home *** CD-ROM | disk | FTP | other *** search
-
- Tradewars 2 Network mode docs. Written 10/90, 01/91 & 05/92
-
- By John Morris
-
- Formerly a registered only option, it is now available to all SysOps who
- use TW2.
-
- What this DOC is all about:
- ---------------------------
- This DOC file does not refer to TW2 running on local area networks. Instead
- is contains information on how to run a TW2 game which 'spans' several BBS's.
-
-
- TW2 Network Mode
- ----------------
- First of all, If you wish to set up TW2 in network mode, I suggest you
- have network experience.. FidoNet, RBBSNet, PC-Relay.. etc. If you don't
- have network experience, you should get some before setting TW up in network
- mode!
-
- Here is how the networking should work. (In theory that is..)
-
- Each individual game will be part of a TW network. This TW network covers
- only the BBS's which are sharing the game. This 'network' should be
- determined ahead of time. A BBS can be added in the midst of a current game,
- but we'll discuss that later. The network will consist of a Host, and
- several nodes under the host. The host, and each node will have a unique
- TW2 node number. For instance, the host would be 'node 1' and each node would
- have its own number. (2, 3, 4..etc.) This should be determined by the SysOp
- of the host BBS. The hosts game of TW2 will be the game by which everything
- will be determined.
-
- The 'data' file which will contain the actual play information should be
- put in its own directory. Use TWEDIT to set this network data file directory.
-
- The TW message base is now Fido message compatible. This will enable the
- message base for the TW game to be passed among BBS's in ECHO mail fashion.
- You will also set the Message base subdirectory in TWEDIT. To aid in the
- processing of the echo mail, you must also give TW your actual network
- net, and node numbers. This is to differentiate between your TW2 messages,
- and someone other nodes TW2 messages. If you do not have a way to pack up
- Fido-style messages, TWMaint can do it for you, but you must TWMaint to do
- so. The TWMaint method may be preferable in all cases. More on that later.
-
- How to get your network game started.
- -------------------------------------
-
- First, decide who the host is. When that's done, the host should initialize
- the game. Next, determine the TW2 node numbers. The host should be TW2 node
- 1. the other nodes would be 2, 3, 4.. etc. The host should determine the
- TW2 node numbers. The host should also determine how many players will
- be allowed in the game.. lets say 10 to 20.. use TWEDIT to change this number.
- If you wish to simplify the start of the game, use TWEDIT to add in all users
- which will be playing in this game. This includes all users from all of the
- networked BBS's. Note, you don't have to add the users in if you don't want
- to. You must also set the maximum number of nodes for this network game.
- This is the total number of nodes (BBS's) sharing the game.
-
- Then the host should send the following files to the nodes.
-
- TWPLAYER.DAT
- TWSCTR01.DAT
- TWSCTR02.DAT
- TWPORT.DAT
-
- When the nodes have received the files, they should: First, initialize the
- game, then copy these files OVER the ones created during intialization.
- At this point, they will have the same data files as you. This is a must!
-
- When the game is first played, the users may notice several things. First,
- if a new users joins the game on the host, he/she may play the game at
- that point in time. If a new player joins on a BBS other than the host, they
- will have to wait to play. The same things goes for teams. On the host, teams
- can be created and used now, and on the nodes, they will need to wait.
-
- The reason for this is simple. The host TW2 controls the doling out of the
- user and team records. This makes sure that all players have the same
- record number on each node. Same goes for teams.
-
- When a new player joins on a node, they will be told that their player
- request has been sent out. This data is the sent to the host. If the host
- has room, that person receives a record, and the host then sends info to
- all nodes telling them to create a new user record with 'so-n-sos' name.
- Once again, same goes for the teams.
-
- THE WAY IT IS SUPPOSED TO WORK
- ==============================
-
- NODE PROCESSING of data files (DAT and MSG files)
- ---------------
-
- When play occurs on each node certain files are created. All play data is
- saved to a file called 'TW2NETxx.DAT' (Where 'xx' is the node number in
- hexidecimal format) Example:
-
- TW2 Network node 2's file would be:
-
- TW2NET02.DAT
-
- Node 10's would be:
-
- TW2NET0A.DAT
-
- This file can be found in the Network directory.
-
- At a certain time (or times) per day, you need to pack up your new messages
- and send the Play data, and packed messages to your host for processing.
-
- To pack up your messages you need to use TWMaint with the following
- command:
-
- TWMAINT /L /B /ME
-
- /L (Local mode)
- /B (batch mode.. don't wait for input)
- /ME (Message Export.)
-
- TWMAINT will create a file called 'TW2NETxx.MSG' in your network directory.
- ('xx' is again the node number in hex format)
-
- Node 2's file would be 'TW2NET02.MSG' Node 10's would be 'TW2NET0A.MSG'
-
- You then need to send both TW2NETxx.DAT and TW2NETxx.MSG to the host.
-
- For instance, you ZIP up both files in a ZIP file called:
-
- TW2DATxx.ZIP
-
- After you have ZIPped the two files, Delete them!
-
- Next Send these files to your Host for processing (How/When these files are
- sent and processed is determined both by you, and your host)
-
- Next, I will discuss the host processing, if you aren't the host you don't
- need to read this section. Skip to NODE PROCESSING of include files (below).
-
- HOST PROCESSING of data files (DAT and MSG files)
- ---------------
-
- Mr. Host, There are several ways in which you can process the files you
- receive from your nodes. Here are the two most probable 'Options':
-
- 1: You can process the data immediately and have the return data ready
- for download by that node in a couple of minutes.
-
- 2: You can receive all the data files, and process them at one time, and
- the ZIP up all return data for download after a certain time.
-
- Option 1 will probably be the most desirable method. But it is your choice.
-
- In both options you will follow the same steps.
- 1: you must pack your message base for the other nodes.
- 2: you must tell TWMaint to process the data for ALL nodes.
- This will make INClude files for both you, and all other nodes.
- 3: you must include the play data into you game. That way you may process
- player and team requests.
- 4: you must tell TWMaint to process the play data files again!
- This will include data in reply to player or team requests (if any)
- 5: Then you need to include the messages sent to your node.
- 6: ZIP the files up for a certain (or all) node(s).
-
- You can do this in one 'simple' step. Run TWMaint with the following
- command:
-
- TWMAINT /L /B /ME /IR /MI
-
- The sequence of the command line parms is not important. The data will be
- processed as per the 6 steps above.
-
- /L (local mode..)
- /B (batch mode.. don't wait for input)
- /ME (Message Export, Step 1)
- /IR (Include data & ReInclude Data ie: Steps 2, 3, 4)
- /MI (Message Import, Step 5)
-
- When you run TWMaint and NOT all nodes have sent in their data files, you
- will receive error messages! This is normal! Don't worry about it!
-
- Now an example of what is actually happening during each of those 6 steps.
- Lets say you are node 1, and you have received data from node 8, and you
- are using Option 1 (process the play data as it comes in, not all at once)
- You also have told TW2 that you have a total of 8 nodes in the network.
-
- Example is as follows:
-
- Before you received the data you will most likely have 1 file in your TW2
- network directory, TW2NET01.DAT. It contains your latest play data.
-
- Next, You receive TW2DAT08.ZIP from node 8. You will unZIP the two files
- therein (TW2NET08.DAT, and TW2NET08.MSG) into your TW2 network directory.
-
- Delete TW2DAT08.ZIP!
-
- In your network directory, you will now have 3 files:
- TW2NET01.DAT your play data
- TW2NET08.DAT node 8's play data
- TW2NET08.MSG node 8's latest messages
-
- Now you need to switch to your TW2 directory, and run TWMAINT with the command
- shown above.
-
- TWMAINT STEP 1:
- (packing your message base into the file TW2NET01.MSG)
-
- You will now have 4 files in your net directory:
- TW2NET01.DAT, TW2NET01.MSG, TW2NET08.DAT, TW2NET08.MSG
-
- TWMAINT STEP 2:
- (processing data for all nodes)
-
- Suprise! You now have 16 (sixteen) files in your network directory. They will
- have file extensions which you will not have seen yet. These extensions are:
-
- INC for 'INClude this data'.
- MIN for 'Message INclude'.
-
- So, if you see TW2NET01.INC it is INClude data for node 1. If you see,
- TW2NET03.MIN, it is messages for inclusion on node 3.
-
- These 16 files are as follows:
-
- TW2NET01.INC contains Node 8's data for inclusion in your (node 1's) game.
- TW2NET01.MIN contains Node 8's messages for inclusion in your message base.
-
- TW2NET02.INC contains play data for inclusion on node 2
- TW2NET02.MIN contains messages for inclusion in node 2's message base.
-
- TW2NET03.INC contains play data for inclusion on node 3
- TW2NET03.MIN contains messages for inclusion in node 3's message base.
-
- .
- .
- .
-
- TW2NET07.INC contains play data for inclusion on node 7
- TW2NET07.MIN contains messages for inclusion in node 7's message base.
-
- TW2NET08.INC contains play data for inclusion on node 8
- TW2NET08.MIN contains messages for inclusion in node 8's message base.
-
- Eventually each node must receive their two files to include in their game.
- But since we are working with node 8, we'll only worry about its two files
- for now.
-
- TWMAINT STEP 3:
- (include its own INClude file now in the Net directory)
-
- TWMaint will have read TW2NET01.INC into the host game. It will then have
- deleted that file. Now you have 15 files in your net directory. If the
- data received from node 8 had player or team requests, then you will
- have 16 files. This new file is TW2NET01.DAT (it's baaaack!)
- TW2NET01.DAT contains replies to those requests (if any)
-
- Since we may have something in that DAT file again, we must Reprocess the
- data files again.
-
- TWMAINT STEP 4:
- (reprocess the data files)
-
- Any new data contained in TW2NET01.DAT is appended to all INClude files
- in the network directory. TW2NET01.DAT is deleted again.
-
- TWMAINT STEP 5:
- (put new messages into your message base)
-
- At this point, your TW2NET01.MIN is included into your message base. This
- file is then deleted.
-
- You should have 14 files in the network directory. These files are the
- data and message include files for all nodes but yours.
-
- TWMAINT STEP 6:
- Since we have chosen option 1 (process each node as it comes in) We need to
- ZIP up two files for node 8. So, your batch file should create a ZIP file
- called TW2INC08.ZIP This ZIP file will contain the two files:
-
- TW2NET08.INC play data include file for node 8
- TW2NET08.MIN message include file for node 8
-
- !! VERY IMPORTANT -- READ ME !!
-
- Don't ZIP the files up until immediately before the ZIP file is going to
- be downloaded or sent.
-
- After you have ZIPped those two files up, delete them!
-
- After the ZIP file has been downloaded, or sent, delete it!
-
- Failure to follow these rules here may result in some screwed up data. So
- be careful!
-
- HOST OPTION 2
- -------------
- If you have chosen Option 2 (process all nodes at one time) you will process
- the nodes in the same fashion, BUT you will wait until you have all DAT and
- MSG files from ALL nodes before using the TWMAINT command shown above.
-
- Once you have all the data files, you will run the TWMaint command:
-
- TWMAINT /L /B /ME /IR /MI
-
- After TWMaint is done, you will have 14 include files (as per above).
- You can then ZIP these files up for each node, and make them available
- for download.
-
- Remember! All operations (except for ZIPping, and unZIPping) is done by
- TWMaint automatically. So don't worry about the complexity.
-
- End of host processing!
-
- NODE PROCESSING of include files (INC and MIN files)
- ---------------
-
- We will assume your TW2 game is node 6, and you have received a file called
- TW2INC06.ZIP from your net host. This ZIP file contains two files:
-
- TW2NET06.INC data to include in your TW2 game
- TW2NET06.MIN messages to include in your TW2 message base.
-
- These two files were created by your net host. That is the only place you
- can receive these files from.
-
- UnZIP the file TW2INC06.ZIP into your TW2 network directory.
-
- Switch to your TW2 directory.
-
- Run TWMAINT with the following command:
-
- TWMAINT /L /B /MI /I
-
- This will tell TWMaint to:
-
- /L (Run in local mode.)
- /B (Don't ask any questions)
- /MI (Include messages from the file TW2NET06.MIN)
- /I (Include play data from the file TW2NET06.INC)
-
- After TWMaint is done, those two files will be deleted.
-
- Thats about it...
-
-
- File Name Formats:
- ------------------
-
- The file prefixes will be the same for all files. They are in the format
-
- TW2NETxx (where 'xx' is the node number in hex format)
-
- The file extensions come in four flavors:
-
- DAT Play data -- Created by each node when play occurs
- MSG Message data -- Created by each node when exporting messages
-
- INC Include data -- Created for each node BY THE HOST
- MIN Msg Include -- Created for each node BY THE HOST
-
- When sending your data files to the host. I suggest you ZIP your two data
- files into a file called:
-
- TW2DATxx.ZIP (where 'xx' is your node number in hex format)
-
- Mr. Host:
- When sending the include files to each node, I suggest you ZIP the two data
- files into a file called:
-
- TW2INCxx.ZIP (where 'xx' of the node in hex format)
-
- Hex numbers in filenames
- ------------------------
-
- The hex numbers always occupy 2 spaces in the filename ('xx') Here's how
- they'd look if you were counting:
-
- Hex 01 02 03 . . . 09 0A 0B . . 0E 0F 10 11 . . 19 1A . . 1F 20
-
- Dec 1 2 3 . . . 9 10 11 . . 14 15 16 17 . . 25 26 . . 31 32
-
- Using this method, you can have 255 nodes playing the same TW2 game!
-
- MISC. RAMBLINGS & Things to keep in mind
- ---------------
-
- In general, this whole scheme of link TW2 games together is very crude. That's
- mainly because we cannot do real time data transfers between the BBS's which
- would be the most ideal situation. Because there is a time lag, you will
- notice some odd events occuring at times. For instance, it is perfectly normal
- for you to be trading away on one system, and to be quite dead on another
- system. When the next data xfer comes along, your record will be updated as
- dead..
-
- Not all data will be perfect all the time. Rankings may be a little off
- but I have tried to include as much data as possible to keep the rankings
- close to what they'd be in a normal game.
-
- The actual set-up of your 'network' may take some thought on your part. In
- some cases it isn't as easy as it looks. I suggest using the Host option 1
- where each 'node SysOp' can call in at any time to have his/her data files
- processed. This will make it more convenient for everyone. And keep an open
- mind throughout the set-up process!
-
- Redundancy-City: (but I feel I have to stress some of this stuff)
-
- Another area you may get confused is what files go where. Let me see if I can
- explain this real simple-like.
-
- First of all, all filenames begin with TW2NETxx. 'xx' is the node number
- in hex format. If your system is node 6 all files you will deal with will
- start with TW2NET06.
-
- You system CREATES two types of files: DAT and MSG files. The DAT file is
- created when players play your game. The MSG file is created when you run
- TWMaint with the command: TWMAINT /L /B /ME
-
- You send these two files types to your host for processing. In return:
-
- The host system CREATES two types of files which will be sent back to your
- system: INC and MIN files. These two file types will be 'INcluded' into
- your TW2 data files.
-
- If you are node 10 here is an example of the files you will deal with:
-
- Your system CREATES:
- TW2NET0A.DAT -- this is created automatically by TW2.EXE
- TW2NET0A.MSG -- this is created when you run TWMAINT /L /B /ME
-
- These two files are first ZIPped up into a file called TW2DAT0A.ZIP
- Then you would delete these two files.
- You would then send TW2DAT0A.ZIP to your host so it can be processed.
-
- After the host receives your ZIP file, it unzips them into its NET directory.
- It then processes those two files.
-
- The Host system CREATES (for you):
- TW2NET0A.INC -- data to be put into your TW2 data files
- TW2NET0A.MIN -- Messages to be included into your TW2 message base.
-
- The host will ZIP these two files up for you in the file TW2INC0A.ZIP
- You would then get TW2INC0A.ZIP and unZIP the two files into your
- NET directory and then run TWMAINT /L /B /MI /I to include them into
- your game.
-
- The ZIPping and UnZIPping is NOT done automatically! You must write a
- batch file to do it. For more info, go back and read NODE Processing
- Pt.1, HOST Processing, and NODE Processing Pt.2!
-
- A couple of batch file examples for the nodes (ie: not the host)
-
- Say you are node 2 and ready to send your files to the host so they can get
- processed. here is the batch file:
-
- -------cut here-------
- CD \TW2
- TWMAINT /L /B /ME
- CD \TW2\NET
- PKZIP -m TW2DAT02 TW2NET02.DAT TW2NET02.MSG
- -------cut here-------
-
- TWMAINT /L /B /ME will export messages into TW2NET02.MSG
-
- The '-m' parameter for PKZIP means PKZIP should add those files to
- TW2DAT02.ZIP then delete those two files (TW2NET02.DAT, TW2NET02.MSG).
-
-
- Next, if your system receives a TW2INC02.ZIP from the host, you need to
- process that data into your game like so:
-
- -------cut here-------
- CD \TW2\NET
- PKUNZIP \FILES\TW2INC02.ZIP
- DEL \FILES\TW2INC02.ZIP
- CD \TW2
- TWMAINT /L /B /MI /I
- -------cut here-------
-
-
- If you or your fellow SysOps need help in configuring the network, don't
- be afraid to contact me. For info on how to contact me, see TW2.DOC
-
-