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- =========================================
- Battlefield Communicator Server
- PUBLIC BETA 2
- =========================================
-
- Copyright (C) 1998 ShadowFactor Software Inc.,
- All Rights Reserved
-
- Welcome to the second public beta release of the
- Battlefield Communicator Server. The server
- allows multiple Battlefield Communicator Clients
- to connect and participate in a conference. (More
- than 2 people).
-
- Please read through this entire document before
- using the server.
-
- IMPORTANT!!!
- ------------
-
- This is beta software. While it has been tested
- on a variety of systems and under a variety of
- situations, it may still contain bugs and/or
- unknown hardware and software compatibility issues.
- The purpose of this public beta is to help us iron
- out any such problems that may arise. That's why
- your feedback is so important! Please let us know
- of any problems you have or suggestions for making
- the software better.
-
- Thank you for trying Battlefield Communicator!
-
- Note: Don't forget to read the server_license.txt
- file.
-
- What's New -- Public Beta 2
- ---------------------------
-
- The following sections describe the new features
- of the Battlefield Communicator Server:
-
- Improved Performance
-
- The server core has been enhanced and optimized. This
- results in signficantly less CPU usage then previous
- versions. Unless you are running extremely large
- sessions you do not require a dedicated PC to run
- the server.
-
- Increased User Limit
-
- The server now supports up to 32 players.
-
- Channels
-
- The server can now support up to 250 channels. The
- management of channels is performed from the Channels
- tab on the main window.
-
- A channel is an area on a server where groups of
- users can meet. Each channel is seperate in that
- only those users in the channel can hear each
- other. With this feature you could host multiple
- teams on a single server, giving each team a
- seperate channel.
-
- Users may switch between channels whenever they want.
-
- Channel 0 is called the "Global Channel". In this
- channel everything users say can be heard by
- everyone on the server. However, Channel 0 users
- can only hear what other Channel 0 users say.
- Channel 0 is where all users start when they
- connect to a server.
-
- NOTE: Old clients (V1.0) do not support channels.
- When they are connected to a Beta 2 Server they
- are automatically placed into Channel 0.
-
- IP Address Copy
-
- When a session is started on the server the list
- of valid TCP/IP addresses for the server is copied
- to the clipboard automatically. You can then
- paste this list into other applications.
-
- NOTE: On systems connected to more then one
- network they will have more then one valid
- TCP/IP address. Each given TCP/IP address
- is valid only for the users connected
- to the network the address belongs to.
-
- Zombie Removal
-
- If a client is disconnected improperly a "zombie"
- user is left behind. However, with the new version
- if the user whose got disconnected reconnects,
- the Zombie will be removed automatically.
-
- The next revision of the software will provide
- other methods for detecting "zombie" players.
-
- Various Bugfixes & Enhancements
-
- See server_whatsnew.txt for a complete list of
- updates and changes.
-
- Requirements
- ------------
-
- The system requirements for the server are still
- being determined and are therefore subject to change.
-
- At a minimum, to run the software you will require:
-
- - Windows 95/98 with DirectX 6.0 or later.
- - Windows NT 4.0 with Service Pack 4
- - High Speed Connection (See: Bandwidth
- Requirements)
-
- NOTE: The server does not require a soundcard to
- be installed.
-
- Bandwidth Requirements
- ----------------------
-
- The amount of bandwidth required by the server
- depends on the type of compression being used,
- the number of players connected, and the way
- those players are using their voice comms.
-
- The following chart shows the approximate
- bandwidth required by a single stream of
- audio for each compression type:
-
- Modem Optimized: 10 kbits/sec
- LAN Optimized: 10 kbits/sec
- GSM: 16 kbits/sec
- ADPCM: 40 kbits/sec
- No Compression: 80 kbits/sec
-
- These figures are approximate, and change
- according to the transport in use (i.e.
- IPX or TCP/IP).
-
- Each user connected to the server can use
- up to two streams. One stream of audio
- go to the server, and one stream of audio
- coming from the server. If a user is not
- speaking, no audio is sent to the server.
- If no user is speaking, no audio is sent
- at all, and no bandwidth is used.
-
- To calculate the bandwidth in use at
- any point in time, use the following
- calculation:
-
- Bandwidth Usage = (N + S) * B
-
- Where:
- N = Number of players on server
- S = Number of players speaking
- B = Bandwidth usage of compression
- type
-
- For example, if you are running a server
- using Modem Compression with 6 players
- connected, 3 of whom are speaking, the
- bandwidth required is:
-
- (6 + 3) * 10 kbits/sec = 90 kbits/sec
-
- To find the worst case bandwidth usage,
- simply assume that all the players
- are speaking at the same time. In the
- above exampe, if you assume all six
- players speak at the same time, you
- would find:
-
- (6 + 6) * 10 kbits/sec = 120 kbits/sec
-
-
- To determine how many clients your
- connection can support in the worst
- case, use the following calculation:
-
- Bandwidth of Connection
- --------------------------
- 2 * Bandwidth for 1 Stream
-
- For example, a dual-channel ISDN
- line, when using modem compression,
- could theoretically support:
-
- 128 Kilobits
- --------------- = 6.4
- 2 * 10 Kilobits
-
- Round down to find the maximum number
- of clients, in this case 6.
-
- If your team is very disciplined about
- their use of the comms channel, you may
- find that you can support more users than
- the calculation above shows. For the sake
- of completeness, here is the general
- calculation for the maximum number of users
- given an assumption of how many will be
- speaking at once:
-
- N = (C / B) - S
-
- Where:
- N = max number of players
- C = bandwidth of your connection
- B = bandwidth required for compression type
- S = number of players speaking at once
-
- For example, if you are disciplined and
- assume that no more than 2 people will
- speak at the same time on the same
- dual channel 128k ISDN line as above,
- using modem compression you can support:
-
- N = (128 / 10) - 2 = 10.8
-
- 10 players at a time.
-
- Remember, these figures are theoretical
- estimates. In the real world, something
- always prevents you from using 100% of
- any connection. So use these calculations
- with a large grain of salt.
-
- Installation
- ------------
-
- To install the software, perform the following steps:
-
- 1. Download the latest release of the software from our
- Product Download page.
- (http://www.shadowfactor.com/downloads.shtml).
- 2. Winzip users: Open the archive with Winzip and
- press the Install button to launch the setup
- program.
- Other users: Unzip the archive into a temporary
- directory, then run the setup.exe program.
- 3. Please take the time to read our server_readme.txt
- file before using the software. It is the only
- documentaion you will receive for the server!
- 4. Run the software and let the setup wizard configure
- the software for your computer.
-
- Q & A
- -----
-
- What is the Battlefield Communicator Server?
-
- It is a program which can host Battlefield Communicator
- conferences. A conference is a Battlefield Communicator
- session with more then two clients.
-
- The server is designed so that client bandwidth/CPU
- usage does not increase on the client as the number
- of users in the conference increases. Therefore even
- modem users may participate in a conference. (Providing
- high speed compression types aren't used).
-
- However, server bandwidth/CPU DOES increase on the
- server with the number of clients connected.
-
- Do I need a special client to connect?
-
- For Beta 2 you will want to use V1.1 clients to
- connect.
-
- Version 1.0 clients can connect to the server
- but they will be part of Channel 0 and will
- be unable to switch channels.
-
- What kind of Compression Types Does It Support?
-
- The server supports all of the compression types
- available to the client. However, all clients
- connected to a server must use the same compression
- type.
-
- Tasks
- -----
-
- To Host a Session:
-
- Simply click on the "Host a Session" button and use
- the Server Wizard to setup a session. Each step
- of the wizard is explained in detail.
-
- Keep in mind when choosing a compression type that
- all clients who connect must use it. Therefore if
- you want modem users to be able to connect, don't
- choose a high-speed compression type like ADPCM.
-
- We recommend if you are going to operate on a LAN
- to use the GSM or ADPCM compression types. If
- you are going to operate from a high speed connection
- to high speed clients use GSM. If you are going
- to operate on a high speed connection with modem
- clients use Modem Optimized Compression.
-
- To Password Protect a Session:
-
- You can password protect a session. By doing so
- users will have to enter the correct password
- into the "Advanced" tab of the Connection dialog
- of their clients in order to connect.
-
- To Stop a Session:
-
- Click the "Stop Session" button, or choose "Stop
- Session" from the Session Menu.
-
- To View Player Information:
-
- Click on the "Players" tab, select the player
- you want to view and click the View button.
- This will present a dialog box with real-time
- statistics for that user as well as other
- important information.
-
- To Kick A Player Off The Server:
-
- Click on the "Players" tab, select the player
- you want to remove and click the Disconnect
- button.
-
- Planned Improvements
- --------------------
-
- The following are some of the features we
- will be adding to the server in the near
- future:
-
- - The ability to ignore specific players.
- - IP Address banning.
- - Remote administration of the server.
-
- Documentation
- -------------
-
- The dedicated server does not yet have a manual.
- If you are having trouble using the software,
- contact technical support.
-
- Technical Support
- -----------------
-
- If you're having trouble with the Battlefield
- Communicator Dedicated Server contact
- ShadowFactor Technical Support:
-
- support@shadowfactor.com
-
- Beta Feedback
- -------------
-
- Please send all your feedback to
- support@shadowfactor.com.
-
- Known Issues
- ------------
-
- This version of the server has the following known
- issues:
-
- - In certain situations, shutting down the server
- will result in the interface becoming frozen.
- However, the freeze is not permanent, simply wait
- and the software should return control. We
- know about this issue and are working to
- resolve it.
-
- Thanks again for help us to test Battlefield
- Communicator, we hope you enjoy it!
-
- ShadowFactor Software Inc.
-