Author Topic: nwncx webkit  (Read 2016 times)

Legacy_Valgav

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nwncx webkit
« Reply #30 on: March 19, 2016, 10:35:15 pm »


               

Yeah it's popular because it's popular '<img'> I know we can run linux, I can use vagrant to host virtual machine and have entire dedicated environment for nwn but why do I have to do this? It's 2016 for gods sake. I can render 1440p videos on my windows and i have to fight with linux to setup environment for some role play with friends?



               
               

               
            

Legacy_niv

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« Reply #31 on: March 20, 2016, 02:06:35 pm »


               


Sure I know linux and that's not a problem. My main problem are functions that hasn't been ever ported from windows to linux like hooking learning of spells from scrolls or changing time of day which both I find very useful.




 


Hi! I'm one of those pesky linux-only devs, although I ventured into nwncx stuff recently.


 


- Isn't changing time of day not already offered by a nwscript builtin (SetTime)?


- Hooking of spell learning (and similar things) would be trivial to do, but forum posts are a poor place to ask for it. I think the best way to make this happen is to open a issue on the github tracker: https://github.com/N...x2-linux/issues. While that doesn't guarantee that it gets done in a timely manner (life/motivation/etc), at least it's in the first and foremost place we look and makes sure it's not missed and kept tracked over time.


 


Cheers


               
               

               
            

Legacy_Valgav

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« Reply #32 on: March 20, 2016, 02:31:12 pm »


               

I mean event of changing time of day, so you can run script xx on transition from day to night.


 


I know that you're are one of those pesky linux only devs and I appreciate your work but there are some things that are windows only. Other example is: here http://neverwinterva...e-master-server also I'm not sure if community patch is fully compatible with nwnx on linux. 


 


My only need for this plugin is to prevent crashing on player leave. I don't need much more on windows '<img'>



               
               

               
            

Legacy_henesua

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« Reply #33 on: March 20, 2016, 02:46:24 pm »


               

if you need it on windows, write it on windows.



               
               

               
            

Legacy_niv

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« Reply #34 on: March 20, 2016, 02:53:58 pm »


               


I mean event of changing time of day, so you can run script xx on transition from day to night.


 


I know that you're are one of those pesky linux only devs and I appreciate your work but there are some things that are windows only. Other example is: here http://neverwinterva...e-master-server also I'm not sure if community patch is fully compatible with nwnx on linux. 


 


My only need for this plugin is to prevent crashing on player leave. I don't need much more on windows '<img'>




 


That auth thing appears to be inspired by the masterserver emu I wrote for linux (actually, ruby - system-agnostic). (There's also a nim port that I haven't published yet.) You can still run that yourself, and while it requires a bit more setup work, it works just fine.


 


A straight up port of it seems unlikely unless the author decides to release sourcecode for it.


               
               

               
            

Legacy__Cyan_

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« Reply #35 on: March 21, 2016, 09:38:33 am »


               


That auth thing appears to be inspired by the masterserver emu I wrote for linux (actually, ruby - system-agnostic). (There's also a nim port that I haven't published yet.) You can still run that yourself, and while it requires a bit more setup work, it works just fine.


 


A straight up port of it seems unlikely unless the author decides to release sourcecode for it.





I did it, simply i don''t like account/public key auth system, that was a test during my learning curve never meant to be a stable version since i made it for my pw on linux.


If you want the windows source i can share them, btw as niv said its ruby master server emulator is pretty straigthforward to setup and manage.


               
               

               
            

Legacy_virusman

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« Reply #36 on: March 21, 2016, 09:48:55 am »


               

NWNX Auth for Linux:


https://github.com/v...th/plugins/auth


It's an independent implementation (I made it by request), so I'm not sure how it compares with the Windows plugin, but basically it also fires a script when a player tries to connect.



               
               

               
            

Legacy__Cyan_

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« Reply #37 on: March 21, 2016, 10:11:50 am »


               


NWNX Auth for Linux:


https://github.com/v...th/plugins/auth


It's an independent implementation (I made it by request), so I'm not sure how it compares with the Windows plugin, but basically it also fires a script when a player tries to connect.





What changes is that you hook on auth request with master server turned off, the plugin i made hooks on bmpa, bmau packets using account + password (and yes i used niv's ruby code as starting point even if i rewrote the parser as training).


               
               

               
            

Legacy_niv

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« Reply #38 on: March 21, 2016, 11:40:26 am »


               


I did it, simply i don''t like account/public key auth system, that was a test during my learning curve never meant to be a stable version since i made it for my pw on linux.


If you want the windows source i can share them, btw as niv said its ruby master server emulator is pretty straigthforward to setup and manage.




 


You might want to upload it regardless even if I myself have no immediate interest in using it. Others might want to fix issues or amend features they need without standing up my masterserver emulation thing, since that would be a extra service to keep track of.


 


The biggest advantage of my masterserver is that you can do potentially-blocking, external stuff in it - like http requests - without stalling all of nwserver.


               
               

               
            

Legacy_Valgav

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« Reply #39 on: March 21, 2016, 04:21:21 pm »


               

Back to original thread. I'm trying to figure out the problem with crashing on client leave. I'm not sure if the problem is that you don't run WebUI_Destroy() method and it still has WebUI registered to Player?



               
               

               
            

Legacy__Cyan_

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« Reply #40 on: March 21, 2016, 05:20:17 pm »


               


Back to original thread. I'm trying to figure out the problem with crashing on client leave. I'm not sure if the problem is that you don't run WebUI_Destroy() method and it still has WebUI registered to Player?





The error is raised with some strange issue with CNWMessage, but as i said, i don't develop any further on windows version of nwnx plugin.


As shadoow released a stable connect plugin on windows maybe he can answers better to this issue.I'll post the source in the next days.