Fix for Linux Loki Checksum bug
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- FunkyStickman
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- FunkyStickman
- DBB Ace
- Posts: 309
- Joined: Wed Apr 20, 2005 2:26 pm
- Location: 'Nawlins
- FunkyStickman
- DBB Ace
- Posts: 309
- Joined: Wed Apr 20, 2005 2:26 pm
- Location: 'Nawlins
Yes you can. But the result of the Direct-IP-Server will be mixed within the servers that come from the trackers.
You can use the following bug/feature:
Enter your IP and Port in the input field. In the meantime, the tracker list will show up.
After the tracker list had shown, click on \"scan for local games\". This will only show you local games (in LAN). Surely their aren't any, so this will flush the whole list (for about 20 seconds).
Now press 'Enter' in the input field (or click on 'search for games at address'. Then your specified server will show up.
Sorry that this is a bit confusing. It's an artefact I had to build in because Descent can't handle server lists with more than 12 servers very well.
Someone asked how this gamebrowser is able to show internet games. Well ok:
When Descent tries to find gameservers in LAN, it sends a \"is anyone here serving descent?\"-Message to the network broadcast address (255.255.255.255). Usually this Message will be routed to all computers in LAN. If a gameserver is running somewhere in LAN and gets this message, it responds to the sender with \"my name is VEX-Server, I'm running on IP 123.45.67.89, my mission is Ascent ...\" (you get the idea).
Your Internet Service provider will not route those broadcast messages, as this would mean to send it to all those billions machines on the internet. Thats why this gamebrowser does not work with internet servers.
So it's just a problem of routing.
Fortunatly, there are servers in the internet how know where descent3 gameservers are running. They are called \"trackers\". One of them is http://d3.descent.cx.
Now, what d3fix does is: with its packet filter it can detect when the \"is anyone here\"-broadcast message is send from your gamebrowser. When this happens, it connects to the d3.descent.cx-tracker and gets a list of running internet gameservers. It then creates identical \"is anyone here\"-messages which are then send to these internet gameservers (knowing there IP).
The gameserver will respond that message to the origin containing his server details. Descent receives these responses, and displays them in the gamebrowser serverlist.
You can use the following bug/feature:
Enter your IP and Port in the input field. In the meantime, the tracker list will show up.
After the tracker list had shown, click on \"scan for local games\". This will only show you local games (in LAN). Surely their aren't any, so this will flush the whole list (for about 20 seconds).
Now press 'Enter' in the input field (or click on 'search for games at address'. Then your specified server will show up.
Sorry that this is a bit confusing. It's an artefact I had to build in because Descent can't handle server lists with more than 12 servers very well.
Someone asked how this gamebrowser is able to show internet games. Well ok:
When Descent tries to find gameservers in LAN, it sends a \"is anyone here serving descent?\"-Message to the network broadcast address (255.255.255.255). Usually this Message will be routed to all computers in LAN. If a gameserver is running somewhere in LAN and gets this message, it responds to the sender with \"my name is VEX-Server, I'm running on IP 123.45.67.89, my mission is Ascent ...\" (you get the idea).
Your Internet Service provider will not route those broadcast messages, as this would mean to send it to all those billions machines on the internet. Thats why this gamebrowser does not work with internet servers.
So it's just a problem of routing.
Fortunatly, there are servers in the internet how know where descent3 gameservers are running. They are called \"trackers\". One of them is http://d3.descent.cx.
Now, what d3fix does is: with its packet filter it can detect when the \"is anyone here\"-broadcast message is send from your gamebrowser. When this happens, it connects to the d3.descent.cx-tracker and gets a list of running internet gameservers. It then creates identical \"is anyone here\"-messages which are then send to these internet gameservers (knowing there IP).
The gameserver will respond that message to the origin containing his server details. Descent receives these responses, and displays them in the gamebrowser serverlist.
Thanks Munk, I'll do that. I just had a frustrating time last night trying to connect to my friend. At first I loaded d3fixd with D3 which showed all the internet games and then tried putting his ip in. I couldn't find it in the list so I reloaded the game without d3fixd but then I couldn't get ANY games to show up, whether my friend's or any other internet game when I typed it in the ip field. It was very strange.
It is maybe so, that when you kill (signal KILL, STOP) the d3fixd, it cannot clear the kernels ip filter rules.
try \"# iptables -t mangle -L\" to show the relevant filter rules used by d3fixd. If there are some lines containing port 2092, and d3fixd is _not_ running (i.e. crashed or killed), then you should run \"# iptables -t mangle -F\", which will flush the mangle table. Otherwise all packets addressed to the descent port 2092 will remain in the ip packet queue and wait there forever since there is no d3fixd which handles them.
Of course, if you just close the d3fixd (signal INT) by hitting CTRL-C or calling \"kill\" without an explicit signal, it should clean up by himself, as he prints \"stopping filter.
try \"# iptables -t mangle -L\" to show the relevant filter rules used by d3fixd. If there are some lines containing port 2092, and d3fixd is _not_ running (i.e. crashed or killed), then you should run \"# iptables -t mangle -F\", which will flush the mangle table. Otherwise all packets addressed to the descent port 2092 will remain in the ip packet queue and wait there forever since there is no d3fixd which handles them.
Of course, if you just close the d3fixd (signal INT) by hitting CTRL-C or calling \"kill\" without an explicit signal, it should clean up by himself, as he prints \"stopping filter.
Sorry for my late response. This forum might be stucked. This thread never bubbles up in the thread list when a new post arrives, nor does it show the correct date of last post (just shows \"Sat Mar 25, 2006 2:30 pm\"). The mail notify doesn't work also... so there's no real chance to see when something is posted here.
I'm sorry Xamindar, D3-Retribution or Mercenary does not run on VEX-Servers. Don't know why it's not running - so no checksums for that mission.
I'm sorry Xamindar, D3-Retribution or Mercenary does not run on VEX-Servers. Don't know why it's not running - so no checksums for that mission.
Amazing work on this.
I installed this a while ago, but only a couple weeks ago got it working--it turned out that there was a version incompatibility with the perl Storable module. It may or may not be because I have a 64-bit system, but either way the checksum file didn't work for me.
I found a way to convert it, though, so if anyone has any problems mentioning \"Storable,\" try downloading this checksum file instead.
http://carolnrob.net/~jol/checksums
Thanks to Munk for his great work.
I installed this a while ago, but only a couple weeks ago got it working--it turned out that there was a version incompatibility with the perl Storable module. It may or may not be because I have a 64-bit system, but either way the checksum file didn't work for me.
I found a way to convert it, though, so if anyone has any problems mentioning \"Storable,\" try downloading this checksum file instead.
http://carolnrob.net/~jol/checksums
Thanks to Munk for his great work.
There's a version ready which can run on a linux gameserver to allow all those windows-users to join.Nosferatu wrote:I was wondering if this could be used, or sometime in the future be used, to run a linux server that does allows other windows games to connect to it.
Unfortunatly since my ubuntu upgrade, my perl compiler broke. So what I can give you is the perl script - no binary.
If you are brave enough to install a approx. dozen of perl modules by hand, you could try it. Just PM me for instructions.
- FunkyStickman
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linux server
Hi.
Did you manage to get the linux server fix to work? I would really appreciate it if you could upload it, me and a couple of friends have recently discovered descent3 and we play it at least an hour a day
Thanks in advance!
/MoonSire
Did you manage to get the linux server fix to work? I would really appreciate it if you could upload it, me and a couple of friends have recently discovered descent3 and we play it at least an hour a day
Thanks in advance!
/MoonSire
You can try the 2.0 version with server support by running it in perl:
http://munk.vex-server.de/d3fix/d3fixd.pl
I have no working perl compiler anymore, so basically you will need to install the perl modules by hand.
http://munk.vex-server.de/d3fix/d3fixd.pl
I have no working perl compiler anymore, so basically you will need to install the perl modules by hand.
- Do_Checkor
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Checksum generator
Hi.
Thanks for your tool! It's really good, but I need the checksum generator program, I have some levels that I would like to add.
/MoonSire
Thanks for your tool! It's really good, but I need the checksum generator program, I have some levels that I would like to add.
/MoonSire
Well, I've written a small perl script you can run to add checksums for new missions to the database.
http://munk.vex-server.de/d3fix/d3fixadd.pl
(you will need perl and have to install the Storable module: http://search.cpan.org/CPAN/authors/id/ ... .16.tar.gz)
How to add new checksums of a mission to the database: (it's a bit tricky)
0. Make sure d3fixd is not running, by killing it gently (with SIGTERM).
1. Find or setup a Windows Descent3 Server (or Mac) running that specific mission.
2. Fire up d3fixd without sending it to background (by omitting the \"&\"), so you can see it's output in the console.
3. Start your Loki Descent and try to connect to that server. If you get the \"Levels Don't Match\" error message, quit (or minimize) Loki to see at the output of d3fixd. It will tell you the catched checksum by the message \"read Checksum 12345\". This is the checksum as it is reported from the windows server.
4. Open a second console, and run d3fixadd.pl with \"d3fixadd.pl 12345 +1\".
It will alter the d3fixd checksum database to report a new checksum to your Loki client which is 1 higher (hence the \"+1\").
You do not need to restart d3fixd, it will load the new checksums by itself.
5. Try again connecting with Loki to the Gameserver. Hopefully you can now connect.
If you cannot, repeat step 4 with a different adjustment (i.e. try \"-1\", \"+2\", \"-2\", ...).
The adjustments to the checksums are typically small (up to about +/- 4), but smaller adjustmends have higher probability of success, so start with the lower ones.
6. If you can connect, well done!... But: This checksum will only work for this specific ship you selected. So you need to do it again with Pyro-GL, Phoenix, Magnum-AHT and Black-Pyro.
Both, Checksum and Adjustment will change for each ship, so after changing the ship you need a look at d3fixd to get the new checksum, and then try new adjustments to it. (first try as adjustment +0, maybe you do not need one).
7. If you cannot find a suitable adjustment, ask a friend to setup a Loki Descent 3 Server with the same mission. Connect to it, and look at the output of d3fixd. It will now report (as you connect to a Linux Descent3 Server) the Linux checksum. The Difference <Linux Checksum> - <Windows Checksum> is the adjustment you need to specify to d3fixadd.pl.
8. Finally if you managed to get all adjustments for the specific mission and for all 4 ships (or at least the 3 basic ships without Black-Pyro), you can mail me <munk@vexclan.de> your checksum database (located at /usr/local/share/d3fix/checksums), and I will put it on my website.
P.S.: Maybe step 7 is the fastest way to get to the checksums, but you need lots of ressources, (since you cannot run loki client and loki server at the same time on the same machine).
P.P.S.: You should run d3fixadd.pl as root user, since it needs to modify /usr/local/share/d3fix/checksums, which is write-protected. Also for d3fixd to reload his checksums, it needs to send SIGHUP to d3fixd. Since d3fixd is owned by root, only root can do that.
http://munk.vex-server.de/d3fix/d3fixadd.pl
(you will need perl and have to install the Storable module: http://search.cpan.org/CPAN/authors/id/ ... .16.tar.gz)
How to add new checksums of a mission to the database: (it's a bit tricky)
0. Make sure d3fixd is not running, by killing it gently (with SIGTERM).
1. Find or setup a Windows Descent3 Server (or Mac) running that specific mission.
2. Fire up d3fixd without sending it to background (by omitting the \"&\"), so you can see it's output in the console.
3. Start your Loki Descent and try to connect to that server. If you get the \"Levels Don't Match\" error message, quit (or minimize) Loki to see at the output of d3fixd. It will tell you the catched checksum by the message \"read Checksum 12345\". This is the checksum as it is reported from the windows server.
4. Open a second console, and run d3fixadd.pl with \"d3fixadd.pl 12345 +1\".
It will alter the d3fixd checksum database to report a new checksum to your Loki client which is 1 higher (hence the \"+1\").
You do not need to restart d3fixd, it will load the new checksums by itself.
5. Try again connecting with Loki to the Gameserver. Hopefully you can now connect.
If you cannot, repeat step 4 with a different adjustment (i.e. try \"-1\", \"+2\", \"-2\", ...).
The adjustments to the checksums are typically small (up to about +/- 4), but smaller adjustmends have higher probability of success, so start with the lower ones.
6. If you can connect, well done!... But: This checksum will only work for this specific ship you selected. So you need to do it again with Pyro-GL, Phoenix, Magnum-AHT and Black-Pyro.
Both, Checksum and Adjustment will change for each ship, so after changing the ship you need a look at d3fixd to get the new checksum, and then try new adjustments to it. (first try as adjustment +0, maybe you do not need one).
7. If you cannot find a suitable adjustment, ask a friend to setup a Loki Descent 3 Server with the same mission. Connect to it, and look at the output of d3fixd. It will now report (as you connect to a Linux Descent3 Server) the Linux checksum. The Difference <Linux Checksum> - <Windows Checksum> is the adjustment you need to specify to d3fixadd.pl.
8. Finally if you managed to get all adjustments for the specific mission and for all 4 ships (or at least the 3 basic ships without Black-Pyro), you can mail me <munk@vexclan.de> your checksum database (located at /usr/local/share/d3fix/checksums), and I will put it on my website.
P.S.: Maybe step 7 is the fastest way to get to the checksums, but you need lots of ressources, (since you cannot run loki client and loki server at the same time on the same machine).
P.P.S.: You should run d3fixadd.pl as root user, since it needs to modify /usr/local/share/d3fix/checksums, which is write-protected. Also for d3fixd to reload his checksums, it needs to send SIGHUP to d3fixd. Since d3fixd is owned by root, only root can do that.
- FunkyStickman
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Re: Fix for Linux Loki Checksum bug
Sorry for the bump, but can anyone mirror the fix? Munk's site 404s and I'd love to play something other than the campaign!
Re: Fix for Linux Loki Checksum bug
I'm ashamed it's 404, i have no clue how that happened (VEX changed servers twice since the release).
Searching the web I found the perl script
http://odf.sourceforge.net/downloads/descent3/d3fixd.pl
but you will also need the checksum database.
Things on my todo list (after finishing studies in a month) is a better version of that fix based on LD_PRELOAD hacks instead of IP mangling. It would not need any root privileges...
If you can wait a few weeks, I would need some help in testing.
Searching the web I found the perl script
http://odf.sourceforge.net/downloads/descent3/d3fixd.pl
but you will also need the checksum database.
Things on my todo list (after finishing studies in a month) is a better version of that fix based on LD_PRELOAD hacks instead of IP mangling. It would not need any root privileges...
If you can wait a few weeks, I would need some help in testing.
Re: Fix for Linux Loki Checksum bug
Thanks flip. Now to get it working... having trouble getting IPTables::IPv4 to install properly >_<
Munk, I'd be happy to assist you in testing. Gmail: Arcalyth
Go ahead and send me some mail when you're ready.
Munk, I'd be happy to assist you in testing. Gmail: Arcalyth
Go ahead and send me some mail when you're ready.
Re: Fix for Linux Loki Checksum bug
NP, over the last 6 years I think I downloaded everything Descent related I could find on the web
Re: Fix for Linux Loki Checksum bug
I haven't been able to get d3fixd working because IPTables::IPv4 module refuses to install. Since I'm impatient, I figured I'd try to write a python version since the iptables module for python works. To do so, I need the original checksums file. I tried to use Storable to deserialize the one in the .tar.gz, but the new version of Storable can't read it and the old one that you linked on Page 2 won't compile either.
So, do you have the original non-serialized checksums?
So, do you have the original non-serialized checksums?