2metraninja
Defender of Nabaxica
I myself semi-migrated on realmbeyonds site and on the Apolyton spanish community. Regular pitbosses there. Ot4e is there too.
P.P.S. It exists an other solution which does not need any changes, but a bond of trust between you and your pitboss host:
Assume that the pitboss host uses the folder Z:\PBs\myPB\Saves\pitboss\ for the save games.
If you mount this folder on your machine with exaclty the same path Civ4 will handle the saves like locale files.
The mounting could be done over several ways. Linux users could use sshfs or ftpfs.
Windows users could mount the pitboss folder with webdav (i.e to Drive X: ) and use mklink to create a link with the desired path ( mklink /D Z:\PBs\myPB\Saves\pitboss X: ).
@Wrapper: You can test it's functionality in our test game, if you want. (This game uses an admin password. If the game crashs on login some md5-Hashs of the game/Mod does not match. Approx 80% of our the Pitboss players got this problem regardless how detailed I've described the mod installation step )
If the Wrapper returns to the normal transfer the timeout for fetching the file was reached. Then, Civ4 falls back to the normal variant. This could indicate a problem with the paths or the "save file cannot be created" popup.
Could you use Wireshark to look which file path was send by the Pitboss server?
@Server setup: Seems that you encounter a bug! I'm share your assumptions about the "save file cannot be created" message.
I could now speculating about the reason why we never has this problem (network delay, faster server, Linux/Apache/Wine combo),
but assume that a short timeout in the wrapper could solve this.
I've will add a two second timeout in Line 191 of https://github.com/YggdrasiI/PBStat...SaveOverHttp/sources/CivSaveOverHttp/main.cpp.
It would be nice if you could test this.
[...] I just mounted ftp folder locally to match the save path of pitboss, so the problem is not in any of your files (since I didn't use them, I just used the idea from your post i quoted before). I was just commenting that the possible method you outlined in one of your post probably also needs some kind of delay.
I'm ok with the dll part, I think, I can do that. But what about the rest that's needed? Even if I leave alone the web interface for the moment, what else should I merge? I've seen there some python code both in PBs and PB Mod_v6 folders. Which one should I use? Do you have any advice? Thanks.
I mean, I think I need to merge the code into the mod I'm interested into, but what about Pitboss? Do I need to simply launch it as described here after I've merged Pitboss mod into RAND?
Currently, only the receiving of the save is modified by my modification (combined with an external webserver providing the folder with the saves).
To extend this on DirectIP games, the sending side had to be modified, too (i.e. to open extra port for file transfer). Well, I think it's possible but not trivial.
It could be easier to switch to an other approach like eliminating the timeout between the sending of packages in the net code of Civ4. (This was my first approach but at that time I was not able to made it working.)