureInfohazard , Oct 31st at 2:40 AM (modified Oct 31st at 2:41 AM)

My apologies, there where actually quite a few critical errors in my atempt causing crashes with other mods and causing the client to try to race itself to crash. I can reupload the v1 but it is not as simple* and working as i thought :P

I am currently working with cecer on a overhaul to the queue system that would more or less impliment a feature that would effectivly replicate this, but safer, more stable and with more features like holding your spot if you crash giving you 90 seconds to join and skip queue the current version has some issues becuse the api needs to update too :P  (there is a unmodified release of v1 on github btw)

VessPell

💬 VessPell, Oct 31st at 1:40 AM

Any reason you deleted the previous version? Blocked someone from joining my server, if critical we'll try and update shortly.

💬 BillyGalbreath, Oct 30th at 9:57 PM

El_Neuman If you open the zip files for those mods you can edit the modinfo.json file inside them. Make sure these 3 lines are there and set to these values and install this serversion to your server:

 

"side": "universal",
"requiredOnClient": true,
"requiredOnServer": false,


What this does it lets the mod load on the server so the server will tell the client to download these mods from the moddb site. The original values are preventing the mod from loading on the server, so the server has no idea they even exist which leads to the server not being able to tell the clients about them.

💬 AzureInfohazard , Oct 30th at 6:18 PM (modified Oct 30th at 6:21 PM)

@El_Neuman

Im not sure how i would go about doing that, currently all i do is take the server's information packet (that contains the mod list) and send it earlier in the code and only if the server queue is enable and in use. I dont do anything that specifies any missing mods, thats all done on client, server could have versions could be missing from moddb or some other weird behavor, Not saying this isnt the cause, but I think this is a issue with moddb, alternativly if removing this mod fixes that issue ill have to make this mod in a entirely diffrent way :P because the client is complaining

 

💬 El_Neuman, Oct 30th at 6:07 PM

AzureInfohazard

Could you make it so that the mod specifies exactly which mods it needs to download?
For example, I’m currently dealing with an issue where the Forest Symphony mod is client-side, and for some reason it doesn’t download automatically for players, they have to install it manually, same as View Distance Toggler.

 (edit comment delete)
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