ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
³ KINGDOMS ³
ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
³ KINGDOMS MANAGER DOCUMENTATION ³
³ Version 2.21 ³
ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
³ ³
³ Programming & Design : Dave Chapman : The Web BBS ³
³ ³
³ Copyright c 1993, 94, 95, 96, 97 - Dave Chapman ³
³ All Rights Reserved ³
³ ³
³ 3:712/523@FidoNet 169:3005/2@BattleNet ³
³ ³
ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ kingdoms@tpgi.com.au ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ´
³ ³
³ - Kingdoms Support Page - ³
³ http://www1.tpgi.com.au/users/kingdoms ³
³ ³
ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
TABLE OF CONTENTS
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
SECTION 1 - INTRODUCTION
1.1. Overview
SECTION 2 - FILE MENU
2.1. Edit Paths
2.1.1. BBS (Doorfile) Path.
2.1.2. Kingdoms Game Directory.
2.1.3. ASCII/ANSI paths.
2.1.4. Netmail Path.
2.1.5. Inbound Directory.
2.1.6. Outbound Directory.
2.1.7. Recon Directory.
2.1.8. Temp file path.
2.1.9. Report Viewer
2.1.10. KM Defaults
2.2. Check Paths
2.3. Other
2.3.1. Sysop & BBS Name
2.3.2. Delete Inactive User Days
2.3.3. Days to keep Log data.
2.3.4. Kingdoms Net ID.
2.3.5. Poll Frequency
2.3.6. Self Correction Frequency
2.3.7. Allow Proving Locally?
2.3.8. Allow Raiding Locally?
2.3.9. Next Reset Due
2.4. About Kingdoms
2.5. Maint Flag
2.6. User On Flag
2.7. Logs
SECTION 3 - NETWORK
3.1. Your Routing
3.1.1. Setting Yourself Up : In Brief
3.1.2. KIDX.DAT
3.1.3. Default Outbound
3.1.4. Normal Outbound
3.2. Preferences
3.2.1. Mail Type - Hold/Direct
3.2.2. Crashmail - Yes/No
3.2.3. Compression - Zip, Arj, Rar, None.
3.3. Alias
3.4. Verify
3.5. Erase Routing
3.6. Net Times
3.7. Zero Times
3.8. Defaults
3.9. Index File Dump
3.10. Link Diagram
3.11. Worms
3.11.1 What IS a Worm?
3.11.2. Spawning a Worm
3.12. Other Routing
3.13. Reports
3.13.1. Overview
3.13.2. Worm Report Layout
3.13.3. Routing Report Layout
SECTION 4 - REGISTRATION
SECTION 5 - COORDINATOR
APPENDIX A : MAIL ROUTING
A.1 Overview
A.2. Defining your Routing - Standard Systems
A.3. Defining your Routing - Intermediate Hubs
Section 1 - Introduction
The Kingdoms Manager (or just `The Manager') is the control centre of
Kingdoms. It provides the Sysop and Kingdoms coordinator with all
facilities needed to manage and maintain the Kingdoms realm operating on
his or her BBS and on the network itself.
This document is NOT intended to be an installation manual. If you're
installing the game, please see KSYSOP.DOC for that sort of information.
This document simply takes each option available to you in the Manager
and explains what it does and what it's for. If you find yourself stuck,
or just want to know more about something in the Manager, then this is a
good place to be!
1.1. Overview
The Kingdoms Manager (KM) should reside in and be executed from your
main Kingdoms directory. This is where KCFG.DAT, the Kingdoms
configuration file, resides and where the Manager expects to find it. If
the configuration file cannot be found in the current directory when KM
starts, the Manager will create a new one using defaults.
When you start KM you are presented with the main Manager panel. You can
use your arrow keys to select options or use Alt-letter key combinations
to jump to an option you want. Menus will pop down for the option you're
on and again you can use your arrow keys to choose which option on the
menus you're interested in, or press the capitalised letter of each menu
option.
Having positioned yourself on the one you want, press Enter to select
it. The following sections describe each option available and it's
function.
Section 2 - File Menu
2.1. Edit Paths
2.1.1. BBS (Doorfile) Path.
This is the directory where Kingdoms expects to find the DORINFO?.DEF or
DOOR.SYS drop file which your BBS creates when shelling to the door. You
can override this parameter by using the Kingdoms /D parameter to fully
specify the drop file you wish to use. You would do this primarily if
you're using the DORINFO#.DEF format drop file, where `#' is the node
number in multiline sites. See the Installation section in the Sysop
documentation for further detail.
This entry is ignored if Kingdoms is entered locally using the /L
parameter. In this situation, the required information is taken from the
configuration information specified in the Manager.
2.1.2. Kingdoms Game Directory.
This is the directory where all your main (.exe) Kingdoms files and game
data files (.dat) are located . Generally, this will be something like
C:\DOORS\KINGDOMS. You should be in this directory when you start
Kingdoms itself or the maintenance/network utilities.
2.1.3. ASCII/ANSI paths.
Kingdoms uses .KDI (Kingdoms DIsplay) format files for scoreboards,
newsfiles, and other files created by or used by the game to display
information to the players. These files always reside in the Kingdoms
(game) directory above. If told to, using the /A parameter at runtime,
the maintenance utility (KMNT) will also create ANS and ASC flavours of
those files. If created, they are placed in the ASCII/ANSI path
specified.
2.1.4. Netmail Path.
When Kingdoms creates outbound files, it creates a .MSG style Netmail
message in your mailer's netmail folder. The message is a file attach
message to which files in the Outbound Directory are attached. The
status on the attached files is Kill Sent, which means the files will be
removed from your system by the mailer when they've been forwarded to
the destination node. If you don't plan to participate in a net, you can
just make this C:\KINGDOMS (your Kingdoms directory). If you do, this
should be the directory in which your mailer stores its Netmail (.MSG)
files.
2.1.5. Inbound Directory.
This is the directory where Kingdoms should look for incoming files. It
will usually be the same directory specified in your mailer inbound (NOT
your mailer download!) directory. If you don't plan to participate in a
net, you can just make this C:\KINGDOMS (your Kingdoms directory).
2.1.6. Outbound Directory.
This directory is the directory where Kingdoms will put files it
generates going out to other Kingdom Realms, or BBS's. It does not have
to be a directory related to your mailer in any way and will generally
be a directory under Kingdoms for these files, eg,
C:\KINGDOMS\OUTBOUND\. If you don't plan to participate in a net, you
can just make this C:\KINGDOMS (your Kingdoms directory).
2.1.7. Recon Directory.
Data on other Realms is held by Kingdoms in Recon (Reconnoiter) files.
These files reside in this directory. Again, this will normally be a
separate directory under your Kingdoms directory. If you don't plan to
participate in a net, you can just make this C:\KINGDOMS (your Kingdoms
directory).
2.1.8. Temp file path.
When working, Kingdoms sometimes need to make temporary files and this
is the place where they'll be put. Generally, this will be the Kingdoms
directory itself. Where you put this does not matter particularly to
Kingdoms, but it's recommended you make it a local drive in a networked
environment to minimise traffic during heavy disk activity.
Kingdoms includes the facility for players to chat with each other in a
multinode environment. This directory is also used to store the
multinode communication files.
2.1.9. Report Viewer
This entry is the path *and* filename of your preferred text
editor/viewer. When Reports (discussed later) return to your system, the
data they provide are stored in various Report files. The editor you
define here is executed when you select a report view in the Network
options of KM. Valid entries for this field might be :
C:\DOS\EDIT.COM (The DOS editor)
C:\UTIL\LIST.COM (List)
C:\UTIL\Q.EXE (QEdit)
You may prefer to use an editor such as QEdit rather than a viewer such
as LIST. The worm report is not sorted and holds information from worms
in order of arrival. The right editor (e.g. QEdit) will allow you to do
any sorting you may desire. To accommodate sorting, incoming Worm data
always contains the Worm ID then the full Julian date and timestamp of
the Worm. Sorting on the first 13 columns therefore will always give you
your incoming Worm data sorted by Worm ID, then date.
2.1.10. KM Defaults
As mentioned, if an Configuration file doesn't exist, KM will create it
for you. The defaults provided are :
- BBS (Dorinfo1.Def) Path : C:\KINGDOMS\
- Kingdom (Game Files) Path : C:\KINGDOMS\
- ASCII Text Files Path : C:\KINGDOMS\TEXTASC\
- ANSI Text Files Path : C:\KINGDOMS\TEXTANS\
- Net Mail Path : C:\FD\NETMAIL\
- Inbound Files Path : C:\KINGDOMS\IN\
- Outbound Files Path : C:\KINGDOMS\OUT\
- Recon Data File Path : C:\KINGDOMS\
- Temp Files Path : C:\KINGDOMS\
- Report Viewer : C:\UTIL\Q.EXE
2.2. Check Paths
This option will examine each of the entries you've configured in `Edit
Paths' to check they're valid. Any which are not will be highlighted and
should be corrected before attempting to run Kingdoms. It's a good idea
to select this option whenever you've edited your paths as it will pick
up any typos that may have crept in unnoticed to you.
2.3. Other
2.3.1. Sysop & BBS Name
Self explanatory. Your name and the BBS name. If you decide to register
Kingdoms, the names entered here MUST match the ones you send in on your
Registration form. If you enter Kingdoms locally, the Sysop name here is
also the default logon name in Kingdoms when using the /L startup
parameter.
2.3.2. Delete Inactive User Days
Users who have not logged in for the number of days specified here will
be removed automatically by Kingdoms maintenance. 30 is a good default.
2.3.3. Days to keep Log data.
During maintenance, Kingdoms will automatically trim all it's log files
to purge old/unwanted data. The number entered here specifies how many
days worth of data to keep when doing the purge. Coordinator's please
note : the log created when performing Coordinator functions, such as
adding or deleting nodes on the network, is never trimmed automatically
as the potential is too high for important historical information to be
lost. Any trimming/deletion must be performed by hand on KCOORD.LOG.
2.3.4. Kingdoms Net ID.
This field is used to specify which Kingdoms net this game is operating
in. If your board is connected to several Kingdoms nets, each Kingdoms
game in each network must be set up as a separate game and MUST have a
different net identifier. If you're participating in a net, your
Coordinator will tell you what Net ID your game is using. Make SURE you
get it right as Kingdoms will not process inbound or outbound files if
the data within them belongs to a different net Id than the one you have
defined. Your Network ID will be alphabetic numeric characters to
specify your Id. Special characters will cause problems as this Id is
used in the generation of outbound file names from your Realm. The NetId
is not case sensitive.
An up-to-date list of Network Id's currently in use (so you can select
yourself one that hasn't already been used) is maintained on our web
site, http://www1.tpgi.com.au/users/kingdoms.
2.3.5. Poll Frequency
Poll Frequency is only used if you're participating in a Kingdoms
network. Kingdoms will to keep track of how often mail takes to move
between (both to and from) any given node and all other nodes in the
Kingdoms network. The value entered here specifies how often, in days,
Kingdoms should send automatic polls to all other Kingdoms nodes to
maintain network statistics. The statistic data can be viewed by you and
your users using option `N' on the Kingdom Realms menu. The data
provided will look something like :
-*Net Statistics*-
Mail to Mail From
No. Kingdom Realm Average Average
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
1 - The Web N/A N/A
2 - Bad Company 2 days 3 days
3 - Way Out West 3 days 4 days
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
Press any key ...
Of course, there will be one node listed for each node in your Kingdoms
network. The N/A next to the Web above indicates Not Applicable. The Web
in this case, is the home realm and, of course, there are no mail
statistics to report! In the above example, it takes two days (on
average) for mail to get from The Web (the local Realm) to Bad Company.
It takes three days for mail on Bad Company to get to The Web. Note that
the Poll Frequency value is based on day in the year (ie, the Julian
day) not the day polling was first requested. For example, a value of 4
will NOT necessarily poll other nodes the first time it runs and for
every four days after that. It polls if the current day or the year is
divisible by four. If you want Kingdoms to poll all other nodes every
day, just set the Poll Frequency to 1.
2.3.6. Self Correction Frequency
Self Correction is a major feature and an integral part of Kingdoms
network management. Since version 2.10, Kingdoms carries the default
node routing/link information originally specified by your Coordinator
within the Index itself. With this information available, each node is
able to intelligently work out what connections (outbound or routed) it
should have with what other nodes. This effectively frees the Sysop of
each node having to know anything about the network itself as is
required to get your routing right in most other InterBBS games. A
typical example of where this is useful is when a routing change is
required. Rather than the coordinator having to tell every node in the
network of the change and make sure everyone affected updates their
routing, the Coordinator can simply issue a routing update from his or
her node. Each realm the update reaches will then automatically (in
inbound processing) re-evaluate it's routing rules and reconfigure them
if necessary to the specified settings.
It may have already occured to you however that updates may go astray or
not arrive at their destination for some reason. If they miss getting a
node connection update, how can the problem be fixed without further
manual intervention? This is where self-correction is used. The value
you specify here is how often you want your node to poll your Default
Outbound for `self-correction' information. If you specify 5 for
example, then every five days your node will automatically request
update information from your Default. The information it recieves and
processes by this request is effectively a complete copy of your
Default's index file. That information will be compared against the
local Index and any modifications to the default routing or to Sysop/BBS
names will be applied locally. Likewise, downlinks from THAT node will
then receive any missed updates by self correction and the information
will flow down the network until all changes are effected on all nodes.
Note the importance of the Default outbound here. For self correction to
work properly, your Default Outbound MUST be the most direct link
`upwards' in the network to the Coordinator node. Thus in many parts of
the Manager and in the documentation, the Default is also called your
`uplink'. This is required so that correction information always flows
outward from the Coordinator node which, by definition, must always be
correct itself. If the Default is set to a node which is not on a direct
path to your Coordinator, self correction may actually pick up old data
which, when re-evaluated, may incorrectly configure your routing based
on out-of-date Index information on the link specified as the Default.
During the automatic evaluation of your index links Kingdoms will, of
course, set your Default to the right uplink. You don't normally have to
worry about getting this right as Kingdoms will do it for you. This
information is only pertinent to those who need to change their Default
manually for some (rare) reason.
A self-correction frequency of five is suggested as a good default. The
coordinator node must never have self correction turned on and it should
be left as a zero value.
2.3.7. Allow Proving Locally?
If set to `N', players cannot select the
roving Grounds option in the
game. They cannot therefore challenge each other to one-on-one combat.
This can be turned off if desired to promote interBBS play and stop
players from attacking and/or killing each other on the Local realm.
2.3.8. Allow Raiding Locally?
If set to `N', players cannot select the aid a Castle option in the
game. They cannot therefore enter another players castle locally to
attack them and possibly kill them, pillage gold from their vault and/or
steal their equipment. This can be turned off if desired to promote
interBBS play and stop players from attacking and/or damaging/destroying
each other on the Local realm.
2.3.9. Next Reset Due
The Coordinator has the ability to force a reset network wide as he/she
desires. This line allows you to see if one is due and, if so, when it
will take place. If there is no reset pending, the words `None
Scheduled' will appear beside the prompt.
2.4. About Kingdoms
Gives general information about Kingdoms and the Author.
2.5. Maint Flag
When Maintenance starts, a flag within Kingdoms is set on indicating
this. If a player attempts to log on while Maintenace is running,
Kingdoms will inform them of this and ask them to wait (or exit with a
keypress) a short period until it completes before allowing the player
to enter the game. If something serious happens such as a crash or power
failure while maintenance runs, the flag may not be flipped off as it
normally is when Maintenance completes. This will effectively bar
players from entering the game at all. Should this happen, simply select
this option and confirm you want the flag turned off and all will be
well again. If this DOES become necessary, I suggest you also check your
KMNT.LOG to see if some sort of error or problem is being reported.
2.6. User On Flag
When a player is online, their user record is marked to reflect this. As
with Maintenance, a major system problem may mean this flag doesn't get
switched off. Selecting this option allows you to turn all `user online'
flags off. Of course, you shouldn't run this while someone is actually
online!
2.7. Logs
Allows you to select any game log for viewing (using the external editor
defined in Paths) without leaving the Manager.
Section 3 - Network
3.1. Your Routing
3.1.1. Setting Yourself Up : In Brief
Network Routing is the area you use to identify your node and the nodes
you exchange Kingdoms mail with to Kingdoms. To enter Network Routing,
you must have a valid KIDX.DAT file which will be available from your
Kingdoms Coordinator.
Setting this up is very simple. All you need to do is identify from the
list presented which node you are in the Index. Based on the Connection
information contained in the Index, the Manager itself will configure
the rest of your routing automatically for you. It is not the purpose of
this document to tell you how to set this up - the Sysop documentation
(KSYSOP.DOC), Installation section can tell you that. Provided here is a
general discussion of what things are and what they do so you understand
fully what is happening when it is set up, or to give you help if you
are experiencing difficulties.
3.1.2. KIDX.DAT
The KIDX file is your Kingdoms `nodelist'. It contains an entry for each
BBS in your Kingdoms network. Unlike a lot of other InterBBS games, it
is not a straight text file you can edit. The reason for this is that
Kingdoms manages it, not you, and there is therefore no reason why you
should need to edit it manually. Your first KIDX.DAT will be provided by
the Coordinator of your Kingdoms network. Any changes from that point on
are handled automatically by Kingdoms when the Coordinator distributes
them. There should be NO need for you ever to edit this file. Indeed, if
you try, you could easily break your routing, so DON'T!
3.1.3. Default Outbound
You will have one Default Outbound on your system. Your Default Outbound
an outbound just like your Normal Outbound nodes with one important
distinction - it is the node to which you connect for Kingdoms mail
WHICH IS THE MOST DIRECT PATH BACK TO YOUR COORDINATOR NODE. Normally
you don't have to worry about this as Kingdoms will work out which node
should be your Default and mark it appropriately and automatically for
you. If you are unsure however, you can generate a Link Diagram and
identify from that the node your Default should be (it is the node
marked `Uplink' in the diagram for your node) and set it accordingly. As
described previously, the Default MUST be the most direct path to your
Coordinator node for Self Correction to work. If it is not, you should
disable Self Correction by setting it to zero.
3.1.4. Normal Outbound
A Normal Outbound is simply that. It's a node in your nodelist with
which you communicate directly. That is, you call them, or they call
you, to transfer Kingdoms data. Like the Default Outbound, you can only
route data for other nodes to an Outbound to get it out on the network
and to the place it should be going.
3.2. Preferences
When selected, a list of all outbound nodes on your system (both Default
and Normal) is presented. You can then tailor options for mail for your
outbound node(s) to suit your preferences. The possibilities include
type of mail, (hold or direct), crashmail (yes or no) and compression
type (ZIP, ARJ, RAR or None). While the highlight bar is on the outbound
node you're interested in changing preferences for, F1, F2 and F3 will
toggle through mail type, crashmail and compressions options
respectively.
3.2.1. Mail Type - Hold/Direct
Pressing F1 will toggle between Hold and Direct mail for the highlighted
node. That is, the .MSG file attach will be marked `hold' (waiting for a
call in to pick it up) or direct (will be delivered on either an
outgoing or incoming call to/from the destination node).
3.2.2. Crashmail - Yes/No
Pressing F2 will toggle crashmail on and off. If on, any new .MSG file
attach created will be marked Crash, Immediate. As soon as your mailer
has the opportunity to do so, an outbound call will take place to
(attempt to) deliver the mail. This generally means an extremely good
throughput of mail to/from a system but can cost in terms of phone
bills. Not using crashmail generally means you want your Kingdoms data
delivered to its destination during normal mail hours/sessions.
3.2.3. Compression - Zip, Arj, Rar, None.
Compression is available on all outbound packets in Kingdoms using your
choice of the standard compression tools, ZIP, ARJ and RAR. Note that
this is specifying compression for OUTBOUND packets only. Kingdoms will
scan Kingdoms inbound data, work out what compression format, if any, is
being used, and decompress it accordingly if required. In other words -
Inbound processing pays no attention whatsoever to what is specified
here when decompressing packets - it decompresses inbounds according to
the archive type it detects itself.
When Knetout runs, it will search for compression on any outbound
packets and decompress them accordingly. It will then do normal
processing to add outbound data then, according to the type specified
here, compress them again ready for transmission. Kingdoms must be able
to locate the archiver(s) you have specified either in the current
directory, or in a directory on the path, when it needs them.
You should, of course, make sure that the destination outbound supports
(ie, is able to decompress) any archiver type you choose when
compressing mail that is destined for that node.
3.3. Alias
Much as it would be nice if everything stayed stable and systems kept
working, it is a fact of life that nodes will come and go, addresses may
change and other less desirable things may happen. Such events can
create havoc with a well running network!
To help manage these changes, Aliases are supported under Kingdoms. An
Alias basically comprises two addresses - the `Convert From' and
`Convert To' addresses. These are simply addresses which allow
information destined for one node to be readdressed to another
dynamically, or `on the fly'. The following example will explain an
example of where this may be necessary.
Let's say the a node with address 1:2/3 has dropped their Fidonet link
(ie, being a Fido zone) and no longer wants to (or can) use their
original address. Let's also assume that the board is a member of
BattleNet and has the address 169:2/3 on that network. The node who
wants to change should notify their Coordinator who will distribute an
Index Change instruction, telling all boards of the change. That's fine,
and everyone will start distributing data to the new address as they
should, but there may be a considerable amount of data already in
transit in the network for the old address. When it reaches a node who
has already processed the update, the destination address (the old
address) for the inbound transit will no longer exist, and the transit
data would be returned to the sender as undeliverable. Not a really good
way to do it! This is where aliases come in. Quite simply, when a Change
order comes into a node, not only does Kingdoms do the Index change, but
it will ALSO, using the example above, create an alias address with a
`Convert From' of 1:2/3 and a `Convert To' of 169:2/3. When transit data
comes in for the old destination address, but to a node who has the new
address in their Index, it (the old address) will still not be found on
the Index. Kingdoms will then however, check the Alias file and find the
old address in the `Convert From' field of one of the Alias records.
What it will do then is replace the destination address on the inbound
transit with the `Convert To' address (the correct, or new, one) and
continue to process it. The network is not affected, the data gets to
where it should and no problems will arise even though not everyone in
the network has yet processed updates. Note also that all this happens
automatically and there is no need for human intervention, other than
for the Coordinator to issue the original Change instruction.
You can if you wish set aliases yourself, but there will rarely be a
need to do so. It's better to let Kingdoms manage them. A maximum of 10
Alias records are held in Kingdoms at any one time, which should be more
than ample. If a new one needs to be added and no space is available,
the one which is oldest (referenced the longest time ago) will be
overwritten to make way for the new.
3.4. Verify
The Verify information in Kingdoms is worth running after you've changed
your routing, should you decide to do so. It simply goes through your
routing definitions, summarises them, and presents the summary data to
you on screen. It's a nice check to see if everything is ok & I suggest
you do it periodically.
3.5. Erase Routing
If you've done a lot of things to your routing or incorrectly set
something, such as your node on the Index file, you can erase all your
Routing rules and start over with a fresh slate. This option allows you
to do this. Having confirmed this is what you want to do, you will need
to reenter the Network Routing options to respecify your node again, or
your InterBBS functions will not operate.
3.6. Net Times
This is an extended listing of the Net Times list available to players
in the Kingdoms InterBBS options. It shows full detail of how long data
is taking to get from your node to and/or from all other nodes in the
network. The higher the poll frequency set in the `Other' options of the
Manager, the more accurate these numbers are likely to be. A on any
node in the list (excluding your own, of course) will allow you to send
an immediate Recon Request to that node.
3.7. Zero Times
Erases the statistics kept for Net Times. This allows you to `start
afresh' with your statistics gathering. You would want to do this most
probably after things like network problems are resolved to give your
players the most realistic view of the nodes you communicate with.
3.8. Defaults
As described elsewhere, Kingdoms is capable of fully managing all your
network connections for you. You will not normally have any reason to
change these defaults Kingdoms sets for you. Should you do so however,
the defaults can be easily restored by choosing this option and
confirming that this is what you want to do.
3.9. Index File Dump
Choosing this option allows you to dump your index, including your
current routing definitions, to a standard text file for ease of
reference should you wish it. There are times in Kingdoms you may be
informed of a problem with node number xx, where xx is the physical
record number of a node in your Index file. As all listings in the
Manager which show nodes from the Index are sorted alphabetically by BBS
name, they cannot be used to identify which node Kingdoms is talking
about in these messages. The Index File Dump is listed (and numbered)
according to physical record numbers and can also be used to identify
these nodes with ease when required. An example of an Index Dump for the
Battlenet League (Netid 59) looks like :
Kingdoms 2.19 Index File Dump for Net 59. 12-08-1996 (1996343) at 13:31:50.
====== ============== ============================== ================ =====
Record BBS Address Realm Name Your Routing Mail
Node Status Realm Sysop Last Recon
Network Connect
====== ============== ============================== ================ =====
1 169:3800/5 RADAR'S wRECk ROOM This Node N/A
Co-Ord Radar No Recon
0:0/0
------ -------------- ------------------------------ ---------------- -----
2 169:3800/1 MAX Default Outbound Hold
Active Peter Connerty No Recon
169:3800/5
------ -------------- ------------------------------ ---------------- -----
... more nodes ...
------ -------------- ------------------------------ ---------------- -----
20 169:3300/6 Enterprise BBS 169:3800/1 N/A
Active Andrew Seeger No Recon
169:3300/1
------ -------------- ------------------------------ ---------------- -----
The fields for each Realm include :
* Record Number : The actual record number of the Realm on the Index
File.
* Address : The address of the Realm - Zone/Net:Node
* BBS Name : The BBS Name shown on the Index to players
* Your Routing : Where your node actually routes data to for the
respective Realm
* Mail Type : Hold or Direct. Only applicable for outbound nodes
* Node Status : Coord, Active, Inactive, Deleted, Pending.
* Sysop : The Sysop Name shown on the Index to players
* Last Recon : The date a Recon was last recieved from this Realm, or
No Recon.
* Connection : Where the node is physically connected to on the
network.
3.10. Link Diagram
The Index File Dump described previously produces a list of nodes
stating who they are currently routing data to. While this will normally
reflect the network defaults, a manual change (override) to the routing
specified by Kingdoms may mean the dump doesn't reflect what Kingdoms
thinks is the network structure (as defined by the Coordinator) due to
your manual modification. In contrast, the Link Diagram generates a
picture of your complete network. It shows the Coordinator default links
and does not take into account (or depict) any changes you may have
made. In short, the Link Diagram is a complete picture of who connects
to who in the Kingdoms network according to Coordinator specification.
It can be particularly useful if you have made some manual modifications
to your network and want to change something in particular back to what
it should be without resetting everything automatically using the
`Defaults' option on this menu.
A comparison between the Link Diagram and connections shown in the Index
File Dump is a simple means of identifying areas where your node differs
from the Defaults specified by the Coordinator.
3.11. Worms
3.11.1 What IS a Worm?
One of the major problems I've found with other Inter-BBS games is the
routing of game data. Too often things go astray or are not working
properly, often due to a BBS that has it's routing defined incorrectly
and is sending data off into a black hole somewhere. Unfortunately,
though this is always a major issue in Inter-BBS games, facilities are
rarely provided to verify the network setup from any node. The concept
of the `Worm' is Kingdom's implementation of just such a facility.
A Worm is named such because of it's function. When spawned from a node
(any node can spawn a worm to any other node), a Worm will `crawl'
through the network for anything up to ten days in an attempt to make it
to it's destination. If it cannot reach the destination node in ten
days, it will give up and return to the originating Realm. At each and
every node it visits on it's way through the Kingdoms network it will,
in addition to continuing on it's way to the destination, spawn a
message back to the originator. When this message arrives back at the
original node that spawned the worm, it will be added to the Worm
report, `KWORM.RPT' on the local Realm. In this way, a complete report
of the network links from one node to another will ultimately be
generated, assuming the link is working as it should.
In addition to spawning these informational messages on the Worm's
progress, node data will also be added to the Worm on it's travels. That
is, it will `grow' as it moves from node to node, compiling data about
the nodes it travels through as it goes. Again, when a worm returns to
it's origin node, the data gathered will be appended to the Worm report.
In normal circumstances then, Worm data returned to the originator will
consist of one record for each node the Worm passed through in addition
to the compiled information gathered as it moves through the network. If
a worm gets to a certain point then messages from it cut off suddenly,
there is a problem with the network at the point the messages stopped
being spawned back. In such cases, you should notify your Coordinator of
the problem (remember to include the Worm report!) so remedial action
can be taken.
At present, Worms aren't very intelligent. Certainly they provide
valuable information about the network so that if you suspect something
is wrong with a node, you can spawn a worm to it (effectively `ping' it,
in network vanacular) and verify the links between the suspect node and
your own. I plan however, in future versions, to add functionality to :
* Report on Worms that pass through the same node more than once in
transit to its destination.
* Report on network `loops' by notifying the local Sysops who are in the
`loop'.
* Verify Index file structures are consistent on nodes the Worm passes
through compared to the originating node.
Two points to note about Worms :
1. Use them judiciously. Particularly in a large network, Worm's
can generate a lot of network traffic by the time they've done a round
trip from origin to destination and back again. Use them, by all means,
but do everyone a favour and keep the traffic down by only spawning a
Worm when you think there might be a network problem.
2. When you first connect to a Kingdoms network, make sure you
*are* connected properly. Spawn a Worm to your network coordinator node
(the N>etwork V>erify option in KM tells you who your coordinator is) to
make sure you have a link to the coordinator. If that link isn't
working, you have a problem!
3.11.2. Spawning a Worm
Spawning a Worm is a simple matter. Select the `Worm' option on the
Network menu. A scrollable list of available nodes will pop up. Select
the node you want to spawn a Worm to and confirm the selection. The
only restriction here is that you cannot spawn a Worm to your own node,
for what I hope are pretty obvious reasons! :-) The specific format of a
returned Worm report is shown (and described) in section 4.9 below.
3.12. Other Routing
This is another means of checking suspected problems in the network, or
even just a facility to satisfy yourself that all is as it should be. In
short, this option will return you complete routing information as
defined on any `Other' BBS in your Kingdoms network.
When selected, a scrollable window of available nodes will pop up and
you can select which one you want to send the request to. When it comes
back, the data will be added to your Routing Report, for viewing at your
convenience.
The Routing data returned includes (nicely formatted, of course!) :
* The Realm Name
* The Realm Address
* A complete list of that node's Index and associated Routing rules.
* A full list of Aliases active on the selected node
* The version of Kingdoms that the node is running
The specific format of a returned Routing report is shown (and
described) in section 4.9 below.
3.13. Reports
3.13.1. Overview
This option allows you to view the Worm and Routing reports while in the
Kingdoms Manager. If you prefer to do this straight from DOS (or other
OS), it will be useful for you to know that reports are always named
*.rpt for ease of finding/reference. KWORM.RPT and KROUTE.RPT are the
Worm and Routing reports respectively. You must have the Report Editor
path and filename set up correctly in F>ile E>dit Paths to use this
option. See `3.1.9. Report Editor' for more information.
3.13.2. Worm Report Layout
The Worm Report will tell you many things about the path and operation
of your Kingdoms network. It is first worthwhile to note that whenever
you propogate a Worm, it is given a four character ID so you can always
tell which worm is which as it's quite possible to send out several at
once. Thus, the first characters of a Worm report line will always be
`Worm [nnnn] :', where nnnn is the Worm ID. Following is a description
of all the lines of text and status information you can come across in a
Worm report, and what it means to you. For the purposes of illustration,
the worm-id is assumed to be 2468.
Worm [2468] : *** Spawned yyyyddd-hh:mm:ss to BBS-Name
This line is created when you first select a Worm for propogation. The
ID is recorded and the date/timestamp of when you issued it. The name of
the BBS to which you requested it go is also recorded.
Worm [2468] : --- Passthrough Notification on zz:net/node at yyyyddd-hh:mm:ss
This line is created by another node as a Worm passes through it on it's
way to a destination. Eg, If BBS-1 sends a worm to BBS-3 and to get
there the worm has to pass through BBS-2, then a passthrough
notification will be issued back to BBS-1, by BBS-2, as the worm is
processed and forwarded on. When you get this, you'll find out a lot
about your network. If BBS-1 gets a passthrough notification back from
BBS-2, then you know the link to BBS-2 is working fine, both ways, that
BBS-2 is running inbound and outbound processing correctly, and at what
time of day the outbound processing is run on BBS-2. You know also that
BBS-2 has forwarded it on, but you CANNOT be sure it got to the next
place (BBS-3) until you get a similar message back from BBS-3, or a
message such as those that follow telling you the Worm has reached it's
destination and it returning. If you DON'T get something back from
BBS-3, then either BBS-2 didn't forward it properly, or BBS-3 didn't
process it properly. As BBS-2 has returned your pssthrough notification,
it's probably ok and the problem probably lies with BBS-3, but you can
make sure of that by requesting a routing report from BBS-2, which will
give you detail on what it sends where and should answer that question
for you.
3.13.3. Routing Report Layout
A routing report is not the same as a Worm, but is very informative in
it's own right. A routing report will send a request to any node you
wish, asking for detail of that node's routing. The complete routing
rules for that node will be returned to the requestor (normally the Net
Coordinator) for examination as desired. This is ONLY the information
held for routing rules which, if specified incorectly, will cause mail
problems in the network itself. Thus, anyone can check anyone else's
routing. Indeed, you are encouraged to do so to minimise processing
errors on the network, and thus problems and hassles in the game itself.
Information considered private to a node (such as registration numbers
and status, passwords, user names, etc) is NOT distributed and cannot be
requested.
Like the worm, a line is written to the routing report when it is first
requested to keep track of the date such requests were made. It will
read something like `Routing Request generated yyyyddd/hh:mm:ss to
BBS-Name.'. Assuming the request gets there and makes it back, the
information returned is pretty much the same as you can view of your own
realm within the Kingdoms Manager Network options on Routing and
Aliases. A sample returned routing report follows :
--------------------------------------------------------------------------
Routing Report Created yyyyddd (dd-mm-yyyy at hh:mm:ss)
--------------------------------------------------------------------------
Routing at BBS-Name - processed yyyyddd (dd-mm-yyyy at hh:mm:ss)
BBS-Name is running Kingdoms vn.nn.
addr1 BBS1 (Sysop1) Default Outbound
addr2 BBS2 (Sysop 2) Route to addr1
addr3 BBS3 (Sysop 3) This Node
addr4 BBS4 (Sysop 4) Route to addr1
--------------------------------------------------------------------------
--- Alias Data ---
Alias 1 : Not used.
Alias 2 : Not used.
Alias 3 : Convert addr5 to addr4
Alias 4 :
....
Alias 10 : Not used.
-------------------------------- End Routing Info ------------------------
Given that you've set up your own, this should be pretty clear to you by
now. Quite simply, all the information that affects routing on the node
is returned to the requestor for examination. It is not, of course,
possible for someone to change another BBS's routing rules, but by mail
you can inform another Sysop of routing rule problems, should any exist
and get them fixed so the network continues to operate smoothly.
Section 4 - Registration
Should you decide to register Kingdoms, this is where you enter the
registration number provided. You will be asked for your name plus the
BBS name to match up with a registration code provided to you by the
Author. Remember that all fields are case sensitive when entering this
information! If you've already registered, this option will display your
registration details. Registration information is available in the
accompanying document, KREG.DOC (or the text version, KREG.TXT). If
you're on the Net, you can register with a credit card online at
http://www1.tpgi.com.au/users/kingdoms. You can also pick up the latest
version of Kingdoms there!
Section 5 - Coordinator
These options are available only to your Netowrk Coordinator and are
fully described in KCOORD.DOC, the League Coordinator's (LC's)
documentation, which accompies the Kingdoms distribution archive.
Appendix A : Mail Routing
A.1 Overview
If you're participating in a Kingdoms network, your routing rules are
set up and maintained using the Manager, KM.EXE. In short, your rules
tell Kingdoms where to send mail for what node in your net. This
appendix goes into detail about routing, what it means, and how it works
in Kingdoms. Generally you won't need to read it to run your game
(Kingdoms will maintain it fully for you) but the information is
provided here for those who would like to know more about what's
happening `behind the scenes'.
When KNETOUT runs, it will examine the routing rules which are stored in
the Index file, KIDX.DAT. For nodes which have outbound data, KNETOUT
will generate a file attach .MSG in your Mailer directory (as defined in
KCFG). The file attached to the message will be placed in your Kingdoms
Outbound directory, again as specified in the Manager.
Kingdoms does NOT create zillions of outbound files for the same node.
It is smart enough to realise if an outbound exists for a node which is
being sent more data and will simply append the new data to the existing
file. This makes for a much faster and cleaner mail session during
transfer.
It is VERY important you get your routing rules right or your players
will find that attacks don't get through, money is lost they're sending
to other Realms, or numerous other undesirable outcomes are possible.
Kingdoms will define them for you based on the information available in
the Index file so this isn't normally a problem but be aware of the need
for caution if for some reason you have need to override the defaults
chosen by Kingdoms itself!
A.2. Defining your Routing - Standard Systems
First up, make sure you have the latest KIDX.DAT file from your Kingdoms
co-ordinator. Place it in C:\KINGDOMS and run the Manager. Selecting
Network>Your Routing will put you in a screen where your routing rules
are defined.
This aspect of InterBBS games always seems to cause the most pain, which
is why I chose not to use the normal text file interface as I've seen
(and seen go wrong in numerous ways!) in other BBS games, but rather
built this area to allow you to easily manage your routing rules. You
will have a screen before you which lists all the nodes in your
`nodelist', your Kingdom Index (KIDX.DAT) file.
If this is the first time you've used this option, you'll be asked to
define which node YOU are in the nodelist. Using the arrow keys, place
the highlight bar over your node and press enter. If your node is NOT
listed, then press Esc to get out of there and get an updated KIDX.DAT
file from your Coordinator that has you listed. Do NOT set yourself up
as another node as mail routing for the game will get very confused to
find multiple nodes with the same address on the network!
Having selected your node, Kingdoms will configure your routing for you
and there'll not normally be anything further you need to do other than
perhaps set your outbound(s) to CRASH mail rather than normal mail
should you wish it and turn on any compression you want. When this is
done, re-enter `Your Routing' and have a look at what Kingdoms has done
for you.
Please note that the remaining discussion assumes Kindoms has created
your routing and for some reason you wish to change it. A full
description is provided so you can be sure you know what you're doing
but do NOT assume you ever need to do any of this! In normal situations,
Kingdoms will handle the whole thing for you and you should NEVER modify
your routing definitions without first consulting your coordinator. Not
only do you risk disrupting mail for your node if you get it wrong, but
nodes who pick up from you and poll your node for network self
correction will also feel the effects of a mistake and will have their
routing broken in turn! In short, Kingdoms handles it all seamlessley
... if it ain't broke, don't try to fix it!
The information you see when you enter Your Routing might look like :
Address Name/Sysop Node Routing
3:712/523 The Web (Dave Chapman) This Node
3:712/807 Bad Company (Shane Hunter) Default Outbound (Direct)
69:1171/3 Way Out West (Darren Gibbs) Route 3:712/807
98:765/4321 Another BBS (Sysop Name) Route 3:712/807
This simple example, I hope, is apparent. We have :
* The Web is the node on which Kingdoms is being set up.
* Bad Company is the BBS to which The Web sends its Kingdoms data.
* Way out West's and Another BBS's Kingdoms' data is being routed to Bad
Company.
* Bad Company will have its routing set up to move data for these two on
to wherever they are.
Lastly, note that there is a (Direct) listed after Bad Company. This
means that mail generated for it will be sent whenever The Web is
connected to Bad Company - it matters not who made the originating call.
If Bad Company was ringing the Web, then the mail for Bad Company can be
placed on Hold to await an incoming call to the Web. Placing the
highlight bar on the node you want to change and press F2 to toggle
between Direct and Hold status for outbound mail depending on whether
you call the node, or the node calls you, respectively. Generally, you
can leave everything as Direct, so mail will transfer at all times,
unless you have a specific reason for wanting to Hold mail for pickup
only.
For outbound nodes as well, you can set the `CRASH' flag on and off by
pressing F3 while the node is highlighted. If it is on (Y), then
file-attach messages created for your mailer will have the CRASH and
IMMEDIATE flags set on accordingly.
Having set this up, you often won't need to do any more. Kingdoms
supports automated update of all Realm Index files so your Coordinator
will distribute new nodes and they'll be added to your index file as
they arrive without you having to lift a finger. Any new nodes that
arrive for addition to your index file will automatically be routed to
your Default Outbound so you don't need to worry about the routing of
new nodes either. Kingdoms does it all for you!
Should you ever want to change your Default Outbound, then just go back
into the routing definitions and press Enter on the node you want to
make your Default from that point on. You will be asked what you want to
do with this node so select the option that defines it the Default
Outbound. Kingdoms will prompt you to see if you want to change all
other nodes to direct mail through this node and if you do, just hit
Yes. Everything will be directed through a new node with just those few
keystrokes, nothing more to it. Again, note that the Default Outbound
MUST be your direct uplink on a path to the Coordinator node. You can
see which node Kingdoms thinks that should be (and it's probably right!)
by looking at the `uplink' node for your node on the Link Diagram. If
you change it to some other node YOU MUST DISABLE SELF CORRECTION by
setting it to zero or you risk the self correction process picking up
old network data and incorrectly assigning routing definitions for your
node.
A.3. Defining your Routing - Intermediate Hubs
The above discussion should cover the requirements of most Kingdoms
nodes and is very easy to implement. In the example however, The Web is
calling only one node and sending all data to that node. If you are an
intermediate hub (a BBS where more than one other BBS is picking up or
delivering Kingdoms data) things are a little different, though Kingdoms
still keeps it quite easy to do with a minimum of fuss. Again, Kingdoms
(since version 2.10) does all this automatically and you shouln't need
to change it. The following description is here only for those who have
some need, and their Coordinator's approval, to do so!
After routing configuration has completed, a hub might see a Routing
screen such as :
Address Name/Sysop Node Routing
3:712/523 The Web (Dave Chapman) Route 3:712/807
3:712/807 Bad Company (Shane Hunter) Default Outbound
69:1171/3 Way Out West (Darren Gibbs) Route 3:712/807
3:712/611 Sci-Fi BBS (Greg Hope) This Node
98:765/4321 Another BBS (Sysop Name) Route 3:712/807
Let's assume now that `Another BBS' is calling us (Sci-Fi BBS) for
Kingdoms, not picking it up from Bad Company as is most likely the case
above. Simply put the highlight bar on `Another BBS', and press Enter.
You'll be given the following options :
1. Make this node the Default Outbound
2. Make this node a normal Outbound
3. Route mail for this node to another node
4. Forget it, no changes
Simply select `2' and press enter and the routine list screen will be
returned to you.
Address Name/Sysop Node Routing
3:712/523 The Web (Dave Chapman) Route 3:712/807
3:712/807 Bad Company (Shane Hunter) Default Outbound
69:1171/3 Way Out West (Darren Gibbs) Route 3:712/807
3:712/611 Sci-Fi BBS (Greg Hope) This Node
98:765/4321 Another BBS (Sysop Name) Normal Outbound (Hold)
Simple, huh? Now mail for Another BBS will be held on Sci-Fi BBS until
Another BBS calls in for it. As with the Default Outbound, you can press
F2 while the node is highlighted to change their mail status from Hold
to Direct.
Something a little more complex. Assume `Way Out West' calls `Another
BBS' for Kingdoms, rather than Bad Company. You want mail for Way Out
West to go then to Another BBS rather than being routed to Bad Company.
Again, highlight the node you want to change, Way Out West in this case,
and press Enter. Choose `3' this time and a list of available nodes will
pop up in another window. Kingdoms will ask you to select the node you
wish to route data for Way Out West to, so highlight Another BBS and
press Enter. The following screen will be returned :
Address Name/Sysop Node Routing
3:712/523 The Web (Dave Chapman) Route 3:712/807
3:712/807 Bad Company (Shane Hunter) Default Outbound
69:1171/3 Way Out West (Darren Gibbs) Route 98:765/4321
3:712/611 Sci-Fi BBS (Greg Hope) This Node
98:765/4321 Another BBS (Sysop Name) Normal Outbound
A couple of restrictions exist, which are there to protect you from
yourself .
1. You cannot route data to your own node.
2. You cannot route data to a node that is not an outbound node.
3. You cannot change the status of the Default Outbound node except for
the mail Hold/Direct flag. You must make another node the default
outbound before you can modify it.
That about covers mail routing. It should be pretty clear I hope! If you
have any questions or problems, please don't hesitate to contact me
netmail, on the Internet or via the Kingdoms Sysop echo on BattleNet.
- End of Manager Documentation -